Foreword: I'm a long time on-and-off player. I generally play in co-op non-dedicated with a few friends when we pick it up. I love the effort being put into the updates. I don't agree with every change, but we're still in alpha so it's all good. Overall, I do like the A21 changes. But I'd like to just get to it and start listing my suggested changes to the game.
1. Delete paper.
So, I love the choice to remove glass jars and empty cans. They really weren't enjoyable. It's kind of lowkey anxiety inducing to decide between keeping glass jars / empty cans, or dropping them to free up inventory space. So I appreciate that they were straight-up removed. I no longer put glass/sand into the forge to endlessly make glass jars.
So my first suggestion, is to just remove paper. In-game there are only 3 recipes that use paper, and the primary one is shotgun shells. I've always seen shotgun shells as what you hypothetically craft if you somehow run out of brass... but I've never reached that stage. Honestly, if shotgun shells just cost buckshot and gunpowder with no third ingredient, I'd be totally fine with it. I'd even be fine with shells only costing lead + gunpowder. That's right, you might as well remove buckshot as well if you want. Robotic turret ammo uses lead now already.
2. Clean up the loot tables by removing stuff line bones and basic bandages.
I don't know all of the bone recipes off the top of my head, but the only 2 I actually use bones for are: Making/repairing bone knife, and making glue.
If I want bones, I get them from chopping up corpses. I don't want to find bones in kitchen cabinets and stuff. I already get way too many bones, and getting them as loot isn't necessary.
A similar thing is basic bandages. If I need them, I will make them out of cloth. I don't want to find them in loot. (First Aid Bandages are fine.)
3. Delete the Southern Farming skill book tree.
I don't want to collect 19 Southern Farming books to be able to craft potato seeds. It's the shortest skill book progression, and entirely the worst. Just let us craft all the seeds by default, or put it in the perk Living Off The Land. Maybe "Living Off The Land 4/4" could be "unlock all seed crafting".
4. Further clean up loot tables by removing nitrate, oil shale, coal, rotten flesh.
These are things that have other main sources of gathering. You can get nitrate from shoveling bags of fertilizer or mining nitrate veins. Oil shale can be mined in the desert. Rotten flesh comes from static corpses or zombie animal corpses. Coal comes from burned trees or coal veins.
I just don't see the benefit of having them in loot in small amounts.
These are resources that players want in decent amounts if they use them, or they drop them and never want them. Looting in small amounts isn't enjoyable.
5. Make dye stackable.
I think the dyes need a lot of changing. On some items the dye looks awful, and on others it looks passable, but either way they take lots of storage if you decide to keep them, and if you don't keep them there's no way to craft them?
Ok, so let's further talk about this. 7 Days To Die is one of those inventory management games. When you're out looting, you either try to loot every container and salvage every appliance, or you just target specific things. Your inventory fills up really fast if you want to grab everything. With A21's new crafting skill book system, this is even more true, since I personally play with friends and we share the crafting books with each other and try to feed certain crafting books to one person or another. There are how many types of new books to fill up inventory slots?
If The Fun Pimps were to "just increase inventory size", it'd kind of be a band-aid solution to the problem. The problem, as I see it, is that looting offers you too many item types.
If I see a static corpse, or an animal (alive or undead), it is my choice to go and harvest it for resources (probably using a bone knife). I know that if I do this, I'll get certain guaranteed resources depending on the corpse (bone, meat, rotten flesh, animal fat, leather, nitrate, testosterone extract). I as a player can make an informed decision on trading inventory slots and harvesting time to get those specific resources.
Same thing for using the salvaging tools, or breaking blocks. I know what I'm getting by breaking down cars or couches.
But looting kind of has this feel of "we might give you loot-exclusive items, or we might give you corpse items, or we might give you salvage items, or we might give you mining items", etc. Yes, obviously you can just choose not to pick up certain items, or drop them on the ground right away, but is this fun? Does anyone actually enjoy opening up a loot container and finding paper, or rotten flesh, or bones when they're not using those resources?
This isn't about realism or immersion to me, but about quality-of-life for the game.
I think some items should be "only obtainable from looting", some should be "only obtainable from harvesting / mining / salvaging / gathering", and some should be "only obtainable from traders". Most canned food is only obtainable by looting. Raw meat and rotten flesh and bone should only be obtainable from gathering.
In the game's current state, I'm pretty sure you could obtain basically everything by only looting and dealing with the trader. I want to see that change. Harvesting / Farming (Fortitude), Mining / Chopping (Strength), Salvaging (Perception), are each their own activities and they each give their own resources with only some overlap. Looting should stick to its lane, and not try to give access to so many resources.
1. Delete paper.
So, I love the choice to remove glass jars and empty cans. They really weren't enjoyable. It's kind of lowkey anxiety inducing to decide between keeping glass jars / empty cans, or dropping them to free up inventory space. So I appreciate that they were straight-up removed. I no longer put glass/sand into the forge to endlessly make glass jars.
So my first suggestion, is to just remove paper. In-game there are only 3 recipes that use paper, and the primary one is shotgun shells. I've always seen shotgun shells as what you hypothetically craft if you somehow run out of brass... but I've never reached that stage. Honestly, if shotgun shells just cost buckshot and gunpowder with no third ingredient, I'd be totally fine with it. I'd even be fine with shells only costing lead + gunpowder. That's right, you might as well remove buckshot as well if you want. Robotic turret ammo uses lead now already.
2. Clean up the loot tables by removing stuff line bones and basic bandages.
I don't know all of the bone recipes off the top of my head, but the only 2 I actually use bones for are: Making/repairing bone knife, and making glue.
If I want bones, I get them from chopping up corpses. I don't want to find bones in kitchen cabinets and stuff. I already get way too many bones, and getting them as loot isn't necessary.
A similar thing is basic bandages. If I need them, I will make them out of cloth. I don't want to find them in loot. (First Aid Bandages are fine.)
3. Delete the Southern Farming skill book tree.
I don't want to collect 19 Southern Farming books to be able to craft potato seeds. It's the shortest skill book progression, and entirely the worst. Just let us craft all the seeds by default, or put it in the perk Living Off The Land. Maybe "Living Off The Land 4/4" could be "unlock all seed crafting".
4. Further clean up loot tables by removing nitrate, oil shale, coal, rotten flesh.
These are things that have other main sources of gathering. You can get nitrate from shoveling bags of fertilizer or mining nitrate veins. Oil shale can be mined in the desert. Rotten flesh comes from static corpses or zombie animal corpses. Coal comes from burned trees or coal veins.
I just don't see the benefit of having them in loot in small amounts.
These are resources that players want in decent amounts if they use them, or they drop them and never want them. Looting in small amounts isn't enjoyable.
5. Make dye stackable.
I think the dyes need a lot of changing. On some items the dye looks awful, and on others it looks passable, but either way they take lots of storage if you decide to keep them, and if you don't keep them there's no way to craft them?
Ok, so let's further talk about this. 7 Days To Die is one of those inventory management games. When you're out looting, you either try to loot every container and salvage every appliance, or you just target specific things. Your inventory fills up really fast if you want to grab everything. With A21's new crafting skill book system, this is even more true, since I personally play with friends and we share the crafting books with each other and try to feed certain crafting books to one person or another. There are how many types of new books to fill up inventory slots?
If The Fun Pimps were to "just increase inventory size", it'd kind of be a band-aid solution to the problem. The problem, as I see it, is that looting offers you too many item types.
If I see a static corpse, or an animal (alive or undead), it is my choice to go and harvest it for resources (probably using a bone knife). I know that if I do this, I'll get certain guaranteed resources depending on the corpse (bone, meat, rotten flesh, animal fat, leather, nitrate, testosterone extract). I as a player can make an informed decision on trading inventory slots and harvesting time to get those specific resources.
Same thing for using the salvaging tools, or breaking blocks. I know what I'm getting by breaking down cars or couches.
But looting kind of has this feel of "we might give you loot-exclusive items, or we might give you corpse items, or we might give you salvage items, or we might give you mining items", etc. Yes, obviously you can just choose not to pick up certain items, or drop them on the ground right away, but is this fun? Does anyone actually enjoy opening up a loot container and finding paper, or rotten flesh, or bones when they're not using those resources?
This isn't about realism or immersion to me, but about quality-of-life for the game.
I think some items should be "only obtainable from looting", some should be "only obtainable from harvesting / mining / salvaging / gathering", and some should be "only obtainable from traders". Most canned food is only obtainable by looting. Raw meat and rotten flesh and bone should only be obtainable from gathering.
In the game's current state, I'm pretty sure you could obtain basically everything by only looting and dealing with the trader. I want to see that change. Harvesting / Farming (Fortitude), Mining / Chopping (Strength), Salvaging (Perception), are each their own activities and they each give their own resources with only some overlap. Looting should stick to its lane, and not try to give access to so many resources.