- Can't skip the night before 4:00 am
- Can't find maps that opened the main map
- Most of iron sights is weird and unlogical
- Can't fast-travel from trader to trader
- Sight does not hide when aiming
- The scope covers the entire screen with black area like a game from 2003
- Getting water was made complicated for some reason, just because.
- Artificially limited skill tree
- Awful Learning by Reading
- You can't see a damn thing indoors even in the daytime
- Night/early morning sounds and enemy spawning sound cannot be switched off
- You cannot select the update level of the unit (instead of a building block to a cobblestone or concrete or metal)
- You can't take away blocks, or change their shape
- Many items cannot be removed after placing
- The lamps are unbalanced and shine like the sun.
- You can't put a merchant's hours of working
- The map does not automatically cognize locations and their names except for merchants
- When creating labels, you can't hide them from the map so that they are visible only in the list
- Once a label has been created, you cannot change its name
- The game should kill the last zombie that delays the quest. Or add normal 3D sound positioning
- A chainsaw is useless in battle, it doesn't stun any damn enemies.
- Characters always have the same animation and food item
- Characters cannot craft an industrial generator
- Read and unread magazines should be marked with more than just an icon. But also a color
- Modification journal are not obviously indicated by another icon other than a small book in the corner.
- The game does not allow you to throw things away except by dragging things outside the inventory border, instead of pressing RMB and the conditional Shift/Ctrl
- Can't craft dye, you have to scavenge it from random clothes
- If you "trace" the item's crafting, it closes the merchant's active target. And doesn't track more items. For example, I want to craft two pieces of transportation. And to craft it, I have to focus on one part, then track and craft the other. What prevents to make a slideshow where the player can track up to 5 crafts at the same time. At the same time not to close the main goal, again a task from the trader?
- Can't hide difficulty of POI/Biome in settings
- Can't pick up quality of items in creative menu
- Some door frames have strange values to repair
- Spikes hitboxes is janky, same goes with window glass
- Zombies could attack you through door, melee are not able to hit though hole in door
- Fast-healing have unmentioned downsides
- Inventory locking is unintuitive
- Stealth is janky and useless in most cases.
- Many blocks have strange hitboxes when you can't shoot/use melee in the hole so you hit block itself. But in movement they are right
- Craft menu does not show all the crafts, you have to use the search
- The electrical system needs a little tweaking
- The game gives players level 6 items by loot/from a merchant. While items that can be crafted by a player up to Max 5 LVL makes collecting magazines pointless. Since the player may accidentally find a weapon that will be more effective than basic crafting. And will be infinitely repaired regardless of its number of repairs.
Been on the forums for awhile, ill bite and try to be as truthful/unbiased as i can about what i think the answers/reasons are. And i believe from other posts ypu have sent, you are wanting to keep it "vanilla no mods" for answers. Some questions/complaints i dont understand so ill leave them out.
- cant skip the night before 4 AM: sleeping and other things have been talked about and nixed. I believe the game is supposed to be about "time management" but also "making you sit there waiting is a thing if you have nothing to do" as a way to have you plan specific nighttime tasks... or get bored and venture outside when its more dangerous. But yeah "skipping time" is not a planned thing.
- iron sights weird: lots of complaints about this, for those that notice it
- cannot fast travel between traders: this has been sort of hinted at being a possibility, i believe. The new helipads at the traders may be part of it.
- aight does not hide while aiming: people have complained. No plans to change i know of
- getting water was made complicated: personally i wish it were harder to get, but yeah they felt it was too easy before. Lots of posts about the reasons. The change seems to have made a 50/50 split of forum users hating/liking it.
- awful learning by reading: the "learning by doing" was nixed a long time ago, for several reasons. The reading i feel is to make the progression slower. Lots of love/hate for it, but its extended my "early game" by a lot of days.
- cant see a damn thing indoors: the vanilla game settings isn't very dark, but yeah they dont want you having great indoor/outdoor visibility. I believe this is why the night vision goggles are still in the game.
- cant select the update level of the unit: yeah, and i cannot see this changing as in the game there is only 1 block upgrade and downgrade path. So its hardcoded to be block A upgrades to block B i believe. The "fix" for this (kinda) are the recipes to just craft the block you want vs upgrading. Of course that assumes you are building vs upgrading an existing building.
- cant take away blocks or change their shape: i believe they want you to be "time management punished" for having to build/destroy so if you don't plan ahead (for a horde) suffer more. You shouldn't be able to jump in a building and reinforce/rebuild super fast. You should plan ahead days/hours before horde nights. This is also probably why picking things up (like the forge, workbench) have timers: you cannot go fast when there is a time crunch, actions have some consequences.
- lamps are too bright: yeah i agree the lighting is weird. Many people have wished to be able to change the lighting.
- cant put merchants hours of working: i think because merchants area is indestructible/safe, they don't want you hiding put there at night.
- read and unread magazine color: yeah, tons of people complaining about this. It wouldn't surprise me if this is fixed when they do the UI update (which i heard was planned). This also applies to several UI / map things you said: valid concerns/complaints about labels and such, but they haven't messed with the UI in a long time.
- game does not allow you to throw things away...: there is a "drop" on most things? Like the "d" button when the item is selected? Anyway: if its not always there: some of the buttons/actions for items in inventory (drop/wear/scrap/eat?) are different for some items. If this is not a "we will fix it with ui update/final polish" i feel its on purpose to mess with you. Like the "oops i ate glass" issue has been around for awhile and i feel kinda left there on purpose to make you pay attention and also to trip everyone up a few times for ha ha factor. The game is quirky like that, and im not sure if its on purpose or not "for funsies"
- cant craft dye: yeah that is weird.it does make you work a lot harder to get all the colors you want, like finding a color is a little present. Scavenging from clothes IS weird. Its possible they havent changed it because its part of the "character armor updates"
- spike hitboxes is janky...: i have seen several posts about janky hotboxes, and the fix for it is to olen a bug report anout it. The devs seem to eventually get to fixing the hitbox if they agree. The spikes are bery... full of holes so maybe its more performant (less triangles?) to not have the hitboxes be more perfect for these. BecUse players can put down hundreds of these blocks
- zombies can attack through door: yeah, i feel this is an issue because of the voxels, and i feel they aren't going to fix it... but maybe they will?
- stealth is janky and useless: lots of complaints. Not sure of any status but they seem to eventually get around to fixing stuff like this in some manner.
- electrical system issues: yeah, its weird. But my best guess is that they have built it to be "easy/low overhead to calculate electrical loads and stuff to get some electrical goijg", so we get the oddities we see. in the old console versions i believe electrical was nerfed, and in online games they seems to often have rules about electrical/solar usage because of the computational load it puts on the game. For whatever reason its in the state its in. I haven't heard of any plans to change/update it.
long story short: i can never tell what quirks are "on purpose" or "ha ha we like it this way" or "its functional enough for now". Obviously we have to wait for gold, but its always good to post annoyances so hopefully the devs will add it to their list. But 7 days is (imho) its own beast and not run by a normal game studio catering to the standard demographics, so they kinda do whatever they want. The "rule" TFP seems to have is "fun is priority over realism or other things" but: fun for whom? TFP ultimately gets that decision and sometimes i think they like "fun" to be "you get some punishment because the fun is in the struggle or surprise elements". But they are also working on a voxel based game (with stability calculations) and many times i have read this is a limitation to the game that they have to work around. So i feel a lot of QOL have been "neglected" until the end as they consider that "polish but if left put oh well".
additionally: i also feel that, because they allow modding to be done so easily, they are less focused on all the "little things" and just figure modders will fix them if its annoying enough to enough people. Like the "unintuitive inventory locking": they had to make a choice (locked or unlocked) and they figure the community will "fix" it with mods of they disagree with the defaults as likely there is no right way that pleases everyone.