I'm on team "the water situation is ridiculous". Okay, I get the desire for "scarcity". At the same time, the game "realism" is degraded even further as I cannot so much as take a sip from a lake nor put water in a bucket. Furthermore, it makes farming a pointless task. Cool, I guess let me make 1000 meat and potato meals because I don't have water to cook the other recipes.
The reason 7 Days to Die is my most played game in the steam library is the procedurally generated maps for infinite worlds, the fully destructible world and general survival gameplay. Friends and I just want to get on a game, get to building and killing zombies. When game elements lack sense or become burdensome due to developer whims, I play it less. My daughter used to play the game a lot and now doesn't find as much enjoyment. She's mostly on project zomboid now. Instead of limits, the game should be expanding crafting elements and capabilities.
I do like the new POIs and the remodeling of some of the classics from several years ago, e.g. the underground cave. I like the updates to the workbench, forges, and spinning cement mixers. But for the love of jeebus, don't make things artificially "difficult" by breaking elements and making gameplay nonsensical.
The reason 7 Days to Die is my most played game in the steam library is the procedurally generated maps for infinite worlds, the fully destructible world and general survival gameplay. Friends and I just want to get on a game, get to building and killing zombies. When game elements lack sense or become burdensome due to developer whims, I play it less. My daughter used to play the game a lot and now doesn't find as much enjoyment. She's mostly on project zomboid now. Instead of limits, the game should be expanding crafting elements and capabilities.
I do like the new POIs and the remodeling of some of the classics from several years ago, e.g. the underground cave. I like the updates to the workbench, forges, and spinning cement mixers. But for the love of jeebus, don't make things artificially "difficult" by breaking elements and making gameplay nonsensical.