PC v1.x Developer Diary

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Frustrating Changes and Lack of Endgame Content in 7 Days to Die


As a dedicated fan of 7 Days to Die (7DTD) with over 1500 hours of gameplay (A5), I've observed the evolution of the game over time, and while it has a strong foundation, the recent changes and lack of engaging endgame content are significant issues. Here’s an in-depth look at the current state of the game and some suggestions for improvement.


Long Development Timeline and Comparisons


To put into perspective the amount of time that has passed since the development of 7DTD began, consider these games:

  • GTA V (2013)
  • Far Cry 4, 5, 6 (2014, 2018, 2021)
  • Fallout 4 (2015)
  • Starfield (2023)
  • Red Dead Redemption 2 (2018)
  • The Forest 1 and 2 (2014, 2023)

Many of these games have seen multiple releases or significant updates in less time.


Illogical Water Mechanics


One of the most frustrating recent changes is the removal of water jars, making dew collectors the only way to obtain water. In reality, dew collectors provide clean water, but in the game, they give you murky water that requires purification. This mechanic is nonsensical and detracts from the immersion. We've lost practical ways to carry water—no buckets, empty pots, or milk jars. A more realistic approach would be to introduce contaminated water sources that require filtering and boiling, adding depth and realism instead of arbitrary difficulty.

Reference: Games that use realistic water mechanics, like "The Long Dark" (Hinterland Studio, 2017), provide a model for how water purification can add to survival gameplay.


Simplification of Vehicle Mechanics


Another issue is the oversimplification of vehicle mechanics. Previously, choosing the quality of engines and components for minibikes and other vehicles added a layer of strategy. Now, you simply build a minibike and move on, removing meaningful decision-making and speeding up progression. This change has reduced the game's complexity and enjoyment.

Reference: In "Project Zomboid" (The Indie Stone, ongoing development), vehicle mechanics include different parts and conditions, adding to the strategic depth of the game.


Inconsistent Game Features


Several features have been removed without considering their impact on the game. For example, the ability for zombies to smell raw meat on players was eliminated rather than fixed. This feature could have added a strategic element to gameplay. Implementing a variant of the new feral sense mechanic for this would have made the game more immersive and challenging. Instead, it was just eliminated, which feels like a missed opportunity.

At night, it was a huge challenge to go outside and hunt animals for meat due to the zombies smelling the meat on you from a distance. Now, it’s not even difficult; you simply go out, shoot the animal, or run it down and you have your meat.

Reference: The idea of enemies being attracted to the player due to certain conditions is well-implemented in "The Forest" (Endnight Games, 2014), where cannibals can track the player by sound and sight, adding tension and strategy to the game.


Lack of Storyline and Endgame Content


The fundamental issue with 7 Days to Die is the lack of a compelling storyline and engaging endgame content. After 12 years of development, we're still waiting for promised features like raiders and a fleshed-out story involving the Duke and White River. The game hints at an interesting world with nukes and viruses, but it hasn't delivered on these promises. There's no narrative to keep us hooked, and once we've built our fortresses and gathered all the resources, there's nothing left to do.

Reference: Games like "The Witcher 3: Wild Hunt" (CD Projekt Red, 2015) show how a rich storyline can keep players engaged for hundreds of hours.


The Unfulfilled Promise of Bandits


One of the most anticipated features has been the introduction of bandits, promised since Alpha 17 (2018). These NPCs were expected to add a significant layer of challenge and excitement to the game. However, despite the long wait and multiple updates, bandits have yet to make their debut. Their inclusion could provide the much-needed human element and strategic depth to the gameplay, making survival not just about building and crafting but also about facing intelligent adversaries.

Reference: The concept of human adversaries adding depth to survival games is well-demonstrated in "The Last of Us" series (Naughty Dog, 2013, 2020), where human enemies present a significant challenge alongside infected ones.


Need for Meaningful Content


Instead of focusing on slowing down player progression with arbitrary changes, the developers should have focused on providing meaningful endgame content. Players need compelling challenges and narratives to stay invested. Whether it's through new enemies, more complex quests, or a detailed storyline, the game needs content that rewards experienced players and keeps them engaged. We can only clear the same Tier 4, 5, 6 POIs so many times before they become stale.

Reference: "Terraria" (Re-Logic, 2011) offers regular updates with new bosses, biomes, and events, which continually renews player interest and provides long-term engagement.


Conclusion


While 7 Days to Die has a strong foundation and a dedicated player base, the recent changes and lack of endgame content are significant issues. The game needs logical, immersive mechanics and engaging endgame content to maintain player interest and provide a rewarding experience. Until then, many of us are left waiting, hoping for updates that address these fundamental problems.

Suggestions for Improvement and Realistic Hopes:

  1. Reintroduce and refine water mechanics with a focus on realism and practical challenges.
  2. Restore vehicle complexity to bring back strategic decision-making.
  3. Revise and reintroduce features like the raw meat attraction mechanic to enhance gameplay depth.
  4. Develop and implement a compelling storyline with meaningful endgame content to keep players engaged.
  5. Introduce bandits to add a new layer of challenge and excitement.

By addressing these areas, 7DTD can evolve into a more immersive and engaging survival experience, worthy of its long development cycle and dedicated community.

This is not an attack on The Fun Pimps (TFP) at all. For me personally, I am going to put down my hammer and my M60 and play something else for a while. I hope that TFP can add some of the missing features and content in the future to make it fun to run around with a burning steel hammer bashing zombies' heads in the late game.
So many people using ChatGPT nowadays... ;)  

 
  • Reintroduce and refine water mechanics with a focus on realism and practical challenges. See notes below.
  • Restore vehicle complexity to bring back strategic decision-making. See notes below.
  • Revise and reintroduce features like the raw meat attraction mechanic to enhance gameplay depth. See notes below.
  • Develop and implement a compelling storyline with meaningful endgame content to keep players engaged. Already on the roadmap.
  • Introduce bandits to add a new layer of challenge and excitement. Already on the roadmap.
Most of your concerns are items that TFP staff have removed for various reasons over the years, however, we have purposely left the code/xml/assets/etc. in the game for our wonderful modding community to use. There are various modlets and total overhaul mods you can choose from. You can even download older versions of the game on Steam to satisfy your nostalgia berries.

We still have a lot of really cool ideas coming down the road. Buckle up! This ride isn't over yet. Stay tuned for more.

 
Red Dead Redemption 2 (2018)

Many of these games have seen multiple releases or significant updates in less time.
It took almost 8 years to develop RDR2 and that was before any bug fixes after release, and they had almost 2000 people working on the game. 

With the exception of the Forest, those other titles had 100 to over 1000 people working on them.

What's the most amount of people that worked on 7 Days? 30 maybe?

C'mon son!

 
This isn't meant to be conflictual, but may seem so if only the first words are read.

The main difference between this game and the examples presented is specialty, focus, and limitation.
I have played many of them, still do, and many before from Zork until now. Each had it's
strength for me because they focused on a single theme/genre. Name dropping to follow:
F.E.A.R. = linear horror, but that is it. LFD = run and gun, Outlast series: Horror escape,
The Long Dark: = Severe survival.

The common denominator is a single genre single focus. With very little room for personalization
or expansion.

TFP is a primer game: Many of the things that are favored by individuals and groups are still there,
many are not, possibly because of changes in the game engine. I observed not only the game, but the
engine progression over the years. The vanilla, is just that, vanilla default. The rest is open for
personal interpretation and adjustment.

I label it as a primer, because like the original Xbox it was built purposefully to be hacked and
expanded upon. It has aspects of many genres with potentially conflictual and opposing rules meshed
together. A purchasing player is given models, Ai, terrain generation, 3d interactive buildings,  
lighting, full con and destructibility, and most importantly the ability to shape their world the
way they see fit. The hard part is done, the rest is left up to what an individual or group wants.

It is an impossible request to demand that a single iteration of a format like this to be able to
simultaneously satisfy ever genre represented here all at once. Ergo comes modding, it is either
an accepted thing or not. To me its just rearranging numbers and pictures. It was intimidating at
first but with the help of those in the forum I like it now.

If you take 20 people split into 5 groups, different walks of life and nationalities, each group
a decade apart, it would be rare if not impossible to get all of them to agree on a single thing.

I only stopped modding for a while because I couldn't keep up with the updates. But there is a
temporary quell and it's opening the doors again.

No a person is not forced to mod, but the "option" is there intentionally to allow and not constrict
personal creativity. 

 
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lol

can someone please bash a brick wall against my head as i dont have the energy to do it myself any more

yes it has been a long road, but it is still (overall) getting better

how many of us can say the same about our spousal relationships?

and if we invested our game hours into our better halves, what would be the outcome?

 
Mikhail Popkov said:
@Лаз Мэн @ фатальныйЗдравствуйте, играю в 7 дней до смерти консольного издания уже больше трёх часов, всё очень замечательно, но есть один нюанс: играю на клавиатуре и мышке и время от времени консоль мне пишет, что нужно подключить геймпад для игры, можно просто нажать esc, но ошибка появляется. Через пару секунд приходится постоянно держать включенным геймпад, я думаю, что это проблема, и надеюсь, что разработчики, которые предлагают консольную версию, все в этом виноваты, но все просто потрясающе. Играю с удовольствием 

И еще один небольшой нюанс на ПК, когда хочешь выкинуть что-то из вещей, ты просто достаешь это из инвентаря и нажимаешь левой кнопкой мыши на консоли, это не работает и приходится выкидывать через клавишу d
@Laz Man @faatal Today I updated the console version of 7 days to die, it weighed 4.07 GB, but the problems that I described remained 👏🏼👏🏼👏🏼

 
Several features have been removed without considering their impact on the game. For example, the ability for zombies to smell raw meat on players was eliminated rather than fixed. This feature could have added a strategic element to gameplay. Implementing a variant of the new feral sense mechanic for this would have made the game more immersive and challenging. Instead, it was just eliminated, which feels like a missed opportunity.

At night, it was a huge challenge to go outside and hunt animals for meat due to the zombies smelling the meat on you from a distance. Now, it’s not even difficult; you simply go out, shoot the animal, or run it down and you have your meat.
Hunting for meat at night? What for? I can hunt for meat during the day. But now you have to go hunting for rotten meat at night. Dead bears now only appear at night.

 
schwanz9000 said:
If you feel that there are missing shapes, please compile a FULL list and DM them to me. I'll be glad to take a look.

 

Are you talking about the "This title is Pre-Release software..."?
If so, we are not done with the game as indicated by the road map.

Alpha, V1.0, Gold. Just a label. It's done when it's done. 😛
Thank You for the response ... Hope you are having a good week. The Old Gamer 😌

I'll try to make another List ... Did one a while back during A -20 and they are basically the same.

 
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Inconsistent Game Features


Several features have been removed without considering their impact on the game. For example, the ability for zombies to smell raw meat on players was eliminated rather than fixed. This feature could have added a strategic element to gameplay. Implementing a variant of the new feral sense mechanic for this would have made the game more immersive and challenging. Instead, it was just eliminated, which feels like a missed opportunity.
don't ever forget the calipers... i've always believed that was one of the biggest mistakes they made by moving them out of game. Calipers forced players to travel the map and search for them. 

 
Heh.  Although I don't really like that it is called 1.0 without being gold, I really doubt 1.0 is legally a gold release anywhere in the world. 


Even "gold" is actually just a slang term coined years ago by publishers or programmers for the day when the gold master CD was produced. Which meant the actual release of a software was still a month away in the times when software was published on a CD. And version numbers have practically no meaning, there is not even a real standard. I am not a lawyer, but I am pretty sure there is no law directly mentioning those terms, even in Europe.

Then there is the concept of customary rights in law, but games have been released as incomplete and buggy versions for decades so how could a customer apply that concept in a court of law? What would be the redress? That the company has to supply patches after release? Dooh. 😉

 
Is a game ever really "done"?  Even games that are "gold" have more base (non-DLC) content added or adjusted.  Is Minecraft done?  Maybe a game is "done" when they stop supporting it.

 
Most of your concerns are items that TFP staff have removed for various reasons over the years, however, we have purposely left the code/xml/assets/etc. in the game for our wonderful modding community to use. There are various modlets and total overhaul mods you can choose from. You can even download older versions of the game on Steam to satisfy your nostalgia berries.

We still have a lot of really cool ideas coming down the road. Buckle up! This ride isn't over yet. Stay tuned for more.
I still think there should be ways to add it in the base game.  Like smell could be on higher difficulty. More rapid infection, 

And some stuff you gotta think about is consoles. Yes 7dtd is a pc game but now you got a massive player base that's not on pc. 

I remember madmole saying they wouldn't add any permadeath and yet they added in later. Stuff should be brought in.

Zombie settings/game stage scailing settings. 

 
@Laz Man @faatal Today I updated the console version of 7 days to die, it weighed 4.07 GB, but the problems that I described remained 👏🏼👏🏼👏🏼
Your controller turning off when using keyboard and mouse is not under control of a game. That is what the Xbox OS does. Allan discovered that if you removed the controller batteries and plug it into the console, the controller will stay on.

I still think there should be ways to add it in the base game.  Like smell could be on higher difficulty. More rapid infection, 

And some stuff you gotta think about is consoles. Yes 7dtd is a pc game but now you got a massive player base that's not on pc. 

I remember madmole saying they wouldn't add any permadeath and yet they added in later. Stuff should be brought in.

Zombie settings/game stage scailing settings. 
Smell would be nice to have again, but there is a giant pile of things that would be nice to do. The pile is always bigger than the amount of time we have, so we have to prioritize what we work on.

 
Your controller turning off when using keyboard and mouse is not under control of a game. That is what the Xbox OS does. Allan discovered that if you removed the controller batteries and plug it into the console, the controller will stay on.

Smell would be nice to have again, but there is a giant pile of things that would be nice to do. The pile is always bigger than the amount of time we have, so we have to prioritize what we work 


Ngl I forgot I made this post. But I didn't mean to sound like that

 I 100% understand yall are like what a 30 people work Force?

So it's understandable but it's nice to know the Pimps see what we want and maybe down the line we will get things again/back. With in reason. 

Hopefully with the large amount of money yall got from console sales Hopefully yall can add more Pimps! And make the game even better! 

So far I'm having a blast Even if I keep getting infected lmao 

 
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