PC How do I put this?...Rollback please?!?!?! FUN PIMPS! Whyyyyyy?!?!?!

What exactly is confusing you? In a sense, it's normal human behavior. People have this strange thing called a habit. A person has played for 5/10/15 thousand hours and has gotten used to the fact that to get water, you need a puddle and cans. And then after such a long time, they tell him: "there are no more cans." That's it, the person is immediately at a dead end and does not understand what to do next, he is not used to it.

You can compare this with a more understandable everyday situation. Let's say that throughout your childhood, you made all your trips with your father in his car, when you grew up, you bought your own car and still drive it. And, for example, at the age of 40, this car disappears. For you, this will be a shock, because you do not know how to move around any other way, even paying for public transport will be stressful.

A similar situation has developed with banks, that's all.
And yet, you learn new habits and relearn old in a relatively short time when things change. It may be a shock initially, but it doesn't take long to get past that. However, your willingness to let the past go will impact how long that takes.
 
It is just another bland RPG in a sea of bland RPGs, but then that is beating a dead horse as well.
You know, I've mostly given up this fight, but it drives me crazy when people refer to this (or most of what's called RPGs in the modern age) as an RPG. Does 7 Days To Die have RPG elements? Kinda, though progression systems aren't really inherently RPG elements. Is 7 Days To Die an RPG? Not in any way whatsoever. It has exactly zero of the elements that make a game an RPG.

Please, please stop diluting and degrading the RPG genre by calling everything with progression systems an RPG.
 
I'm actually very glad to see players still enjoying my favorite game also, don't get me wrong but....
Let me ask you a 1 question then about the storms particularly.

When you are out and about, and a storm happens, it's not hard to avoid or deal with the damage, right? we all know that....but do you find yourself literally just sitting inside somewhere "waiting" it out afterwards?.... already looted, killed zeds, quested your building etc...
Think about it..... what does that "storm" actually do to the gameplay. Are you seriously not just finding your time wasted by waiting it out or just running inside somewhere to avoid it.?!?!?!.... Honest question...

And please, just think about your experience with it so far....don't try to sugar coat your answer to make storms sound "ok"...think about it.... honestly...what kind of gameplay changes have occurred to your normal game because of it?

I have several open world games installed right now on my machine. 7DTD, Icarus, No Man's Sky, The Long Dark.

You're acting like storms are some kind of strange, unacceptable game mechanic when literally every good, open world survival game features storms and weather-based survival mechanics.

The storms we have now in 7DTD aren't even that hardcore, to be honest. In Icarus, a lightning strike during a thunderstorm can burn your entire base to the ground. In The Long Dark, getting stuck out during a blizzard is a death sentence.

So what exactly is the problem?
 
I have several open world games installed right now on my machine. 7DTD, Icarus, No Man's Sky, The Long Dark.

You're acting like storms are some kind of strange, unacceptable game mechanic when literally every good, open world survival game features storms and weather-based survival mechanics.

The storms we have now in 7DTD aren't even that hardcore, to be honest. In Icarus, a lightning strike during a thunderstorm can burn your entire base to the ground. In The Long Dark, getting stuck out during a blizzard is a death sentence.

So what exactly is the problem?
Mostly that those are more hardcore survival games than 7 Days To Die? 7 Days is a survival game in the same way that Minecraft is a survival game, in that people call it that, but it really isn't. Which is fine with me (I don't like survival games.)
 
I have several open world games installed right now on my machine. 7DTD, Icarus, No Man's Sky, The Long Dark.

You're acting like storms are some kind of strange, unacceptable game mechanic when literally every good, open world survival game features storms and weather-based survival mechanics.

The storms we have now in 7DTD aren't even that hardcore, to be honest. In Icarus, a lightning strike during a thunderstorm can burn your entire base to the ground. In The Long Dark, getting stuck out during a blizzard is a death sentence.

So what exactly is the problem?
I don't think people dislike storms and weather. They dislike the implementation or rather feel it could be better.

I enjoy the look and feel of the storms, but when you have to shelter you miss out on a lot of the graphical work they put into them.

Currently your interactions with the storms is simply hiding until they are over or wasting a good deal of resources to offset the damage taken.

Mechanically it's not the worst implementation but I think it could be better with a few tweaks.
 
A bit of a hijack, but what do you think of the game? While in the youtube rabbit hole, I cam across a review of this and seemed very good, what are your thoughts. You can PM me if it is too much of drag on this thread.

I've been playing for about 7 years, so I'd say I'm pretty fond of it. While not perfect, it's pretty darn good. Much like 7DTD, NMS features lots of different elements from various genres. It isn't the economic sim you get with the X-series, nor the space combat sim that is Elite. But it is special because it has elements of those games while being an absolutely fantastic exploration and base building game.

The higher difficulty settings include some good survival mechanics, as well. Even has a permadeath mode, if you're into that.
 
Currently your interactions with the storms is simply hiding until they are over or wasting a good deal of resources to offset the damage taken.

Mechanically it's not the worst implementation but I think it could be better with a few tweaks.

Oh, I completely agree with that. In another thread, @meganoth posted an idea for improving the storm damage mechanics in a way very similar to how it's handled in NMS. Basically, when your character is new, storms are highly damaging and require sheltering and/or lots of healing to get through them. But as your character advances and you get biome badges, the smoothies gain the ability to mitigate storm damage.

Now, I dislike smoothies and wish TFP had gone with something less mobile-game-casual (such as gasmasks, parkas, etc), but it's a good idea because it shifts gameplay from damage-avoidance and healing in the early game, to damage prevention (via crafting & resource expenditure) in the mid- to late-game.
 
Now, I dislike smoothies and wish TFP had gone with something less mobile-game-casual (such as gasmasks, parkas, etc), but it's a good idea because it shifts gameplay from damage-avoidance and healing in the early game, to damage prevention (via crafting & resource expenditure) in the mid- to late-game.

Dang magic potions rehash. I believe there are already assets in the game that can be used.
 
You know, I've mostly given up this fight, but it drives me crazy when people refer to this (or most of what's called RPGs in the modern age) as an RPG. Does 7 Days To Die have RPG elements? Kinda, though progression systems aren't really inherently RPG elements. Is 7 Days To Die an RPG? Not in any way whatsoever. It has exactly zero of the elements that make a game an RPG.

Please, please stop diluting and degrading the RPG genre by calling everything with progression systems an RPG.
Well, I don't know what to call it anymore. It certainly isn't a survival game. Neither is it really open-world with the new biome badge bull🤬🤬🤬🤬.

The heavily stat dependent skill system stops just short of a class system, and we already have levels. Those are typically RPG associated, but yeah, I guess other than that they originated in DnD, they aren't necessarily tied to RP. I guess good on them for making some of the skills non-stat based now.

I am really trying to give this version a fair playthrough, and even with the QOL improvements, it is just...meh. The game has become increasingly meh for a long time for me. I'd roll all the way back to A12 probably if it not for the engine improvements. When random world generation was truly random and the game was scary, you sat and cried in a corner at night the first few days, hoping a dog didn't smell you from outside. When you first hit a new town, it actually did feel like there was a horde to clear before you went to looting, none of this asleep in the next room from you nonsense.
 
i'm sure someone said this already. turn off biome progression, turn off storms. problem solved.

Oh no i can get stacks of water anymore...boo hoo. just cheat them into your game if you need them so badly. or mod them in. All you needed was a stream and you had infinite water available. "Oh i need water to be on easy mode, woah is me"....smh
 
Please, please stop diluting and degrading the RPG genre by calling everything with progression systems an RPG.
Come on, it's Clearly an RPG; you get to play the role of an Errand Boy. Dig a few boxes, fetch a few packages, deliver some mail. If you really stretch your imagination, you can even be an Errand Girl; although, there's no actual difference to that choice. No stat difference, no disposition difference, no new dialogue options. But hey, clearly a sRPG. (single-Role)
 
Well, I don't know what to call it anymore. It certainly isn't a survival game. Neither is it really open-world with the new biome badge bull🤬🤬🤬🤬.
Yeah, me either. Less than the sum of its parts when it used to be more?
Alas, the industry already has done that quite effectively trying to reach (more at: trick) ever more players into buying a game that is probably not to be to their liking.
I know. Like I said, I've mostly given up on arguing about it, since it's seemingly too late at this point, but I finally snapped a little.
 
Yeah, me either. Less than the sum of its parts when it used to be more?
For sure! That really sums it up. Now ok, I was a different person 10 years ago and it was a new game, but even in it's rough state there was something magical about it. That magic is long gone. The individual parts have gotten better, no doubt, but the sum goes down.

I mean the POIs are gorgeous, and I know so much work goes into them, but they are still rat mazes, just follow the path to the end and get your cheese. You already have an idea what to expect from the danger rating. It used to be you just hit certain building types to have a good chance to find what you needed. Now they are all 1 stop shopping. I hardly even mine anymore since there are pallets of clay, stone and sand everywhere.
 
Yeah...that's kind of how natural water sources work, lol.
The reason why people are so but hurt is because they can't make infinite glue. It's easy mode. That's all it is. and its not even needed in the game. There is so much water and glue found in loot that i barely need dew collectors. maybe if i played a game where i was focusing on exploding arrows/bolts i might want more, but then i just build more dew collectors. problem solved.
 
I've mostly given up on arguing about it
Not a bad idea, especially for your own health and wellbeing, but I do try to keep the personal hope alive that there will come a tipping point when the vast majority of players decide they've had enough of industry manipulation and take back their own power. They'd probably have to realize first that it's not confined to the gaming industry along with how deeply rooted it is and has been from the day they were born. Societal conditioning is hardly an easy thing to just shrug off. Some might say that's too much to hope for, but hope springs eternal.
 
The reason why people are so but hurt is because they can't make infinite glue. It's easy mode. That's all it is. and its not even needed in the game. There is so much water and glue found in loot that i barely need dew collectors. maybe if i played a game where i was focusing on exploding arrows/bolts i might want more, but then i just build more dew collectors. problem solved.

The reason I disliked the water change wasn't about empty jars or easy access to water (or glue). It was because I no longer had the ability to take water from a pond and boil it on a campfire. That's one of the most basic, common-sense things imaginable in a sandbox game. So there's a river right there, and my campfire is right there, but for some magical reason I can no longer take that water and boil it on my fire?

I'm sorry, but that's just dumb.

It isn't even about "muh realism!" It was just a goofy, incredibly gamey decision. The kind of thing you'd expect to see in a console or mobile game, not a game that originally started out on PC as a sandbox survival game.
 
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