Roland's Top Ten Ranked: Items that have been added

Roland

Community Moderator
In no particular order:

1) Improved pathing: Beginning with A17 the zombie pathing was vastly improved to create relentless enemies that would seek to reach you and unless you carefully plugged holes, removed access points, and perfected your defenses there would be a stream of zombies that would find their way in and wreck you on horde night. The pathing has been modified and adjusted over the past 6 major updates since then to add variety to the ability of zombies to "see" pathways to you so they don't all always follow the perfect path. The result is more thrilling and scary horde nights and POI clearing than ever before in the history of the game. Of course, someone can choose to cheese the system but that would be possible regardless of the AI. Recently, I returned to A16 and the pathing of the zombies was abysmal. They would simply run in circles or endless run up and down ladders and get stuck on corners and blocks. In my opinion the improved AI and pathing that TFP added post A16 has greatly improved the game.

2) Dungeon POIs: Previous to A17 every single POI was an empty shell. You could walk up to the door of a room and see every single zombie laying around. There was no environmental story-telling or frantic room by room close quarter combat. You could simply run through an entire POI as it was completely open and then run outside and kite all the zombies that came pouring out and that was it. With most POIs changing to level-designed locations we have awesome places to explore that have zombie encounters happening as you go-- many times once you get deep enough in it is impossible to just run outside and kill them out in the open. You are constantly threatened as you explore the POI for the rewards you are looking for. The recent remnants that have been added are basically like the POI setups we used to have which is why most people just skip those and focus on the T1-T5 locations.

3) Skillpoint Shopping Perk Mechanic: Skillpoint shopping allows you to play however you want with a lot more freedom than the previous LBD system. If you enjoy mining you can focus on that and earn skillpoints which you can use to improve other areas. If you want to be a purist you can spend your skillpoints only on those activities that earned you those points and really immerse yourself into your character progression. It really is up to you how you wish to play. You can max/min the system by doing those things that wrack up the points the fastest or you can play more organically and just earn skillpoints as they come as you naturally achieve your daily objectives in the game. Whatever your jam is in playing the game, skillpoints can be used to support that and you are never locked in to doing just one thing to improve one skill if you don't want to.

4) Magazines for Crafting: Separating crafting skill from the deterministic way it was tied to perks and skillpoint spending really gave the game some variety and helped the survival element of "Make do with what you have available". Learn by reading is a great way to add uncertainty into the game since you can't exactly plan out when you will be able to craft something better. Scavenging the world for scraps of old world knowledge to progressively learn how to craft better and better things fits squarely in the post apocalyptic genre. Not only that but it gives us two methods of improving instead of just one. We can spend skillpoints for perks and abilities and we can read magazines for crafting knowledge. And, once again, it supports those who like to min/max and just focus 100% on increasing their crafting skills as well as those who like to just play the game and obtain magazines as they come and make do with what they have until they can make or find something better.

5) Dew Collectors: Previous to Alpha 21 the gameplay loop of going from water poverty to water wealth was simply loot for 10 minutes after which you would have about 20 jars which you could fill up all at once at any water source and bring home to boil without needing a pot. Those jars were reusable and within a few days you would have 50+ forever jars and that was even before you start making them in the forge using ubiquitous sand. WIth the addition of the dew collector, a new workstation, the water gameplay became more interesting. There was a new workstation to craft and crafting additional collectors would create in effect a new type of farm for creating and gathering your own water. Keeping yourself hydrated in the beginning wasn't necessarily harder than before but because jars were never returned and empty jars for infinite refilling could no longer be found, it was more of a process getting to the point where you became wealthy with water and had enough for all your drinking and crafting needs.

6) Darkness: Recently TFP responded to community feedback and made it possible to play with truly dark nights and POI interiors. After adjusting the overall brightness of my monitor and turning the game brightness setting to 15% I cannot go out at night or explore the deep interiors of POIs without the use of a light. In the early game I carry a few torches and attach them to walls as I go since otherwise it is pitch black. Obtaining a weapon or helmet light is a fantastic event that brings a smile to my face. The current status with brightness is a great compromise. For those who want to be able to see at all times without having to hastle with a light, they can keep the game at 50% brightness or higher and for those who want it darker and scarier, there is a whole range from 0 to 49% that can be experimented with to find your perfect setting.

7) Outfit Sets: The outfit sets we have now are great. They each have their own bonuses as well as a set bonus if you can find or craft all four pieces. They look much better than the old layered clothing and armor and with fewer mod slots there are actually some tough choices that can be made now whereas before there was no need for choices. You just slotted everything you found in with plenty of slots and more for any mod you could find. You can play the armor by just wearing what you have and make those stat changes a part of your character and play the game with those particular strengths or you can change outfits multiple times a day to get the strongest bonuses for whatever activity you're doing at the time. Both playstyles are supported. Recently, we have been given the ability to make any piece look like any other piece so if you like an armor's bonus but don't like how it looks you can adjust the look to something you like better.

8) Storms: The storms really add atmosphere (literally) to the biomes and create crazy and thrilling moments that never existed before they were implemented. Thanks to storms we sometimes find ourselves literally racing against the clock to get to a location before all hell breaks loose. Thanks to storms we sometimes find ourselves having to choose to risk going outside at times to complete a quest or have the room needed to battle several zombies at once. Thanks to storms we have zombies that get a sudden boost to their speed and awareness meaning that even if you find a safe shelter, there are times you must defend yourself. Yes, some people thought at first that the only response to storms was to sit in a hole with a crate over their head and play phone games for several minutes but as time as progressed more and more people are seeing the storm announcement as a challenge to do something with the thrill of impending danger hanging over them and they are coming away with great stories that were never possible before.

9) Biome Hazards: The hazards have given each biome a great facelift when you first encounter them. The process of acclimating to the new climate and overcoming the hazardous environment is much more interesting than simply walking across the border with no change from the last biome. It is currently undergoing iterative development based on community feedback and hopefully the implementation will continue to improve but just simply as a new mechanic to the game it is a must as a survival challenge and obstacle to overcome.

10) Jobs: Prior to A17 the game was 100% make your own objectives. A lot of people did great with that for 1000s of hours but the addition of jobs for hire gave us additional objectives we could work on in addition to our own. Not only that but the jobs had their own progression in a very LBD-esque format. As you did jobs you got better jobs. The jobs are not the only things you can do in the game but they add to the things you are doing already-- mining, farming, base building, exploring, etc. Plus, they are not even essential. People play all the time completely ignoring the traders and their jobs and they thrive. So jobs are a great additional activity you can choose to do or not. And with over 90% of POIs being tagged as questable by most of the jobs that are currently available, there will always be jobs that need doing.

What do you enjoy that has been added to the game over the last several years?
 
In no particular order:

1) Improved pathing: Beginning with A17 the zombie pathing was vastly improved to create relentless enemies that would seek to reach you and unless you carefully plugged holes, removed access points, and perfected your defenses there would be a stream of zombies that would find their way in and wreck you on horde night. The pathing has been modified and adjusted over the past 6 major updates since then to add variety to the ability of zombies to "see" pathways to you so they don't all always follow the perfect path. The result is more thrilling and scary horde nights and POI clearing than ever before in the history of the game. Of course, someone can choose to cheese the system but that would be possible regardless of the AI. Recently, I returned to A16 and the pathing of the zombies was abysmal. They would simply run in circles or endless run up and down ladders and get stuck on corners and blocks. In my opinion the improved AI and pathing that TFP added post A16 has greatly improved the game.

2) Dungeon POIs: Previous to A17 every single POI was an empty shell. You could walk up to the door of a room and see every single zombie laying around. There was no environmental story-telling or frantic room by room close quarter combat. You could simply run through an entire POI as it was completely open and then run outside and kite all the zombies that came pouring out and that was it. With most POIs changing to level-designed locations we have awesome places to explore that have zombie encounters happening as you go-- many times once you get deep enough in it is impossible to just run outside and kill them out in the open. You are constantly threatened as you explore the POI for the rewards you are looking for. The recent remnants that have been added are basically like the POI setups we used to have which is why most people just skip those and focus on the T1-T5 locations.

3) Skillpoint Shopping Perk Mechanic: Skillpoint shopping allows you to play however you want with a lot more freedom than the previous LBD system. If you enjoy mining you can focus on that and earn skillpoints which you can use to improve other areas. If you want to be a purist you can spend your skillpoints only on those activities that earned you those points and really immerse yourself into your character progression. It really is up to you how you wish to play. You can max/min the system by doing those things that wrack up the points the fastest or you can play more organically and just earn skillpoints as they come as you naturally achieve your daily objectives in the game. Whatever your jam is in playing the game, skillpoints can be used to support that and you are never locked in to doing just one thing to improve one skill if you don't want to.

4) Magazines for Crafting: Separating crafting skill from the deterministic way it was tied to perks and skillpoint spending really gave the game some variety and helped the survival element of "Make do with what you have available". Learn by reading is a great way to add uncertainty into the game since you can't exactly plan out when you will be able to craft something better. Scavenging the world for scraps of old world knowledge to progressively learn how to craft better and better things fits squarely in the post apocalyptic genre. Not only that but it gives us two methods of improving instead of just one. We can spend skillpoints for perks and abilities and we can read magazines for crafting knowledge. And, once again, it supports those who like to min/max and just focus 100% on increasing their crafting skills as well as those who like to just play the game and obtain magazines as they come and make do with what they have until they can make or find something better.

5) Dew Collectors: Previous to Alpha 21 the gameplay loop of going from water poverty to water wealth was simply loot for 10 minutes after which you would have about 20 jars which you could fill up all at once at any water source and bring home to boil without needing a pot. Those jars were reusable and within a few days you would have 50+ forever jars and that was even before you start making them in the forge using ubiquitous sand. WIth the addition of the dew collector, a new workstation, the water gameplay became more interesting. There was a new workstation to craft and crafting additional collectors would create in effect a new type of farm for creating and gathering your own water. Keeping yourself hydrated in the beginning wasn't necessarily harder than before but because jars were never returned and empty jars for infinite refilling could no longer be found, it was more of a process getting to the point where you became wealthy with water and had enough for all your drinking and crafting needs.

6) Darkness: Recently TFP responded to community feedback and made it possible to play with truly dark nights and POI interiors. After adjusting the overall brightness of my monitor and turning the game brightness setting to 15% I cannot go out at night or explore the deep interiors of POIs without the use of a light. In the early game I carry a few torches and attach them to walls as I go since otherwise it is pitch black. Obtaining a weapon or helmet light is a fantastic event that brings a smile to my face. The current status with brightness is a great compromise. For those who want to be able to see at all times without having to hastle with a light, they can keep the game at 50% brightness or higher and for those who want it darker and scarier, there is a whole range from 0 to 49% that can be experimented with to find your perfect setting.

7) Outfit Sets: The outfit sets we have now are great. They each have their own bonuses as well as a set bonus if you can find or craft all four pieces. They look much better than the old layered clothing and armor and with fewer mod slots there are actually some tough choices that can be made now whereas before there was no need for choices. You just slotted everything you found in with plenty of slots and more for any mod you could find. You can play the armor by just wearing what you have and make those stat changes a part of your character and play the game with those particular strengths or you can change outfits multiple times a day to get the strongest bonuses for whatever activity you're doing at the time. Both playstyles are supported. Recently, we have been given the ability to make any piece look like any other piece so if you like an armor's bonus but don't like how it looks you can adjust the look to something you like better.

8) Storms: The storms really add atmosphere (literally) to the biomes and create crazy and thrilling moments that never existed before they were implemented. Thanks to storms we sometimes find ourselves literally racing against the clock to get to a location before all hell breaks loose. Thanks to storms we sometimes find ourselves having to choose to risk going outside at times to complete a quest or have the room needed to battle several zombies at once. Thanks to storms we have zombies that get a sudden boost to their speed and awareness meaning that even if you find a safe shelter, there are times you must defend yourself. Yes, some people thought at first that the only response to storms was to sit in a hole with a crate over their head and play phone games for several minutes but as time as progressed more and more people are seeing the storm announcement as a challenge to do something with the thrill of impending danger hanging over them and they are coming away with great stories that were never possible before.

9) Biome Hazards: The hazards have given each biome a great facelift when you first encounter them. The process of acclimating to the new climate and overcoming the hazardous environment is much more interesting than simply walking across the border with no change from the last biome. It is currently undergoing iterative development based on community feedback and hopefully the implementation will continue to improve but just simply as a new mechanic to the game it is a must as a survival challenge and obstacle to overcome.

10) Jobs: Prior to A17 the game was 100% make your own objectives. A lot of people did great with that for 1000s of hours but the addition of jobs for hire gave us additional objectives we could work on in addition to our own. Not only that but the jobs had their own progression in a very LBD-esque format. As you did jobs you got better jobs. The jobs are not the only things you can do in the game but they add to the things you are doing already-- mining, farming, base building, exploring, etc. Plus, they are not even essential. People play all the time completely ignoring the traders and their jobs and they thrive. So jobs are a great additional activity you can choose to do or not. And with over 90% of POIs being tagged as questable by most of the jobs that are currently available, there will always be jobs that need doing.

What do you enjoy that has been added to the game over the last several years?
I like everything except point 6, can u make dynamics night in the game like : lightly night/unlighlty night, and for interior of poi, systematickely very dark.
Ty tfp and roland
 
1) Smooth pathing would be nice. There is mods that do it. Why not TFP?

2) We went from one extreme to the other. Mix it up. I usually play with compopack and that gives me a nice mix between the two.

3) Again from one extreme to the other (starts to sound like the descrption of borderline syndrome a bit here) a good mix would be the best. I guess everyone who ever played DF will agree.

4) Absolutly no. It´s so bad that i am checking out book shelves and mailboxes in every other game i play without even thinking about it. Magazine and cloth hunting simulator is what the game feels like. Especially bad in MP where you have to hunt magazines due to the way faster increase of gamestage, especially if you have 3 people playing with the sledge and the 100% XP boost for headshot kills.

5) The dew collector is as easy and is exactly the same like the jars. Just a little bit delayed but not much. You get enough of them that you never have to care about water again pretty fast, the same could have been achieved with a delay on being able to make jars. And it makes no sense at all. They should fill up when raining, immersion breaking for a very small change in terms of how much water you have. Day 4 and 5 dew collectors is easy af and we are at the same point as with the jars again.

6) Having to adjust the monitor says it all. No problem if you only play 7 days, for everyone else that´s not an option at all.

7) Clothes would still be prefered, along with temperature regulation on them. But as the whole outfit and temperature is still in works, we have to wait on what the final result will be.

8) Storms aka take a break and go to the toilet mechanic. Another cover up for not having enough zombies in the world.

9) Worst idea ever. Well the execution is just bad and yes even after it was changed recently. Still just a boring to do list with no real challenge behind it. Craft a smoothie and do the check list. It´s a time waster that doesn´t make anything more difficult and due to it being a checklist it doesn´t add any immersion, it´s a immersion killer.

10) I would agree that you can do whatever you want. But as we lack a proper endgame, you want the T6 jobs as an additional challenge. So if you want kind of an endgame there is not really a choice on playing without traders. Maybe we can get T6 jobs once we reach a certain level or the POI´s get more zombies once you reach a certain gamestage without having to do the whole grind. Also Tier rewards, especially the bicycle should not exist. You have to choose a suboptimal play style to not play with traders and that is something a lot of people don´t like to do. And ofc cans and candies. It´s not really a choice tbh as you miss out on so many things when doing no traders.

The worst change: Crossplay. We on PC have a dumbed down game with an empty world now for the very few players that only bought the game because of crossplay. Was mentioned often enought that the vast majority plays SP by the mods and the devs. It´s actually an audacity that PC has to give up so many possibilities due to a very very small part of the playerbase.
 
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2 POIs Laz and crew, have added spice. Personal wish: That they could be made modular variables.
Meaning that any two external frames, could be completely rearranged internally, when you enter.
Sort of like a procedural dungeon layout, then every entry could need a different strat for completion.
References for a picture Rubik's Cube, and the movie Cube, rooms were interchangeable.

Using abstinence play and age progression has extendend my longplay with; 3 4 and 10.
I remove the tracker icon from the map, for quests and traders, only have distance so I have to explore
to find things.

Personal favorites
"No where to hide" A17 update. plus prior when Joel adapted the destroy area concept.
The vultures when they use to attack on sight, lesser animals responding to injury by running away then
returning. Throwable spear or javelin, has modding potential. Dark nights I just have to adjust the fog
color and density, the directional audio for when I am using my headphones. The fog particles generation.
The cookie crumbs zombie tracking. The older sound byte of the Wights. Dog foot steps finally added; Yay for
me. Radiation zones. Occlusion as it has progressed. Most of my likes revolve around environmental. The rest
I mod. Most relevant addition which is continuous is the expanded array of moddable content mostly through
xmls. Last is Forest Sunrise and Desert sunset gradient.

Newer version stuff
The predator version of the plague spitter, If that technique were used for all entities at long range,
as an LOD with really low poly or as a shader on a postcard, it might allow for more entities on screen.
Storms and biome hazards have modding potential. Subtle sounds of animals on terrain.
 
I can see how you're liking those things; and in some parts I do agree. But funnily, in "totality" I don't really see any of those as a big improvement, and quite a few of those as an outright negative. Not going into detail, for you're trying to be positive here :)

In that spirit, I'll add "the vehicle system". Plenty of intermittent goals, each of them behave rather well in the current iteration and seem to serve a purpose to chase after, and the whole top three remains useful even after unlocking the later ones. Could use some more mods, but the ones we have feel decently meaningful without being mandatory.
 
2) Dungeon POIs
For me this is a pro and a con. I wouldn't say dungeon POIs add a lot of story compared to POI designs themselves which also improved in later generations of the game. The dungeon-style POIs are fun to go through challenging designs and with the environmental hazards it made POIs very fun. The downside is that with every POI being a dungeon it lacks diversity and you are on a roller coaster with the POIs being on rails with no diversity in how you tackle or explore it.

Sleeper zombies in the POIs is also a pro and con. Previously as you mentioned you could kite enemies outside and deal with them whereas now you have more challenge in taking them on. The con is the way it was done and you have zombies that, if going through the POI as intended, will wake up even if you are sneaking and making no noise which takes away a lot of the stealth aspect in some instances such as zombies behind desks, popping out from walls, etc.

Lastly, loot rooms have caused more harm than good with people cheesing areas for the loot room and prevents many smaller POIs from being anything but linear.
5) Dew Collectors
We still have too much water. The dew collector system was done only due to glue. I think while a neat idea the implementation is poor. It draws heat because people were just crating several of them and then they reduced the heat generation. Not sure why the developers feel glue of all things should be difficult when it should be early game water gathering. So it's the opposite of what we need and have as it is currently. Both the dew collector and Jars could work with tweaks.
6) Darkness
Must be very new as the brightness slider just messes with gamma and turning the brightness on your monitor is a terrible concept. Nights are too bright as they are. They don't have to be pitch black or where you can't see, but the constant full moonlight makes some of the game assets like NVG or torches unnecessary and removes a lot of the fear we once had.

I wish we would have dynamic nights to a degree where each night you might get a full moon, half moon, or quarter moon to start. I don't think that would be too hard and would add some value to NVG and torches.
7) Outfit Sets
Hard disagree. I hate the magical armor system. It feels cheap to hate on previous clothing when the whole game looked like crap. If they spent time fixing clothing like they did armor then clothing would have been just as fine. The current armor should be cosmetic like the DLC.

Mod slots previously were limited to type so it wasn't possible to slot whatever you wanted and they had the same limitations current mods have. Pocket mods might have increased space but TFP gave people a free row after anyway. So they just removed having to find the bag space.
8) Storms
How fun. Go hide and wait out the storm. I think the changes they made are a step in the right direction and overall like the concept of storms though. People always felt it was bad to go outside and disliked the implementation and TFP agreed and made changes to help offset it. I imagine future tweaks will make them more engaging.
9) Biome Hazards
I wouldn't call it acclimating unless you hard RP it as such. The challenges system seems out of place and the transitions should be more fluid IMO, but overall the current system isn't bad. I don't mind hazards and think they can offer a nice challenge to the player but it still needs a bit of work to be great. With the current setup it's not bad just nothing to write home about either. I do appreciate the fact they made them non linear and not as impossible to explore as they once were. Still, overall a good system IMO.
If you are referring to quests then again it's a pro/con thing. I agree that quests are awesome, but the over-emphasis on them has also taken away from the exploration side of things. I think currently it is the thing holding back the game the most. It's repetitive and it's far too rewarding and encouraged by the game system for anything else to get some time of day. This will be fine if TFP add some non-questable POIs that have value to them - not abandoned useless places with no loot. Likewise they could add encounters such as bandits or more hordes to offset some of the rinse/repeat gameplay of quests.


A lot of good points, but it feels like some of them are a stretch. Also feels like the post is meant to hard counter A16. I truly don't mean this as an insult, but I can't recall the last time this much silver was used as lining.


As far as what they have added that I enjoy:
  • Graphics & Lighting
  • More Vehicles
  • Tiles & Cities (with some caveats - makes finding everything too easy leading to lower exploration)
  • Quests (with some caveats - too rewarding and discourages exploration)
  • Dungeon-POIs (with some caveats - need to be less linear and remove loot rooms)
  • Charged & Infernal (with some caveats - I like the idea of higher tier zombies for the end game, but the color swapped zombies is less exciting than when they introduced the demo)
  • Better looking POIs
  • New art assets for things unsuitable for blocks
  • Storms
  • POI Hazards
  • Sledgehammer books
  • Biome difficulty
  • POI Localization (names show up in quests)
  • More Block Shapes
  • Restore Power Quests
  • Pipe Weapons
  • UI Improvements
  • HD Models
  • Perk Tree Crafting
  • Electricity
  • Vending Machines
  • Traders
 
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The game sure has come a long way since I started paying attention to it.. and lucky me (us), been playing for years and I keep coming back.
Great job Pimps on what's been made, we should try not to forget what the game was. My honest opinions/critique on the list are as follow..

1) Improved pathing
I might look back to A16 a bit too fondly in this respective, it's been a long time since I've played it and now that it's mentioned- I remember having to run around to 'drag' zombies over to where I want to fight them on horde night. I'm sure in many ways the improved pathing is better than before.. but personally, I still hope for a higher % of the zombies just being really dumb.. like.. "I can't figure out how you want me to reach you- so I'm gonna break things until my friends don't know how to reach you either", stupid. They're harder to plan for because smart ones have logic to their actions and stupid ones just do things because brainrot.

2) Dungeon POIs:
I don't say it enough but huge, big props to the PoI team that builds all kinds of exciting, beautiful and even story-telling scenes.- I get the sentiment for having a few more open styled houses etc.. and maybe it wouldn't hurt, but the close quarters and limited maneuverability add to the danger and I think the value of that is healthier than ease of exploration for the player.. but y'know.. if it's a T1-2 I could see a more open floor plan being warranted.

3) Skillpoint Shopping Perk Mechanic:
I've enjoy this over all, I wouldn't mind a little bit of level-gating on the higher end of skill trees to encourage spreading out points. I like a system that allows you to respec when you find you were new and didn't like how you did this or that.. (like when I first played for like 10 mins, spent my first perk points on scavaging before learning that would level itself by doing) or if you find you aren't working the best you could with your team.. or if you just get bored and want to change it up once you're a month into the world.

4) Magazines for Crafting:
I don't dislike mags.. but there's a lot of people that seem to want to avoid looting and feel forced into it because of this change. I don't want to go back to LBD, I just hope Mags as a system gets a little more time/balance/thinking to see if the part of the player base that got burned on this change can get a little more relief.

5) Dew Collectors:
Better than jars. Water is more balanced than ever before.. still hope for a little more challenge getting clean water- but I might want the game slightly heavier on survival elements than the average fan.

6) Darkness:
Doesn't really affect me personally, but I love it for everyone else that's having a good time with it.

7) Outfit Sets:
Don't care much.. But I like not looking like jank, and it's a fair point having to be choosey with your mods. That's definitely a win, I like choices being difficult and impactful.

8) Storms:
Undercooked. I like storms in theory, I want to like what I think we'll end up with. -But that's not what we got and it isn't what we have now.
I know they're getting worked on, so I'll trust.

9) Biome Hazards:
Same as storms. I like the idea just not quite there yet. Was in the desert the other day, dying of heat stroke, and it wasn't even draining my thirst meter.. I feel like it should do that. Anyhow, I know this is also getting looked at, I expect good choices will be made- or at very least, not worse ones.

10) Jobs:
I love the jobs, I love they give us some direction when we feel lost, I like the idea that we do a bunch of work and they see fit to trust us with bigger jobs- makes sense. I'd like a little bit more polish- I'd like if we could pay/bribe the trader XYZ dukes and they'd refresh thier list of jobs allowing you to 'gamble' to get a job closer.. or in a different style or in hopes it'll be at a PoI you really wanted to hit.
On a related note, traders are OP, needs nerfs- probably on dukes paid/price of goods.

.. if I were to add any of my favorite additions I think it would be..

11??) Zombie clothing varieties - I was so stoked when I saw this was coming and I love it every time I come across a room of Z's that would have all looked exactly the same- but now most of them are in different clothes. Big win for immersion.

12??) Gore/Jibs- It's a zombie game, and It's always fun to splatter some heads. - or limbs for that matter.
 
pathing

I like how the zombies are able to get to you without getting stuck on objects or going around in circles, but I think they should add some new zombies with different behaviors or pathing to make horde nights and bases more interesting. Instead of building a box to kill with a path, the new special zombies are a good step, but I don't remember seeing them much on horde nights. 2.1

Dungeon Pois
I like the design of the pois; I think it's one of the best things about the game,
but the magic spawns that appear suddenly ruin the experience, making it impossible to plan how to enter or be stealthy, as the zombies just appear out of nowhere behind you.

Magazines for crafting
At first, I didn't mind it much. It made sense to learn how to craft with books, but it gets very tedious because there are too many of them, and progress is slow unless you do a lot of quests and loot a lot of buildings. Also, the loot becomes predictable. You find a cement mixer or a forge, and you know what's inside without looking, especially if you assign points.

Dew collectors
I think the old jar system could have been improved. Instead of removing it, I think both could coexist perfectly. I also like how the dew collector looks visually at the base.

Darkness
There's not much to say. More darkness is better and creates more of a feeling of terror, making it useful to use lights, torches, etc.

Outfit Sets

look good, but I think some bonuses, such as harvesting more and getting more seeds, should be more like a tool. I don't mind them having some bonuses as long as they're not overpowered, and they could also coexist with clothing.

Storms

For me, this is the best part of the update and the most misunderstood mechanic, improving emergent gameplay and the feeling of survival. It's a way to stop going from point A to point B to point C without interruption, creating dangerous and adrenaline-filled situations, especially if you play with permanent death, although there are still things that need to be improved.

Biome hazards

I haven't played the latest versions, the last one was 2.1, but I will say that biome hazards should be something permanent in biomes regardless of whether you play with biome progression or not. It should work alongside temperature, infections, diseases, with craftable protective equipment that reduces, but does not permanently negate, the effects, and yes, they should be visible.

Jobs
I like the missions, but the game gives them too much weight in the gameplay. I think they should be more oriented towards the mid-late game, so as not to affect survival.
 
In no particular order:

1) Improved pathing:

I wasnt around for the others. I am neutral on the current one. Wish there was a little more randomness, since they are easy funnel-able (i think i made that word up).

2) Dungeon POIs:

I am good with POIs, and have added ZZs. I am totally against the trip wire mechanic. It is illogical within the game constraints. I mean Star Trek would be proud.

3) Skillpoint Shopping Perk Mechanic:

Neutral.
4) Magazines for Crafting:
Neutral, mainly because I havent played it long enough to make a call one way or the other.
5) Dew Collectors:
Suck, and rendered a landscape feature unusable, for the most basic of survival mechanics, immersion breaking.
6) Darkness: Recently TFP responded to community feedback and made it possible to play with truly dark nights and POI interiors. After adjusting the overall brightness of my monitor and turning the game brightness setting to 15% I cannot go out at night or explore the deep interiors of POIs without the use of a light.

Neutral, but if I have adjust monitor for this game only, meh. Which I dont.
7) Outfit Sets:
I am neutral except for the "bonuses" if outside of protection.
8) Storms:
I like any weather systems, but implementation sucked. I would like for it to be more gear oriented.
9) Biome Hazards:
See #8
10) Jobs:
Neutral, it is easier than easy mode if you quest, IMnsHO. And it doesnt really add anything to the game world. As long as items remain obtainable in the game world, without questing, I am okay with it, I just dont use it.

I havent been around long enough to make a 10 yr assessment.
 
POI's are so much better than they used to be that it's crazy. I remember the empty houses and i don't miss them for a second.

To add to this, id say the improvements on zombies themselves is worth mentioning. They have ragdolls now, which allows for a lot of funny/whacky deaths. Paired with the new dismemberment, shooting/melee feels much more impactful and fun.
but there's a lot of people that seem to want to avoid looting and feel forced into it because of this change.

Honestly, out of all games out there, i don't understand playing this one and wanting to avoid looting. It's like playing stardew and being "forced" to farm, it's just weird. If you never want to loot or clear out POI's, what else are you doing? What's the point of leveling up or getting gear if you aren't going to use it for POI's?

Looting was fairly important before magazines, and it makes sense to have crafting progression be a part of something most players are going to be doing anyway.
 
I realize you're just trolling Grandpa, but I honestly disagree with pretty much all of these, and think the "improved" pathing is the worst thing that has been done to the game. It makes base building boring. Yes, the A16 pathing had issues, but I'd rather have had the ability to recognize altitude added to it (along with other fixes), rather than have zombies that just go exactly where you want them to.
 
I can see how you're liking those things; and in some parts I do agree. But funnily, in "totality" I don't really see any of those as a big improvement, and quite a few of those as an outright negative. Not going into detail, for you're trying to be positive here :)

In that spirit, I'll add "the vehicle system". Plenty of intermittent goals, each of them behave rather well in the current iteration and seem to serve a purpose to chase after, and the whole top three remains useful even after unlocking the later ones. Could use some more mods, but the ones we have feel decently meaningful without being mandatory.
Yeah, I really like the vehicles.... huge addition. I also like the book sets that unlock unique abilities. The rest.... range from "meh" to "I don't like it as much as what we had" for me.
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It's like playing stardew and being "forced" to farm
People like different things.... in SDV I farm like crazy. My daughter, on the other hand, doesn't farm at all. Her economy is 100% artisan goods. Its awesome when games allow different play styles to succeed.
 
From the old console version to now my favorite things added are all the block shapes and paints. After that all the new POIs to explore and towns/cities to just drive though, take a look around. Jobs have been fun but for this playthrough just doing enough to open the trade routes to sample biome progression/storms.
 
In no particular order:

1) Improved pathing: Beginning with A17 the zombie pathing was vastly improved to create relentless enemies that would seek to reach you and unless you carefully plugged holes, removed access points, and perfected your defenses there would be a stream of zombies that would find their way in and wreck you on horde night. The pathing has been modified and adjusted over the past 6 major updates since then to add variety to the ability of zombies to "see" pathways to you so they don't all always follow the perfect path. The result is more thrilling and scary horde nights and POI clearing than ever before in the history of the game. Of course, someone can choose to cheese the system but that would be possible regardless of the AI. Recently, I returned to A16 and the pathing of the zombies was abysmal. They would simply run in circles or endless run up and down ladders and get stuck on corners and blocks. In my opinion the improved AI and pathing that TFP added post A16 has greatly improved the game.

2) Dungeon POIs: Previous to A17 every single POI was an empty shell. You could walk up to the door of a room and see every single zombie laying around. There was no environmental story-telling or frantic room by room close quarter combat. You could simply run through an entire POI as it was completely open and then run outside and kite all the zombies that came pouring out and that was it. With most POIs changing to level-designed locations we have awesome places to explore that have zombie encounters happening as you go-- many times once you get deep enough in it is impossible to just run outside and kill them out in the open. You are constantly threatened as you explore the POI for the rewards you are looking for. The recent remnants that have been added are basically like the POI setups we used to have which is why most people just skip those and focus on the T1-T5 locations.

3) Skillpoint Shopping Perk Mechanic: Skillpoint shopping allows you to play however you want with a lot more freedom than the previous LBD system. If you enjoy mining you can focus on that and earn skillpoints which you can use to improve other areas. If you want to be a purist you can spend your skillpoints only on those activities that earned you those points and really immerse yourself into your character progression. It really is up to you how you wish to play. You can max/min the system by doing those things that wrack up the points the fastest or you can play more organically and just earn skillpoints as they come as you naturally achieve your daily objectives in the game. Whatever your jam is in playing the game, skillpoints can be used to support that and you are never locked in to doing just one thing to improve one skill if you don't want to.

4) Magazines for Crafting: Separating crafting skill from the deterministic way it was tied to perks and skillpoint spending really gave the game some variety and helped the survival element of "Make do with what you have available". Learn by reading is a great way to add uncertainty into the game since you can't exactly plan out when you will be able to craft something better. Scavenging the world for scraps of old world knowledge to progressively learn how to craft better and better things fits squarely in the post apocalyptic genre. Not only that but it gives us two methods of improving instead of just one. We can spend skillpoints for perks and abilities and we can read magazines for crafting knowledge. And, once again, it supports those who like to min/max and just focus 100% on increasing their crafting skills as well as those who like to just play the game and obtain magazines as they come and make do with what they have until they can make or find something better.

5) Dew Collectors: Previous to Alpha 21 the gameplay loop of going from water poverty to water wealth was simply loot for 10 minutes after which you would have about 20 jars which you could fill up all at once at any water source and bring home to boil without needing a pot. Those jars were reusable and within a few days you would have 50+ forever jars and that was even before you start making them in the forge using ubiquitous sand. WIth the addition of the dew collector, a new workstation, the water gameplay became more interesting. There was a new workstation to craft and crafting additional collectors would create in effect a new type of farm for creating and gathering your own water. Keeping yourself hydrated in the beginning wasn't necessarily harder than before but because jars were never returned and empty jars for infinite refilling could no longer be found, it was more of a process getting to the point where you became wealthy with water and had enough for all your drinking and crafting needs.

6) Darkness: Recently TFP responded to community feedback and made it possible to play with truly dark nights and POI interiors. After adjusting the overall brightness of my monitor and turning the game brightness setting to 15% I cannot go out at night or explore the deep interiors of POIs without the use of a light. In the early game I carry a few torches and attach them to walls as I go since otherwise it is pitch black. Obtaining a weapon or helmet light is a fantastic event that brings a smile to my face. The current status with brightness is a great compromise. For those who want to be able to see at all times without having to hastle with a light, they can keep the game at 50% brightness or higher and for those who want it darker and scarier, there is a whole range from 0 to 49% that can be experimented with to find your perfect setting.

7) Outfit Sets: The outfit sets we have now are great. They each have their own bonuses as well as a set bonus if you can find or craft all four pieces. They look much better than the old layered clothing and armor and with fewer mod slots there are actually some tough choices that can be made now whereas before there was no need for choices. You just slotted everything you found in with plenty of slots and more for any mod you could find. You can play the armor by just wearing what you have and make those stat changes a part of your character and play the game with those particular strengths or you can change outfits multiple times a day to get the strongest bonuses for whatever activity you're doing at the time. Both playstyles are supported. Recently, we have been given the ability to make any piece look like any other piece so if you like an armor's bonus but don't like how it looks you can adjust the look to something you like better.

8) Storms: The storms really add atmosphere (literally) to the biomes and create crazy and thrilling moments that never existed before they were implemented. Thanks to storms we sometimes find ourselves literally racing against the clock to get to a location before all hell breaks loose. Thanks to storms we sometimes find ourselves having to choose to risk going outside at times to complete a quest or have the room needed to battle several zombies at once. Thanks to storms we have zombies that get a sudden boost to their speed and awareness meaning that even if you find a safe shelter, there are times you must defend yourself. Yes, some people thought at first that the only response to storms was to sit in a hole with a crate over their head and play phone games for several minutes but as time as progressed more and more people are seeing the storm announcement as a challenge to do something with the thrill of impending danger hanging over them and they are coming away with great stories that were never possible before.

9) Biome Hazards: The hazards have given each biome a great facelift when you first encounter them. The process of acclimating to the new climate and overcoming the hazardous environment is much more interesting than simply walking across the border with no change from the last biome. It is currently undergoing iterative development based on community feedback and hopefully the implementation will continue to improve but just simply as a new mechanic to the game it is a must as a survival challenge and obstacle to overcome.

10) Jobs: Prior to A17 the game was 100% make your own objectives. A lot of people did great with that for 1000s of hours but the addition of jobs for hire gave us additional objectives we could work on in addition to our own. Not only that but the jobs had their own progression in a very LBD-esque format. As you did jobs you got better jobs. The jobs are not the only things you can do in the game but they add to the things you are doing already-- mining, farming, base building, exploring, etc. Plus, they are not even essential. People play all the time completely ignoring the traders and their jobs and they thrive. So jobs are a great additional activity you can choose to do or not. And with over 90% of POIs being tagged as questable by most of the jobs that are currently available, there will always be jobs that need doing.

What do you enjoy that has been added to the game over the last several years?
You forgot the extra weapons. As much as I want more we have a ok number of them vs alpha 15/16
 
A lot of good points, but it feels like some of them are a stretch. Also feels like the post is meant to hard counter A16. I truly don't mean this as an insult, but I can't recall the last time this much silver was used as lining.

Not a counter to A16 per se. It’s just that most would agree that the transition occurred at A17. The modern game can honestly be said to have its beginnings with A17 whereas the legacy game had its end in A16.

As for silver lining and stretching, those concepts would only accompany someone who doesn’t like the changes and is coping hard to remain faithful. But I genuinely like all the additions I mentioned so for me they are sincere positives.

I understand that not everyone enjoys them though. I just wish the haters could reciprocate and not just assume those of us who enjoy the modern game as it is are only coping or brown nosing or fanboying. It’s as if they cannot fathom the idea that anyone could actually like some of the modern features.
 
Neutral, but if I have adjust monitor for this game only, meh. Which I dont.
You’re the second one who responded this way so I guess I should clarify. I wasn’t saying that you must adjust your monitor, I was saying that it might help depending on how bright you keep it in general. Some people turn their brightness way up which usually defeats the ingame brightness. So Inwas more saying that I checked my monitor brightness to make sure it wasn’t unusually high.

I do not readjust my monitor brightness for just 7 Days to Die. I have it set to what I consider normal brightness that works for all my games and then I set the game brightness to 10-15% and my nights are dark and interior and underground spaces are pitch without a light source.
 
You forgot the extra weapons. As much as I want more we have a ok number of them vs alpha 15/16
I just picked ten but there are for sure many more. You mention weapons, Flu mentioned vehicles, and others gave lists longer than mine. I agree! It’s a great time to play 7 Days to Die.

Of course there can always be improvements and I’m glad they are improving some of their features and taking player feedback into consideration along with their own ideas.
 
Not a counter to A16 per se. It’s just that most would agree that the transition occurred at A17. The modern game can honestly be said to have its beginnings with A17 whereas the legacy game had its end in A16.
Could not agree fast enough. That is a beautiful way to explain the differences in coming from a16 onwards. A16 was the swan son of legacy 7d2d. I have loved the journey thus far, and can hardly wait for the upcoming changes.
 
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