The upcoming changes feel promising

Kyoji

Survivor
Posted by Madmole on the Steam page news:

What’s cooking in the TFP point release oven?
· Empty Jars are back, now balanced with less clutter.
· A new Smell System, watch what you carry or eat!
· A Bee-autiful honey of an Apiary workstation.
· Better storms with unique debuffs, mitigation & temp.

While I am indifferent to jars, I think it's nice to see water sources have utility again. Hopefully they can balance it out to where it still provides difficulty for water survival while giving those water sources value in the early game.

A smell system sounds amazing. We had it back in the day and I think it was superior to the Feral Sense we have today. While both understandably make sense it felt like smell allowed you to play around the gameplay and it was more interactive than feral sense which is just always on.

Apiary workstations sound neat. While I worry about space constraints and AI (as if they have to walk too far they just beat down walls which makes funneling them much harder) the general concept of adding this feels good.

I am still holding out for a proper temperature system update, but for now this is at least a step in the right direction. Hopefully we can variable intensity at some point to where we have light, moderate and heavy storms respectively. I am interested in how temperature will factor into storms and what mitigation methods they offer with clothing being gutted.

Overall, I think the developers have hit the nail on the head for the direction the game needs to go in, but we shall see if they understand the intricacies of what people are truly seeking with the changes and the "feel" of the game. Even if it doesn't go quite so far in the future I still think these are some positive changes and the fact that some of it may have been community driven is the biggest win one could argue.
 
The jars requiring a crucible will be interesting to see the reactions. I've seen people get crucibles day 1 and others complain they play for 100 days and never get it.

Smell system seems mostly pointless to me, just makes the early game harder and has no effect after the first 10 days. Giving the bears a sense of smell to track you sounds fun to me though!

Apiary sounds good, more workstations in the base as well as requiring more space and therefore resources to protect it.
Edit: will we be required to feed the bees flowers or will just planting them nearby count. Do we have to break stumps or use a jar on stumps/bee swarms to capture bees for the apiary?

Very excited to see how the new storms work, every time a storm starts in the server everyone curses and complains atm lol.
 
A smell system sounds amazing. We had it back in the day and I think it was superior to the Feral Sense we have today. While both understandably make sense it felt like smell allowed you to play around the gameplay and it was more interactive than feral sense which is just always on.

I'm pretty ambivalent to smell. I feel the opposite, as I think feral sense is superior BECAUSE it is always on. I've played with the new smell and it is a little different in execution to the way the old smell worked improving on that original design. However, since it can be turned off by wrapping up meat or putting it in a container, there isn't THAT much gameplay.

Smell icon appears
Put food in bicycle
Smell icon disappears.

Whereas you can't mitigate feral sense. You have to deal with it and adapt to it and always take it into account.

I'm not against it or anything, but I could take it or leave it. I missed it until feral sense was added and that satisfied my desire for zombies to come at me from all around the surrounding environment. That being said, I wouldn't turn it off if there was an option and will play with both feral sense and smell.

When bandits are added it would be cool if you heard them commenting on the putrid smell whenever you get near them....haha
 
All of the future changes are great, but we still have the issue of the night time being too bright and not realistic enough, thus rendering candles and torches redundant etc. Isn't this something that can be changed easily without breaking game mechanics? Just looking forward to the patch notes that confirm brightness levels get updated.
 
All of the future changes are great, but we still have the issue of the night time being too bright and not realistic enough, thus rendering candles and torches redundant etc. Isn't this something that can be changed easily without breaking game mechanics? Just looking forward to the patch notes that confirm brightness levels get updated.
Turn brightness down below 50% to make night darker without affecting daylight. It can get pretty dark, though some people still want it to be even darker.
 
A smell system sounds amazing. We had it back in the day and I think it was superior to the Feral Sense we have today. While both understandably make sense it felt like smell allowed you to play around the gameplay and it was more interactive than feral sense which is just always on.

Maybe I have it wrong, but from a lore perspective zombies are attracted to brainz. From that angle the feral sense mechanic seems more appropriate.

The "smell" mechanic of meat, rotten flesh, (or smoothies ;-) ) does allow players the opportunity to play around the issue in a good way, but in a less lore appropriate way. If it simply engages "feral sense" or increases local zombie density when carrying item x, it could be acceptable.

I am happy to see what TFP have done with it this time round, among the other changes.
 
Another thing mentioned deeper in the posts that will make people happy Screenshot_20251002_110552_X.jpg
Post automatically merged:

Maybe I have it wrong, but from a lore perspective zombies are attracted to brainz. From that angle the feral sense mechanic seems more appropriate.

The "smell" mechanic of meat, rotten flesh, (or smoothies ;-) ) does allow players the opportunity to play around the issue in a good way, but in a less lore appropriate way. If it simply engages "feral sense" or increases local zombie density when carrying item x, it could be acceptable.

I am happy to see what TFP have done with it this time round, among the other changes.

Where is this lore that zombies are attracted to brains?

Considering zombies currently go for dead animals, I'd say they are attracted to meat.
 
The jars requiring a crucible will be interesting to see the reactions. I've seen people get crucibles day 1 and others complain they play for 100 days and never get it.
You still have the dew collector so it depends on how much they tweak the settings around the jars.
Smell system seems mostly pointless to me, just makes the early game harder and has no effect after the first 10 days. Giving the bears a sense of smell to track you sounds fun to me though!
A lot of systems get easier the later you play including food, water and transportation to name a few. Bears having smell would be neat.
All of the future changes are great, but we still have the issue of the night time being too bright and not realistic enough, thus rendering candles and torches redundant etc. Isn't this something that can be changed easily without breaking game mechanics? Just looking forward to the patch notes that confirm brightness levels get updated.
I would love dynamic nights where the darkness can be one out of a few options depending on the moon. Doesn't have to be high tech. A moon icon with quarter, half, and full options where the nights have 3 darkness settings attached. Doesn't need to align with the earths rotation or anything complex, just simple and basic darkness variance to give players more decisions on whether to venture out or not and give weight to NVG and torches.
Maybe I have it wrong, but from a lore perspective zombies are attracted to brainz. From that angle the feral sense mechanic seems more appropriate.

The "smell" mechanic of meat, rotten flesh, (or smoothies ;-) ) does allow players the opportunity to play around the issue in a good way, but in a less lore appropriate way. If it simply engages "feral sense" or increases local zombie density when carrying item x, it could be acceptable.

I am happy to see what TFP have done with it this time round, among the other changes.
Depending on the canon then you are correct. I suppose it depends on your flavor of enjoyment. I can understand both and as I stated I don't dislike feral sense, but it just doesn't feel as interactive as smell was back in the day. Feral sense just becomes the standard whereas smell gives you options on whether to harvest meat or carry around cooked meat. Decision making vs realism.
Another thing mentioned deeper in the posts that will make people happy View attachment 36825
Sounds interesting. Doesn't sound like parts quality per se, but it does sound like it prolongs play time by giving players options to get the better gear which is part of why parts quality was good. Overall I am excited to see more on this.
 
Where is this lore that zombies are attracted to brains?

Considering zombies currently go for dead animals, I'd say they are attracted to meat.

I did state "Maybe I have it wrong",

"Zombies are often depicted as craving human brains, but this idea is largely a modern pop culture phenomenon. The concept was popularized by the 1985 film Return of the Living Dead, which introduced the notion that zombies eat brains to alleviate their pain. Prior to this, classic zombie films, including those by George A. Romero, did not feature zombies specifically seeking out brains; they typically consumed any available human flesh."

So it seems that lore wise zombies are attracted to human flesh... which doesn't really change my initial view that zombies should be attracted to humans.

Where is this lore that zombies are attracted to meat? ;-)
 
Depending on the canon then you are correct. I suppose it depends on your flavor of enjoyment. I can understand both and as I stated I don't dislike feral sense, but it just doesn't feel as interactive as smell was back in the day. Feral sense just becomes the standard whereas smell gives you options on whether to harvest meat or carry around cooked meat. Decision making vs realism.

I support the idea of having a mechanic players can play around.

Maybe The Joke Mod has it right and gore based armor (or mods) should be in the game to mask the "human" smell.
 
However, since it can be turned off by wrapping up meat or putting it in a container, there isn't THAT much gameplay.
Not that it'd really be needed in gameplay, but at least that'd be a mechanic. You could for example "body pull" from a larger distance, potentially splitting up a group of zeds from a safe(r) distance. Or do an attract lap around you city-quest-POI to gather all possible nearby spawns. All while using a "realistic" bait for the job.

The on/off being both the risk and the utility, makes it into a good mechanic imo.

EDIT: Item combines too?! WTF, they're rolling back everything?! Is madmole still alive? Is this a hostage situation? What is going on? :)
 
I feel like TFP has completely lost the plot here. Most of the nostaglia complaints are from people remembering how the game felt when they first started playing. No amount of adding back features can return the newness and freshness of that experience. TFP can’t release a feature that wipes people’s brains and lets them experience the game for the first time again.

These changes feel reactive rather than forward looking and that makes me a little sad.
 
When bandits are added it would be cool if you heard them commenting on the putrid smell whenever you get near them....haha
That got me thinking.... that should work both ways. We should get some sort of warning when zombies approach because of their smell. Kind of like the way the game used to alert you when you were detected.
 
I feel like TFP has completely lost the plot here. Most of the nostaglia complaints are from people remembering how the game felt when they first started playing. No amount of adding back features can return the newness and freshness of that experience. TFP can’t release a feature that wipes people’s brains and lets them experience the game for the first time again.

These changes feel reactive rather than forward looking and that makes me a little sad.
Personally, I get the impression it's not nostalgia, but a bewildered sense of "Why does it have to be either/or?" that has driven most of the seemingly unbridgeable rifts that have formed in the community over the years. A little both-and never hurt anyone. I'm just hoping there's time to give the both-ands the treatment they deserve. I've been getting the impression it's rather crunch time, possibly due to the console/PC sync-up.
 
I did state "Maybe I have it wrong",

"Zombies are often depicted as craving human brains, but this idea is largely a modern pop culture phenomenon. The concept was popularized by the 1985 film Return of the Living Dead, which introduced the notion that zombies eat brains to alleviate their pain. Prior to this, classic zombie films, including those by George A. Romero, did not feature zombies specifically seeking out brains; they typically consumed any available human flesh."

So it seems that lore wise zombies are attracted to human flesh... which doesn't really change my initial view that zombies should be attracted to humans.

Where is this lore that zombies are attracted to meat? ;-)

Zombie lore outside of 7dtd is irrelevant to 7dtd zombie lore.

The lore that zombies are attracted to meat is in the game. They will stop and eat an animal corpse if they go by it and will attack animals.

If you want other examples outside, just look at the walking dead.
 
That got me thinking.... that should work both ways. We should get some sort of warning when zombies approach because of their smell. Kind of like the way the game used to alert you when you were detected.
I'd settle for them making sound when coming up behind you. Shouldn't need a mod for that. What are they? Rigged for silent running?
 
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