SinCynical
Refugee
TLDR version:
Fleshed out version:
Allow zombie health bars to be seen, with a toggle. Right now, I believe you either have to mod this into "survival" or what I do edit the XML yourself. I would be fine with this being added as a skill though, I actually might prefer that.
I would like to be able to manipulate my inventory while doing minor actions like reloading, without it canceling my reload. Some reloads are really slow, might as well allow me to spend some skill points while I wait.
Many spawn Poi's actually do a great job of introducing the player to the game's early mechanics. However, often, the Poi's are remote and desolate. They are low in detail and make the world have a general feeling of emptiness that, rather than giving an apocalyptic feel, leaves the player lacking direction and questioning the game quality, such as in the Poi I spawned at in NavesGane. Due to the rendering techniques used to save on performance and the general lack of buildings in this area, this spawn makes the game feel random and low-effort. This is because there is little visible civilization and very little foliage. (Even though I know that's not true, and that it's entirely a symptom of design choices, limitations, and my game settings). This can be easily remedied by increasing the density of points of interest, adding more signage, and introducing new types of foliage. -My image wouldn't fit-
There are often small decorations that can not be collected and should be. Like certain paintings, the 3D element of this game is one of its strongest pulls against games that share the genre. For example, it's mostly unsatisfying to build a custom base in a game like Zomboid due to its limited perspective. However, 7 Days is a fully 3D sandbox, so elements like being able to take down and bring home a painting, should be a focus. This extends to many areas, such as chairs, tables, curtains, blinds, shelves, lights, and signs, where some are grabbable while others are not. However, there are other problems with the current "good" implementation of decoration blocks, such as certain plants being grabbable and fully customizable, which one might think is a good thing. However, I find this implementation of decoration blocks decreases the satisfaction of finding specific plants, as with just one, you could create any plant you really want/need. This is to the point where picking up a plant will default any potted plant to the first in the shapes menu. It eliminates the hunt for cool decorations to some degree and isn't preferable as a method for a survival mode. This is fine for Creative mode/Poi building; however, it would be preferable if you had to pick up and find specific decorations in Survival, with the only customization being related to minor color changes, such as on the bedroll. This could greatly increase the satisfaction of stumbling upon a decoration that seems perfect for your base.
As of now, I have asked several of my friends who are new to the game what they dislike about it, and one of the most common reasons was the lack of weapon diversity. Currently, the game uses weapon types similar to an RPG class, like a fire mage or something. However, unlike an RPG, this game really lacks progression in these "classes". If, for example, you're a pistol user, you only have 4 weapons that you will upgrade through, and this is true for the other "classes" as well. For a game whose main loop is horde-based survival, it can be quite boring that you finish strengthening your "class" in under 100 days. For good players, likely less than 60. This is more pronounced when some classes are objectively better than others, like sledgehammer being meta over all others in the early game, further decreasing weapon diversity, as of the four weapons per class, the earliest versions, such as with the pipe pistol, are so bad that you are likely not to want to use or spec into them. Lastly, with the current system, some guns do not look or feel like objective upgrades, even the maxed-out final versions still keep a damaged, scrappy look like the M60. You would figure the final weapons in these classes' upgrade paths would be some military-grade, nearly pristine weapon. Overall, each class needs more weapons, the classes need to be balanced, and current models or sounds may need to change to increase the feeling of satisfaction and growth.
Currently, zombies are limited in both type and variety. For example, starting a new world and getting a remote spawn in the woods on a 30-minute day cycle by day two or an hour in, I had already seen four red-dressed party girls. Which, for the area I saw them in, doesn't make sense, being a rural cabin, but also becomes quite boring when you run into the same zombie so closely together without even a good amount of color variance. In general, there needs to be more variety among the common infected. Adding new variants for ordinary zombies, such as firefighters, CDC agents, and riot police, as well as expanding the range of government types, including first responders, would be greatly appreciated. However, new civilian attire should be the primary focus.
Additionally, for the zombies already in the game, more variety in their alternate materials would be beneficial, such as Arlene having more options for her dress and hair color when she spawns or unique jewelry on the party girls. Another good feature for adding variety to existing zombies would be to have them spawn with already damaged parts—such as missing arms, hands, or feet, damaged skulls, exposed ribs, and so on. In the current state of the game, when I introduce new friends to the game for the first time, they quickly notice the repetitive zombie appearances and lose interest. I like that they are adding new "specials," like the Chuck Zombies. I would like for this to be a focus for zombies going further. I really enjoyed the Plants vs Zombies series growing up and would like to see a similar zombie/defense scaling system implemented. But more importantly, the zombie variety from those games, let's see a zombie use a screen door as a shield, or have a zombie with a berserk phase, that sounds like a lot of fun.
When playing games that share the genre of 7 Days to Die, such as the previously mentioned Zomboid, two thoughts form regarding the two games. Zomboid is a fantastic simulation, but it lacks a good core gameplay loop. On the other hand, 7 Days to Die features an amazing core gameplay loop, where a horde comes after you every 7 days, growing stronger with each cycle. However, it is a drastically inferior simulation. This can really be felt in 7 Days to Die, as it affects many of the game's aspects. Often making it feel empty and unresponsive. There are no hotwirable cars or cars with keys that can be found. Nearly zero makeshift weapons that can be looted, especially in the early game, where they would be most useful. As an example, in Zomboid, you will likely spawn inside a house and hunt for useful makeshift weapons, such as bats, hammers, kitchen knives, an instrument, or, if you're unlucky, a metal pipe. Compared to early 7 Days to Die, where looting can be pretty uneventful, mostly consisting of crumby metals and seeds, with the occasional luck of finding food, but not much that would give you any wow factor. Due to the 7 days to die, loot stages, and zombie difficulty, you lose some of the enjoyable risk and reward that can be found in Zomboid. Raiding a police station for an early-game gun carries significant risk in Zomboid.
Zombies are infinitely more lethal and densely populated compared to those in 7 Days to Die. 7 Days to Die should offer a similar experience. With makeshift weapons often being found in houses, such as metal pipes and bats, I suggest making them more easily accessible in the early game, not craftable (at least initially), and having lower durability. Repairable through rare consumables like duct tape. Weapon tiered progression should be tied more closely to the map than to arbitrary numbers, such as loot stages. Local gun stores offering only small arms, such as low-tier pistols, shotguns, crossbows, and bolt-action rifles, mainly being empty, loot being hard to find but not impossible, due to the loot stage of that part of the map. Police departments offering semi-automatic rifles, large-tubed shotguns, and higher-damage pistols. In addition to military camps and bases providing the best or highest quality loot, they also present the hardest challenge. Having really tough, high HP, armored zombies that are practically impossible to cheese in the early game with map knowledge. Effectively, loot is tied to location, and loot quality is tied to the difficulty of the area. Both of which are systems already in the game that could be adapted to fit my system. It would be tough to rush a military base for strong early game loot day one if it already had rads, charged, or infernal zombies within.
- Zombie Health bars, as a skill or toggle.
- Cant reload and make inventory changes.
- Increased POI density with more FOLIAGE, signage, and new foliage types. (For existing and future POI's).
- Increase the collectability of decorative blocks, and alter existing ones.
- More weapons diversity, upgrade paths, and model changes.
- Zombies need increased type and variety.
- Changes to looting to improve immersion and enjoyment.
- Better Learn by doing system / book combo system.
- More animations, especially for player characters.
- Removing inconsistent zombie animations.
- Extended crafting and gun part reintroduction.
- Blood moon and daylight changes.
- Zombie density
- Performance
- Enhancing environment storytelling outside of POIs
Fleshed out version:
Allow zombie health bars to be seen, with a toggle. Right now, I believe you either have to mod this into "survival" or what I do edit the XML yourself. I would be fine with this being added as a skill though, I actually might prefer that.
I would like to be able to manipulate my inventory while doing minor actions like reloading, without it canceling my reload. Some reloads are really slow, might as well allow me to spend some skill points while I wait.
Many spawn Poi's actually do a great job of introducing the player to the game's early mechanics. However, often, the Poi's are remote and desolate. They are low in detail and make the world have a general feeling of emptiness that, rather than giving an apocalyptic feel, leaves the player lacking direction and questioning the game quality, such as in the Poi I spawned at in NavesGane. Due to the rendering techniques used to save on performance and the general lack of buildings in this area, this spawn makes the game feel random and low-effort. This is because there is little visible civilization and very little foliage. (Even though I know that's not true, and that it's entirely a symptom of design choices, limitations, and my game settings). This can be easily remedied by increasing the density of points of interest, adding more signage, and introducing new types of foliage. -My image wouldn't fit-
There are often small decorations that can not be collected and should be. Like certain paintings, the 3D element of this game is one of its strongest pulls against games that share the genre. For example, it's mostly unsatisfying to build a custom base in a game like Zomboid due to its limited perspective. However, 7 Days is a fully 3D sandbox, so elements like being able to take down and bring home a painting, should be a focus. This extends to many areas, such as chairs, tables, curtains, blinds, shelves, lights, and signs, where some are grabbable while others are not. However, there are other problems with the current "good" implementation of decoration blocks, such as certain plants being grabbable and fully customizable, which one might think is a good thing. However, I find this implementation of decoration blocks decreases the satisfaction of finding specific plants, as with just one, you could create any plant you really want/need. This is to the point where picking up a plant will default any potted plant to the first in the shapes menu. It eliminates the hunt for cool decorations to some degree and isn't preferable as a method for a survival mode. This is fine for Creative mode/Poi building; however, it would be preferable if you had to pick up and find specific decorations in Survival, with the only customization being related to minor color changes, such as on the bedroll. This could greatly increase the satisfaction of stumbling upon a decoration that seems perfect for your base.
As of now, I have asked several of my friends who are new to the game what they dislike about it, and one of the most common reasons was the lack of weapon diversity. Currently, the game uses weapon types similar to an RPG class, like a fire mage or something. However, unlike an RPG, this game really lacks progression in these "classes". If, for example, you're a pistol user, you only have 4 weapons that you will upgrade through, and this is true for the other "classes" as well. For a game whose main loop is horde-based survival, it can be quite boring that you finish strengthening your "class" in under 100 days. For good players, likely less than 60. This is more pronounced when some classes are objectively better than others, like sledgehammer being meta over all others in the early game, further decreasing weapon diversity, as of the four weapons per class, the earliest versions, such as with the pipe pistol, are so bad that you are likely not to want to use or spec into them. Lastly, with the current system, some guns do not look or feel like objective upgrades, even the maxed-out final versions still keep a damaged, scrappy look like the M60. You would figure the final weapons in these classes' upgrade paths would be some military-grade, nearly pristine weapon. Overall, each class needs more weapons, the classes need to be balanced, and current models or sounds may need to change to increase the feeling of satisfaction and growth.
Currently, zombies are limited in both type and variety. For example, starting a new world and getting a remote spawn in the woods on a 30-minute day cycle by day two or an hour in, I had already seen four red-dressed party girls. Which, for the area I saw them in, doesn't make sense, being a rural cabin, but also becomes quite boring when you run into the same zombie so closely together without even a good amount of color variance. In general, there needs to be more variety among the common infected. Adding new variants for ordinary zombies, such as firefighters, CDC agents, and riot police, as well as expanding the range of government types, including first responders, would be greatly appreciated. However, new civilian attire should be the primary focus.
Additionally, for the zombies already in the game, more variety in their alternate materials would be beneficial, such as Arlene having more options for her dress and hair color when she spawns or unique jewelry on the party girls. Another good feature for adding variety to existing zombies would be to have them spawn with already damaged parts—such as missing arms, hands, or feet, damaged skulls, exposed ribs, and so on. In the current state of the game, when I introduce new friends to the game for the first time, they quickly notice the repetitive zombie appearances and lose interest. I like that they are adding new "specials," like the Chuck Zombies. I would like for this to be a focus for zombies going further. I really enjoyed the Plants vs Zombies series growing up and would like to see a similar zombie/defense scaling system implemented. But more importantly, the zombie variety from those games, let's see a zombie use a screen door as a shield, or have a zombie with a berserk phase, that sounds like a lot of fun.
When playing games that share the genre of 7 Days to Die, such as the previously mentioned Zomboid, two thoughts form regarding the two games. Zomboid is a fantastic simulation, but it lacks a good core gameplay loop. On the other hand, 7 Days to Die features an amazing core gameplay loop, where a horde comes after you every 7 days, growing stronger with each cycle. However, it is a drastically inferior simulation. This can really be felt in 7 Days to Die, as it affects many of the game's aspects. Often making it feel empty and unresponsive. There are no hotwirable cars or cars with keys that can be found. Nearly zero makeshift weapons that can be looted, especially in the early game, where they would be most useful. As an example, in Zomboid, you will likely spawn inside a house and hunt for useful makeshift weapons, such as bats, hammers, kitchen knives, an instrument, or, if you're unlucky, a metal pipe. Compared to early 7 Days to Die, where looting can be pretty uneventful, mostly consisting of crumby metals and seeds, with the occasional luck of finding food, but not much that would give you any wow factor. Due to the 7 days to die, loot stages, and zombie difficulty, you lose some of the enjoyable risk and reward that can be found in Zomboid. Raiding a police station for an early-game gun carries significant risk in Zomboid.
Zombies are infinitely more lethal and densely populated compared to those in 7 Days to Die. 7 Days to Die should offer a similar experience. With makeshift weapons often being found in houses, such as metal pipes and bats, I suggest making them more easily accessible in the early game, not craftable (at least initially), and having lower durability. Repairable through rare consumables like duct tape. Weapon tiered progression should be tied more closely to the map than to arbitrary numbers, such as loot stages. Local gun stores offering only small arms, such as low-tier pistols, shotguns, crossbows, and bolt-action rifles, mainly being empty, loot being hard to find but not impossible, due to the loot stage of that part of the map. Police departments offering semi-automatic rifles, large-tubed shotguns, and higher-damage pistols. In addition to military camps and bases providing the best or highest quality loot, they also present the hardest challenge. Having really tough, high HP, armored zombies that are practically impossible to cheese in the early game with map knowledge. Effectively, loot is tied to location, and loot quality is tied to the difficulty of the area. Both of which are systems already in the game that could be adapted to fit my system. It would be tough to rush a military base for strong early game loot day one if it already had rads, charged, or infernal zombies within.