How the devs react to players having fun

It's gotten to the point where iSyzen and his wife had to discontinue public 7D2D content outside of their YouTube memberships only program.
That sounded .. weird, so I went in and looked around a little. From their announcement it sounds more like they got trolled on their relationship; I wouldn't count that as a "7dtd community issue", that's just a people problem :P Sure, ■■■■ flingers are around, esp on steam, but it's cozy here on the forums and in all of the creators' comment fields that I follow to any extent (GNS, Woodle, kage, capp etc .. )
 
In many ways I agree with the IndigoDrop video. But like it or not, the Huenink brothers are making the game they want to make. As indie devs they have the right to do that.

To be frank, I don't think I have a lot in common with Madmole in regards to gaming or game design preferences. But there's no denying that the devs have gone FAR above and beyond other studios in letting us customize and tune the game to get the experience we want. If you don't like the direction they're taking THEIR game, then use the tools they've given you to reshape it into whatever you want. 7DTD is one of the most moddable games I've ever played, and that's probably 95% of why I bought it.

The vast majority of the things players wish hadn't been removed, or wish had been removed, or want tweaked or changed or nerfed or buffed in one way or another, can be done by modding. In fact, many of those mods already exist.

I wish people would spend less time ■■■■■ing and moaning about stuff that in many cases has ALREADY been fixed by someone.
I’m just posting this to say, when a game starts from Kickstarter and you’ve been developing it across 16 Alphas, then suddenly change core mechanics like detection from what you originally pitched to get people to pledge… that feels a lot like fraud. The game wasn’t supposed to be just The Fun Pimps’ vision; it was originally built for fans to contribute ideas, feedback, and direction. All of that has been abandoned. If you need a refresher, here’s the original Kickstarter page section.

They made changes quickly with the 2.2 and 2.3 versions, but that was only because of streamers and even then, they only addressed the biggest issues. For the rest of us, they just throw in a few compromises here and there some sprinkles on the cupcake, like the bee and chicken stations while ignoring the real problems players keep bringing up.
 

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I’m just posting this to say, when a game starts from Kickstarter and you’ve been developing it across 16 Alphas, then suddenly change core mechanics like detection from what you originally pitched to get people to pledge… that feels a lot like fraud. The game wasn’t supposed to be just The Fun Pimps’ vision; it was originally built for fans to contribute ideas, feedback, and direction. All of that has been abandoned. If you need a refresher, here’s the original Kickstarter page section.

7DTD is about more than jars.

How do we carry sand without sandbags? Or gravel? Or dirt?

How do we carry oil without oil cans?

Gas without gas cans?

Blood without IV bags?

Cement mix without buckets?

The glass jar fixation is freaking weird.
 
Just to add to this the lead dev, Joel, a.k.a. Madmole is a big believer in the idea that nothing should be easy. He wants everything in the game to be challenging for the players. As an example that's why glass jars are no longer reusable. Water was trivial before this change. You usually had a ton of empty jars early on that you could fill at any water source.

He's a big believer in reducing fun, too. Magazine hunting really isn't fun.

As for the jars, that was an easy fix without adding the dew collector. They were so worried about people crafting tons of empty jars, they didn't think about an obvious fix: Make them non-craftable. Make them a little rarer. Reduce the stack size. Boom. No more shoving a beach's-worth of sand into a forge and making unlimited jars. Now we'd have to think about how much inventory space to devote to bringing home empty jars, we couldn't craft infinite jars, and we'd still have to think about whether or not making drinks or glue was more important at any given moment.
 
@regiz72 Yeah the straight up terrible game that hits 60K players on peaks atm and is very often to be found in the top50 most played games on steam for years now.

And? What does players number have to do with a game beeing fun or not? There re no other games like this, except minecraft...
Tell me another game with zombies where I can buid bunkers. Sometimes I just want to build something cool and after that the game is already boring.

Without mods RIP this game
 
The glass jar fixation is freaking weird.
And it's not even 1/100th of the issue people have with sandbox vs RPG elements that people seem to be generally upset with to begin with. It's like finding someone bleeding so you give them a band-aid, completely ignoring the fact there is a gaping hole in their chest. Jars is a microcosm of a much larger issue IMO.
 
He's a big believer in reducing fun, too. Magazine hunting really isn't fun.

As for the jars, that was an easy fix without adding the dew collector. They were so worried about people crafting tons of empty jars, they didn't think about an obvious fix: Make them non-craftable. Make them a little rarer. Reduce the stack size. Boom. No more shoving a beach's-worth of sand into a forge and making unlimited jars. Now we'd have to think about how much inventory space to devote to bringing home empty jars, we couldn't craft infinite jars, and we'd still have to think about whether or not making drinks or glue was more important at any given moment.

I love the magazine hunting. It feels much more rewarding when digging through POI's for all the secrets and loot. Fun is totally subjective. You believe they're reducing fun and i believe they're increasing it. Honestly if you guys aren't having fun and you aren't changing the game to make it more fun, then that's your problem. It's never going to be perfect for everyone.

All the "fixes" to jars don't solve anything. Making them non-craftable and rare doesn't stop them from being re-used. If they vanish after drinking then there's no point to having the empty jar to begin with. Reducing stack size doesn't help anything or make sense. Reduce the stacks to 5 each and you can still bring in tons of water per trip (if the water block isn't already in your base.) Reduce it to a single jar, now it's the same "weight" of an engine/battery/vehicle. It'd be weird, inconsistent, and all to allow you to still refill indefinetly.

The only people who seem to want jars are ones who played the early alphas. They got way too comfortable with unlimited water in their "tough survival game." Then you get all the realism/immersion arguments and it's hard not to laugh. It was a silly and ancient mechanic that should've
been changed way earlier in development, and TFP are paying the price for ignoring it for so long.
And? What does players number have to do with a game beeing fun or not? There re no other games like this, except minecraft...
Tell me another game with zombies where I can buid bunkers. Sometimes I just want to build something cool and after that the game is already boring.

Without mods RIP this game

If a lot of people are playing a video game all the time... then it's probably fun. If a game has very few people playing it throughout the year, then it's likely not a good game. Do you really believe that player count has no merit to determine how fun a game is? If gamers are choosing this and not the hundreds of other choices, then that means a lot.

If this game is so special that there's literally nothing else like it, then just play and deal with it. Mod and change things to suit yourself. The devs have gone out of their way to make this game as customizable as possible. "Without mods RIP this game... in my opinion" is how that should've ended. I've played thousands of hours without a single mod because i enjoy the game and i know how to change settings to suit myself. If you are bored then you're boring.

And it's not even 1/100th of the issue people have with sandbox vs RPG elements that people seem to be generally upset with to begin with. It's like finding someone bleeding so you give them a band-aid, completely ignoring the fact there is a gaping hole in their chest. Jars is a microcosm of a much larger issue IMO.

The issue is making a multi-genre jack of all trades kind of game. When you have multiple genres, some aren't going to play well together. The gritty survival guys aren't going to like the RPG mechanics. When you grow in power that much, basic survival like food water and shelter becomes far less valuable. You got people who love to build and hate the horde nights that rip all their work to shreds. People who want to sit in their base and spam-craft like it's Runescape and hate that they have to explore to get resources. How many sandbox games exist that don't have some form of progression?

People need to see and understand this game for what it is: a hybrid of many things. Instead of putting all its points into one or two talent trees, it spreads them out across all the talent trees. If you want this game to be more in-depth in a specific thing, then you have to change it yourself. The devs aren't evil for wanting to appeal to a broad general audience.
 
If they vanish after drinking then there's no point to having the empty jar to begin with.
Not true at all. Jars that are consumed on use would bring value to water sources and potentially make water more scarce.

The only people who seem to want jars are ones who played the early alphas. They got way too comfortable with unlimited water in their "tough survival game." Then you get all the realism/immersion arguments and it's hard not to laugh. It was a silly and ancient mechanic that should've
been changed way earlier in development, and TFP are paying the price for ignoring it for so long.
Not sure how many times I have to say it or others but you are clearly not paying attention. The posts in favor of jars are not asking for water to be easy. Furthermore, water is easy to come by in loot without dew collectors currently so the argument that water will become easier is a joke bordering on straw man argumentation.

The issue is making a multi-genre jack of all trades kind of game. When you have multiple genres, some aren't going to play well together. The gritty survival guys aren't going to like the RPG mechanics. When you grow in power that much, basic survival like food water and shelter becomes far less valuable. You got people who love to build and hate the horde nights that rip all their work to shreds. People who want to sit in their base and spam-craft like it's Runescape and hate that they have to explore to get resources. How many sandbox games exist that don't have some form of progression?
For sure there is a degree of that but many other games find a balance between the two. I don't think the major issue people had was progression but how it was implemented.
 
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