Just angry thread

let's separate this...because the "horse" I've been accused of beating on...is asking/demanding better communication from here on out.

Yes...I and many others, have complained or continue to complain, that TFP have changed progression systems instead of refining them...and are now coming back around to reintroducing things like water collection or potentially LBD. (things that many felt should have been refined instead of being removed) Meanwhile Bandits and Story have not been introduced...they get delayed over and over again, by reworking things that "were not asked for" and did not seem to need changing. TFP HAVE done a poor job of communicating thru all of this...so I ask YOU...how is THAT the players fault?
Of course, what he's saying is that those concerns have been heard, understood, considered and, even, responded to multiple times over as have many, many others. Thing is: there is no concentrated channel for feedback and developer response. It can be here; it can be on Reddit; it can be on Discord; it can be on YouTube; or any number of other "channels" to which most of us aren't subscribed and, therefore, never hear it unless (maybe) it's summarized and/or retiterated here.

It's been reiterated over and over again that 3.0 and 4.0 are currently in development according to the roadmap regardless what other major or minor changes might be getting made along the way. How much more communication do you need?
 
What I worry about regarding the story, depending on how that is implemented, is that it might kill replay ability. If you finish the story, you know how it goes so you may not want to play the game again. I hope that is not the case, if they add story.
 
What I worry about regarding the story, depending on how that is implemented, is that it might kill replay ability. If you finish the story, you know how it goes so you may not want to play the game again. I hope that is not the case, if they add story.
meganoth has said there has been talk of confining story mode to the Navezgane map. Great option, even if it doesn't sit well with many in the community.

Survival/tower defense games usually do that, if not always. Unless you're producing a choice and consequence RPG, e.g. the cRPGs of yesteryear (unfortunate that they're "yesteryear," for the most part), there are plentiful ways to layer on a story mode without affecting RWG...I would think.
 
What I worry about regarding the story, depending on how that is implemented, is that it might kill replay ability. If you finish the story, you know how it goes so you may not want to play the game again. I hope that is not the case, if they add story.
Not likely due to the nature of the gameplay. Good example is Green Hell which had a story mode and sandbox gameplay. After finishing the main story, I'm still addicted to its gameplay. 7 Days even more so.
 
(unfortunate that they're "yesteryear," for the most part)
Those were the days.
After finishing the main story, I'm still addicted to its gameplay. 7 Days even more so.
I do that with most games I play, with Dark Souls series, I even saved the entry points
for each boss, and after completion of the main game would go back and replay.
Dying light I play the Bozak Horde, still.
 
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Those were the days.

I do that with most games I play, with Dark Souls series, I even saved the entry points
for each boss, and after completion of the main game would go back and replay.
Dying light I play the Bozak Horde, still.
Thing about Dark Souls and similar is that there's no "objective" end point. You're given an objective, e.g. becoming Elden Lord. There's no real reason to pursue that objective, all things considered. It's an action game with 'RPG elements'. ;)
 
Thing about Dark Souls and similar is that there's no "objective" end point. You're given an objective, e.g. becoming Elden Lord. There's no real reason to pursue that objective, all things considered. It's an action game with 'RPG elements'.
That's why I like it. The story is pretty much, reclamation of a title or dominance.
The way i see games like that is the story is the alternative, a linear road camouflaged
by the ability to roam a limited area, as well as just go straight ahead. But it still gives
me replay ability, years later. Same goes for 7days.

The thing that is most impressive to me is how they used the same map, a lot of the same
assets, and successfully sold 3 titles from the same map.

When a story is added here, it will probably follow the same pattern.
 
What I worry about regarding the story, depending on how that is implemented, is that it might kill replay ability. If you finish the story, you know how it goes so you may not want to play the game again. I hope that is not the case, if they add story.
Yeah, people want a story, but it's going to be good for one, maybe two, games. After that, I think few people will care about it anymore because you already know it. They talk about making it only for Navesgane. I think that's a decent option. Alternatively, they could make it for other maps, but with a game option to disable it so you don't have to hear it over and over again.

Stories work well in games that you'll only play once or twice before setting it aside for a year or more. They work well in games where you have a main campaign and then you have other modes that don't have a story, such as sandbox. They don't work that well in games where you'll replay the game many times in a row, like this one, because you'll keep seeing it over and over again and get bored of it. Some day, games may start using AI to generate stories with enough variety to keep them interesting even if you play it many times, but that's not going to start happening anytime soon, partly due to a lot of AI hate, and partly due to limitations of AI for decent stories. Maybe in 5-10 years.
 
I've been curious for a while about what role Trader Rekt will play in the whole story mode maybe it turns out this guy is actually decent, maybe he's a traitor (who would’ve thought), or maybe he's just an old, grumpy shopkeeper. Who knows appearances can be deceiving.
 
Stories work well in games that you'll only play once or twice before setting it aside for a year or more. They work well in games where you have a main campaign and then you have other modes that don't have a story, such as sandbox. They don't work that well in games where you'll replay the game many times in a row, like this one, because you'll keep seeing it over and over again and get bored of it. Some day, games may start using AI to generate stories with enough variety to keep them interesting even if you play it many times, but that's not going to start happening anytime soon, partly due to a lot of AI hate, and partly due to limitations of AI for decent stories. Maybe in 5-10 years.
Sometimes I feel like AI is already writing scripts. In both games and cinema, nothing original has appeared in the last 10 years, just sequels, sequels, and sequels. And that's exactly what AI is: it can't do anything new; it can only combine what it was trained on.
 
I've been curious for a while about what role Trader Rekt will play in the whole story mode maybe it turns out this guy is actually decent, maybe he's a traitor (who would’ve thought), or maybe he's just an old, grumpy shopkeeper. Who knows appearances can be deceiving.

I seem to recall that someone found lines in the files for all traders and how they align with either the Duke or White River. Obviously, it's old stuff that could easily change by the time story comes in.

Here:
 
What are you mad about in 7D2D?
So, does anyone else feel like the more they "fix" the game the worst it gets?
Here's the bottom line: The idea of 7D2D is a really, really, great idea. Unfortunately the same people that brought this idea about were and are unable to develop it properly. Just look at their new "Blood Moons" game. They have no idea what they are doing on the development side. They got 7D2D going, and that was really enough. It just needed to be simple and bleak. They achieved that around Alpha 16. Then it happened. They started adding, removing, reworking, rehashing existing systems and became focused on things like graphics and figuring out how to make zombies that could destroy whatever YouTube base designers posted.

All they needed to do at A16 was to optimize the game, and that was the only thing they didn't do. Even when your minibike was falling through the world, it was still more fun than it is now. It used to be a survival game. What you have now is a looter shooter rpg.
 
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