PC A17 impressions: The game feels like a survival at last

@Luzifer. Is that honestly what you got out of all these posts? lol

It's not a matter of "don't wanna work for survival" it's a matter of enjoying other parts of the game that you obviously do not appreciate.

And oldtime 7dtd:ers like us like us have a higher threshold of what is threatening and survival, that doesn't mean that everything below our standards are not work. (I would love to get my hands on A3 to see if i still think its terrifying and hard :D )

I have no problem with TFP telling us oldtimers that if you think its too easy go play on warrior mode. (But then warrior mode has to BE warrior mode.)

What i see on the forum is more of a different view on endgame.

Camp "Slow progress is a good way to handle getting to end game to fast."

and

Camp "Slow progress is NOT a good way to handle getting to end game to fast."

 
I for one, am definately LOVING the new alpha 17. Yes, it has it's issues. But as the OP stated, most of the things that come in with this patch is outstanding. It does feel more like survival. Long gone (i hope) are the days of old where one can just go willy nilly into a structure and leave unscathed and bored. This time time, if you go in fast, you die fast.

I agree about the level gating, I really do wish you all would consider reimplementing the book method I suggested earlier. Finding an instruction manual that doesnt disappear upon use but has to be in the players inventory, in my mind fixes the "level gate" and when the player has achieved that level needed to obtain the recipe via perks, the manual will no longer be needed. The strategy does come with it's own problems however, that of not spending points and just saving them for those rainy day moments when one needs a perk.

Aside from all that. I truly feel the pimps has reinvigorated the play of this game, at least for me (and it looks like others as well, which I am happy to see)

I am on day 4 of my A17 game. This morning I decided to investigate a little mom and pops food store. Bravo POI makers, Bravo. I had to run out of a hole in the wall on the third floor because I failed to check certain sections below me. When I re-entered the building, I found that these undead came from behind the damn wall fridges! Then as I reach the very top of this building.....the zed were quietly standing up in the rafters, had I gone fast, I don't feel I could of escaped as they fell all around me.

Great job Pimps. Game needs tweaking, sure, but please keep the nerfing down to a minimum

 
This may still change in the future but it will not change soon.The biggest issue with it is that it is new and for years there was no death penalty in this game at all so players will need time to adapt to the concept of "consequences". ;)
Thing is - there was. And it was tied to thing I am missing already. Wellness. It was days and sometimes weeks for first ten point's of wellness to acquire, and you could loose all that in one dump step on building roof or one dog pack. Yes, later in game it wasn't hard at all with eating meat stew in packs and drinking solely red tea, but that system might have just been adjusted (slower acquiring and bigger death losses when closing to 200, faster and smaller when below 100). But it was removed for some unknown (to me) reasons.

 
Yes.Because it will FEEL like I have a choice.

It is the world that is restricting me.

While level-gating is the dev's restricting me.

And while most will probably be confused, I trust, that you know why that is a big difference ;)
Yep, I understand. I'd prefer it as well. It may sound unimportant but they way of restriction does matter. Having the amount of points you get at the moment, being blocked by level gates and spreading points in areas you don't want to, feels much worse than having fewer points to spend and being restricted just by e.g. point cost (without progression rate changes). Surely still many would complain about the slow progression rate but I am willing to bet that it would leave a much better impression.

Thing is - there was. And it was tied to thing I am missing already. Wellness. It was days and sometimes weeks for first ten point's of wellness to acquire, and you could loose all that in one dump step on building roof or one dog pack. Yes, later in game it wasn't hard at all with eating meat stew in packs and drinking solely red tea, but that system might have just been adjusted (slower acquiring and bigger death losses when closing to 200, faster and smaller when below 100). But it was removed for some unknown (to me) reasons.
It was even harder to keep max wellness than keeping yourself death debuff-free now.

The thing is that as it has been said many times in there forums recently (MM described it well, don't have the time to find the post), wellness was "broken", because it was not worth building up and most players just stayed at min wellness (130 with perks) and used death as a free status reset and teleport. Also the more you had the less it mattered, analogically.

 
It was even harder to keep max wellness than keeping yourself death debuff-free now.

The thing is that as it has been said many times in there forums recently (MM described it well, don't have the time to find the post), wellness was "broken", because it was not worth building up and most players just stayed at min wellness (130 with perks) and used death as a free status reset and teleport. Also the more you had the less it mattered, analogically.
Well, it wasn't bad by itself either. I am not opposing new death penalties. I am just missing wellness cuz personally found it small, rarely noticed but very neat and handful detail.

 
I agree with most of the OP.

For the inventory system I think it's step in the right direction. I would lock the bottom 1-2 rows completely though and making them unlockable by equipping a backpack (you will still be slow if you put stuff in the backpack without the Encumber perk).

As for level gating I proposed a change in this tread.

 
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I would say, the starting area makes or breaks your game. I have been doing random gen so far. My first spawn was into a frozen biome "town" full of big POIs, with small patches of wasteland zones interwoven.

That has to be the "evil-ist" biome combo to start you can imagine! It was so hard, that my initial impression of A17 was really bad. I was constantly fending off cold, wind, rain, etc. and even with newbie buff, it was bad. Then once it wore off, I was doomed. Besides weather, I could not even find any warm clothes loot. The POIs were mostly too difficult for starting out, so I was mostly looting shanty's and roadside garbage. Combine that with vultures from wastelands, and such... was brutal.

Then I spawned into a nice pine biome with desolate camp and cabin POIs... wow, that was much more reasonable to handle, like older versions. Now I can appreciate A17 more that I saw the contrast of experience based on starter zones.

 
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