Thunderfrog
New member
Dear Fun Pimps,
Without all the emotional wringing that has been in a lot of these. Here is my simple review of A17e in case you are wondering, "I wonder how people feel about the release?"
Note: These are my opinions. I know I do not speak for the 7Days community. I am offering my opinion to TFP for their own reference in sorting out how people stand. I don't know if I am the majority, the minority, or the vocal component of either.
I have always been a very big fan of this game. It's my top played hours game across all platforms, except maybe Final Fantasy Tactics back in the day.
---------------------------------------------------------------------------------------------------------------------------
1. Early Game Likes
---------------------------------------------------------------------------------------------------------------------------
- Quests are still a great way to get going. I would like to see more of them to carry you to quicker through a couple of levels.
---------------------------------------------------------------------------------------------------------------------------
2. Early Game Dislikes.
---------------------------------------------------------------------------------------------------------------------------
- Zombie loot being gone is a real bummer. I either stored it all for dukes or kept a meticulous scavenge pile. I do not feel like the loss of zombie loot is offset by container loot inside of poi's, because of how difficult it is to get into them safely until you are using a crossbow with stealth perks.
- Initial Stamina is way too scarce. The amount of slow movement is a detractor in fun for me, frustrating with the way zombie rings spawn, and generates sighs of exasperation in endless supply.
-Multiplayer is near impossible if you are the level 1 joining a day 100 server.
-Zombies follow you relentlessly, which would be fine, if you lead them far away without all the sleepers resetting in the buildings. You can't effectively lead them away into a trap then return for sweet rewards.
---------------------------------------------------------------------------------------------------------------------------
3. Early Game Suggestions.
---------------------------------------------------------------------------------------------------------------------------
- For Multiplayer servers, please create a limited duration buff that masks from you from the heatseeker zombies, zombie spawn rings, and reduces sleepers.
- It's far too difficult to establish anything but bone knives, clubs, and stone arrows. Are you guys secretly building a caveman simulator?
- Give us "Shoddy Repair Kits" or something that allows us to repair our crappy iron tools until we have successfully defeated the forged iron level gate. Maybe give duct tape that purpose, so it can do something other than be an ingredient?
- If you want Stamina to stay so easily drained, please consider increasing walking speed.
- More non-combat xp and faster XP in general.
------------------------------------------------------------
1. Mid Game Likes
---------------------------------------------------------------------------------------------------------------------------
- I like that there is a reason to use leather, scrap, and other armors now. Not needing to find books for things that feel gamestage appropriate is a nice touch.
-----------------------------------------------------------
2. Mid Game Dislikes.
-----------------------------------------------------------
- The fact that I have to spend so much time playing 7 Days to Caveman. I understand trying to force players spend more time in a worse scenario but I don't like it. Stone Arrows and Stone Axe will make a lot of people quit, because with just those you really have a super hard time clearing loot buildings for better scavenge.
- Reduced usefulness of the tools you do find. It takes like 3 or 4 hits with a shovel to clear a dirt block. We aren't playing mining simulator. It shouldn't be instant, but I shouldn't have to spend 30 minutes to dig a small hole/trap/land area.
- Bases that you can't defend successfully due to zombie damage buffs.
- That progression through this game state is almost always going to be identical. There are certain skills that are necessities for a long and successful game, and some that are frivolous and flavor. I feel like I have to ignore some of the more appealing things like stealth and agility in order to spend points in the minimum required intellect at every level.
---------------------------------------------------------------------------------------------------------------------------
3. Mid Game Suggestions.
---------------------------------------------------------------------------------------------------------------------------
- Allowing access to more found tools, weapons, and armor makes not being able to craft your own not quite so terrible.
- Take dirt back to being a 1 or 2 hit process. Hell, make a shovel a shovel and a hoe a hoe, and tie their usefulness to strength instead of item level. Tools don't even need item level in my opinion. Steel might wear out slower.
- Give us back underground bases please. A lot of players build strength and forage from underground, then transition to a show off vanity base above ground. There are a lot of multiplayer implications of underground bases being so easily found as well.
- For more varied game play, remove level gates. You don't even have to remove attribute gates, but if I want to put my first 20 points into strength, let me. Maybe I'm visioning this character as a former bodybuilder who was a big ol' dummy and not a specialized warrior. Doing this allows a lot more varied roles in a party as well.
- Please remove some skills from Intelligence and make a Survival Skills tree. Things like cooking, forges, and a few other basic necessities of game play shouldn't require me to play an int-based character every single time to have. That's leaving me feeling like I only have the illusion of choice.
------------------------------------------------------------
1. Advanced Game Likes (Post Forge)
-----------------------------------------------------------
- Dungeons become a fun once in awhile endeavor, and once you have resources and bullets to fight off the endless zombie spawns in POI's it becomes pretty fun doing so.
- You can finally start to have the feeling of character uniqueness.
- The Vehicles are all a lot of fun.
-----------------------------------------------------------
2. Advanced Game Dislikes.
-----------------------------------------------------------
- Once the forge barrier is passed, the sudden rush of technology makes some things redundant. For example, the minibike is suddenly available alongside other modes of transport. A lot of players skip the minibike and move on to better things immediately.
- Raiding other lower level players is too easy. Griefers gonna grief. Its so easy to find the new players underground stashes now that they never really have a chance. The can't build above ground, because a low level player can't defend it with rocks and sticks. They can't build below, because heatseeker missile zombies dig into their stashes and reveal them to the most dangerous thing in this game, pvpers.
- You can finally build an elaborate base, but Zombie pathing makes a lot of it pointless. I can surround myself in spikes, but only one line of them matters.
- This stage comes after many players lose interest. Stone age lasts too long, and the part of the game where it becomes a lot of fun is suddenly level gated too far away. Too many friends quit before getting here and finding the meat of the games technology and crafting.
-----------------------------------------------------------
2. Advanced Game Suggestions.
-----------------------------------------------------------
- I think that making a vehicle tree in skill points is another way to diversify characters. If I could just spend a point in the minibike -> trike -> 4x4 -> gyrocopter, I might be content just staying with the minibike.
- 4x4 having a passenger is great. Giving it a mounted AK-47 seat for a third player in the back and the ability for the first passenger to shoot out of his seat would be amazing.
- Give us a set of PVP mod tools and online server tools that specifically allow interactions between certain level of players.
- Allow low level players a "zombie mask" of sorts. Maybe the survivors in our game were recently infected and now they are immune? Just something that can protect players for a horde night or two until a certain level or gamestate. This could be optional, and mostly for multiplayer.
- Perhaps zombies might have a wider swarm, or view each other as collision objects so they take different paths to bases and players.
------------------------------------------------------------
Thanks for taking the time to read. Anyone who tries to tell me my opinions are wrong will be more or less ignored. Discussion on these bits however, is more than welcome. You can tell me why you like/dislike something without having to tell me I am wrong for liking/disliking something.
Without all the emotional wringing that has been in a lot of these. Here is my simple review of A17e in case you are wondering, "I wonder how people feel about the release?"
Note: These are my opinions. I know I do not speak for the 7Days community. I am offering my opinion to TFP for their own reference in sorting out how people stand. I don't know if I am the majority, the minority, or the vocal component of either.
I have always been a very big fan of this game. It's my top played hours game across all platforms, except maybe Final Fantasy Tactics back in the day.
---------------------------------------------------------------------------------------------------------------------------
1. Early Game Likes
---------------------------------------------------------------------------------------------------------------------------
- Quests are still a great way to get going. I would like to see more of them to carry you to quicker through a couple of levels.
---------------------------------------------------------------------------------------------------------------------------
2. Early Game Dislikes.
---------------------------------------------------------------------------------------------------------------------------
- Zombie loot being gone is a real bummer. I either stored it all for dukes or kept a meticulous scavenge pile. I do not feel like the loss of zombie loot is offset by container loot inside of poi's, because of how difficult it is to get into them safely until you are using a crossbow with stealth perks.
- Initial Stamina is way too scarce. The amount of slow movement is a detractor in fun for me, frustrating with the way zombie rings spawn, and generates sighs of exasperation in endless supply.
-Multiplayer is near impossible if you are the level 1 joining a day 100 server.
-Zombies follow you relentlessly, which would be fine, if you lead them far away without all the sleepers resetting in the buildings. You can't effectively lead them away into a trap then return for sweet rewards.
---------------------------------------------------------------------------------------------------------------------------
3. Early Game Suggestions.
---------------------------------------------------------------------------------------------------------------------------
- For Multiplayer servers, please create a limited duration buff that masks from you from the heatseeker zombies, zombie spawn rings, and reduces sleepers.
- It's far too difficult to establish anything but bone knives, clubs, and stone arrows. Are you guys secretly building a caveman simulator?
- Give us "Shoddy Repair Kits" or something that allows us to repair our crappy iron tools until we have successfully defeated the forged iron level gate. Maybe give duct tape that purpose, so it can do something other than be an ingredient?
- If you want Stamina to stay so easily drained, please consider increasing walking speed.
- More non-combat xp and faster XP in general.
------------------------------------------------------------
1. Mid Game Likes
---------------------------------------------------------------------------------------------------------------------------
- I like that there is a reason to use leather, scrap, and other armors now. Not needing to find books for things that feel gamestage appropriate is a nice touch.
-----------------------------------------------------------
2. Mid Game Dislikes.
-----------------------------------------------------------
- The fact that I have to spend so much time playing 7 Days to Caveman. I understand trying to force players spend more time in a worse scenario but I don't like it. Stone Arrows and Stone Axe will make a lot of people quit, because with just those you really have a super hard time clearing loot buildings for better scavenge.
- Reduced usefulness of the tools you do find. It takes like 3 or 4 hits with a shovel to clear a dirt block. We aren't playing mining simulator. It shouldn't be instant, but I shouldn't have to spend 30 minutes to dig a small hole/trap/land area.
- Bases that you can't defend successfully due to zombie damage buffs.
- That progression through this game state is almost always going to be identical. There are certain skills that are necessities for a long and successful game, and some that are frivolous and flavor. I feel like I have to ignore some of the more appealing things like stealth and agility in order to spend points in the minimum required intellect at every level.
---------------------------------------------------------------------------------------------------------------------------
3. Mid Game Suggestions.
---------------------------------------------------------------------------------------------------------------------------
- Allowing access to more found tools, weapons, and armor makes not being able to craft your own not quite so terrible.
- Take dirt back to being a 1 or 2 hit process. Hell, make a shovel a shovel and a hoe a hoe, and tie their usefulness to strength instead of item level. Tools don't even need item level in my opinion. Steel might wear out slower.
- Give us back underground bases please. A lot of players build strength and forage from underground, then transition to a show off vanity base above ground. There are a lot of multiplayer implications of underground bases being so easily found as well.
- For more varied game play, remove level gates. You don't even have to remove attribute gates, but if I want to put my first 20 points into strength, let me. Maybe I'm visioning this character as a former bodybuilder who was a big ol' dummy and not a specialized warrior. Doing this allows a lot more varied roles in a party as well.
- Please remove some skills from Intelligence and make a Survival Skills tree. Things like cooking, forges, and a few other basic necessities of game play shouldn't require me to play an int-based character every single time to have. That's leaving me feeling like I only have the illusion of choice.
------------------------------------------------------------
1. Advanced Game Likes (Post Forge)
-----------------------------------------------------------
- Dungeons become a fun once in awhile endeavor, and once you have resources and bullets to fight off the endless zombie spawns in POI's it becomes pretty fun doing so.
- You can finally start to have the feeling of character uniqueness.
- The Vehicles are all a lot of fun.
-----------------------------------------------------------
2. Advanced Game Dislikes.
-----------------------------------------------------------
- Once the forge barrier is passed, the sudden rush of technology makes some things redundant. For example, the minibike is suddenly available alongside other modes of transport. A lot of players skip the minibike and move on to better things immediately.
- Raiding other lower level players is too easy. Griefers gonna grief. Its so easy to find the new players underground stashes now that they never really have a chance. The can't build above ground, because a low level player can't defend it with rocks and sticks. They can't build below, because heatseeker missile zombies dig into their stashes and reveal them to the most dangerous thing in this game, pvpers.
- You can finally build an elaborate base, but Zombie pathing makes a lot of it pointless. I can surround myself in spikes, but only one line of them matters.
- This stage comes after many players lose interest. Stone age lasts too long, and the part of the game where it becomes a lot of fun is suddenly level gated too far away. Too many friends quit before getting here and finding the meat of the games technology and crafting.
-----------------------------------------------------------
2. Advanced Game Suggestions.
-----------------------------------------------------------
- I think that making a vehicle tree in skill points is another way to diversify characters. If I could just spend a point in the minibike -> trike -> 4x4 -> gyrocopter, I might be content just staying with the minibike.
- 4x4 having a passenger is great. Giving it a mounted AK-47 seat for a third player in the back and the ability for the first passenger to shoot out of his seat would be amazing.
- Give us a set of PVP mod tools and online server tools that specifically allow interactions between certain level of players.
- Allow low level players a "zombie mask" of sorts. Maybe the survivors in our game were recently infected and now they are immune? Just something that can protect players for a horde night or two until a certain level or gamestate. This could be optional, and mostly for multiplayer.
- Perhaps zombies might have a wider swarm, or view each other as collision objects so they take different paths to bases and players.
------------------------------------------------------------
Thanks for taking the time to read. Anyone who tries to tell me my opinions are wrong will be more or less ignored. Discussion on these bits however, is more than welcome. You can tell me why you like/dislike something without having to tell me I am wrong for liking/disliking something.
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