PC After 4000 hours with a11-a16, I won't spend much time in a17x. Here's why... no fun!

This game has become completely stupid!

The Z became clever, which is perfectly stupid !!!

They find you 100 meters from a cave entrance, even 40 meters underground, it's totally absurd.

It became completely unplayable, the graphics are ugly, the keys of the keyboard are no longer reactive, it takes sometimes 3 seconds for the day to stop once you release the key.

In short ... it's great "anything"!

 
I can three hit a normal zombie with the starter points and wood club, dead in two seconds.

Guns are for deer, pigs and anything fast . Works great for me.

I found Acid in a quest POI once.

Ore is scarce, but you can do fine if your don't waste the metal. 90% of my iron goes to Rebar frames. Reinforced concrete 3-5 meters thick is still awesome.

 
The OP raises a lot of valid points and his opinion is just as valid as anyone elses and to some extent I have to agree with him, how many times have we heard madmole say 'its like playing a totally new game' well maybe if thats what he wants then he should make a new game instead of messing with a recipe that was already good.

 
Totally agree with OP on the mini-dungeon POIs. They are just a total nuisance after the first few. I long for a simple house I can loot in 5 mins and move on. Fill it to the brim with enemies if you like, but making me jump though all these hoops is just tedious. Try playing State of Decay, Pimps, they got it right.

 
I agree with the OP.

The entire grind to level 20 (that's the earliest level you can unlock anything useful is tedious, long, boring, and repetitive. Just like my summary.

I don't understand why the hardcore fans aren't screaming their lungs out. Don't you see we have 0 freedom now?

If you don't take certain perks, you loose. You'll end up with 1/1 stamina real soon because the drain is so fast. In alpha 16 smart players could make their life easier by taking certain stuff. Now you are 100% obliged to take the same order of perks to get anything done really.

The number 1 fault right now is.... It's a grind game, where grinding is penalized?????????? What kind of messed up logic is that. Grind some wood or stone early game and you're already at 60 stamina maxxed out, without having died. There's no choice, just to eat all the time or you automatically die due to low stam and hp.

I don't think it's a more difficult game. It's just more tedious and boring. And the level gates is way off. I haven't died once in A16, up to night 100 doing every horde melee style. Haven't died now in A17 even with other people gamestages giving me cops and doges when I'm only lvl 10.

The most important change for me was to see how combat was, but the zombies are still all glitchy and teleporting. Plus the sleeper spawn is messed up beyond reason. It does not create a difficult game when a zombie kills you after having teleported behind your back right after you cleared the room already. That's a bug, or a bad feature.

The thing with power attacks is also ridiculous. Only thing it does it make regular attacks obsolete. Why add option B just to make option A obsolete, while option B does the exact same thing as option A used to do ?

A16, kill a zombie with some regular hits to the head.

A17, kill a zombie with 100 regular hits to the head, or some power attacks to the head.

See the resemblance?

I don't know what road the devs want to go but after the 500th crossroads of development I don't know what to hope for anymore.

TLDR, it's an entire different game, it's 0% "harder" just more tedious and stretched.

To end on a positive note.... The only thing that brings a smile to my face is the possibilities with more quests and how quests reset POI's. That interaction seems to work at some length at least.

Batman,

 
I assume that's why the map has now become pretty small, to avoid that problem all together. The cost of this trade off is very high though.
... In A17 this kind of solving issues become... classic...

Players abuse log spikes - remove log spikes

Issues with large map - reduce map

Loot duping problem - remove loot

No late game content - lets make early and midgame loooooonger

...

Agreed with you completely, fun destroyed, only hope for modded servers when stable released.

 
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I don't understand why the hardcore fans aren't screaming their lungs out. Don't you see we have 0 freedom now?
This game no more for hardcore players, now it for one-time-single-play-uninstall-and-forget players

 
I have mixed feelings so far. Some I like, some not.

I like the added danger and fear element where zombies are a real threat now. But, I don't like the "grindy-ness". The dungeons are a little overdone sometimes - not sure who on earth has such large basements full of multiple pallete's of sand bags and junk, but I know, I know... it's a game.

I like the new perk system, but I think they should keep some element of getting better at skills because you use them. Now it is like I have to kill more zombies to learn to boil an egg, or have to kill more zombies to get better at mining with a pick.

And, what on earth have they done to the cobblestone and flagstone textures!? They are so ugly and washed out looking - they used to be such beautiful intricate stones and now looks like a cartoon of stones, with too light of color. It's like they had to nerf down texture quality for the console side? not sure - why change it otherwise - it looked great!

That said, there is still a lot to like about it overall...

I heard in A18, they are going to force us to play the entire first week moving in "slow motion" and claim we were groggy from the ordeal where we ending up naked at the start... until we perk up our way to regular speed. And for combat, they will just implement game mechanics of the game Octo-Dad, with controlling each tentacle with a different button.. lol

 
If even alpha 17 is 120fps, I will not play it. The game has lost interesting developments
In your own personal best interest, you should probably stop coming to the forums and play something else?

 
After 5 million hours in game alpha 17 is a huge improvement over easy mode boring ass alpha 16. and im not going to list all the reasons why because nobody cares.

 
In your own personal best interest, you should probably stop coming to the forums and play something else?
Stop coming to the forums and play something else? Now, when horrible crime happens ? Our belowed game was hardly raped, And we are here to lynch culprits!

 
I have to agree with the OP, I have just 2600 hours in but have played since around A9 - A10, I usually always play single player or with my young son and it is a completely different game now. Maybe that is what they were aiming for, it's their game and I have certainly gotten my money's worth. I just do NOT like the changes in A17. It feels like I can run one block and my stamina is gone. I don't like the fact that It feels to me that they have made it more of a group game and not a SP game. Maybe they will change some things but maybe not. I guess I will have to mod it which I have never had to do with previous alphas. Overall I do not like the new changes either.

 
This is what you get from people who overplay early accessed games. Can handle anything that gets harder. Hates any change they see. I am sure TFP will not change the game to the previous alphas because of a rant in the forms.

 
4000 hours??? thats time to consider getting a life now bud.. :(

but seriously, its an experimental build, the game hasnt been set in stone

 
I have no input lag, maybe your rig is the issue? I do agree on the rng world issue though, its so dumb that desert is always in the south, and snow in the north, if you check the biomes.png in the world directory you can see exactly where each biome is in your world. Expect a ton of snow and nothing else at the north end and nothing but desert in the south. I much prefer a16's rwgmixer, as the biomes were all over. Sure you got some silly stuff like snow biome right beside a desert one, but I mean couldn't they set something in the rwgmixer.xml so they can't spawn to close to each other?

 
I have > 3000 hours and honestly I feel very similar to the OP.

In my honest opinion one of the greatest and most important features is gone through a17: The base building experience.

With the loot dropping quality 1-6 guns the likelihood of finding decent equipment without having to improve is far too high. The risk of being in a base with current settings is far too high. So why own a base at all? I dont have a feeling I need to have a decent production and make use of the economics anymore. This game isn't the 7 days to die that I learned to love. It's just too many things that disappoint me - I can't even express it and I'm glad many of the other experienced players speak up. Most of them have that amount of time invested in the game for the same reasons.

I thought of A17 as an update adding features, fixing A16 bugs and improving the general gameplay. Instead, the only of the things that remind me of the 7 days to die I love are duping glitches and other persistent bugs that never get fixed.

And don't anyone tell me the new logic makes it more real. I'm barely moving forward because of encumbrance but I jump 3 blocks high while taking off like SpaceX.

 
Stop coming to the forums and play something else? Now, when horrible crime happens ? Our belowed game was hardly raped, And we are here to lynch culprits!
Or maybe play the version you enjoy???

 
This is what you get from people who overplay early accessed games. Can handle anything that gets harder. Hates any change they see. I am sure TFP will not change the game to the previous alphas because of a rant in the forms.
No fear of that. In the dev chat they keep talking about this version being the closest to the game they always wanted to make. And as far as it needing to be “a game for the players”. Well, today we shattered the record for number of players during experimental. A16 experimental was around 21k and today we hit 23k. It’s likely to grow this weekend as people around the world who don’t celebrate Thanksgiving end their workweek and have their first full weekend of playing.

The point is that A17 is appealing to many many players. Yes there are a lot of people here complaining compared to those who are praising but that’s mainly because 23,000 are playing happily. The game is not going to appeal to everyone. There is going to have to be one or two groups who wil need to mod it to how they like. The group that does like it though is plenty big enough to support the devs in their design decisions—at least initially. They still have at least a few weeks of work to do before A17 becomes official.

 
No fear of that. In the dev chat they keep talking about this version being the closest to the game they always wanted to make. And as far as it needing to be “a game for the players”. Well, today we shattered the record for number of players during experimental. A16 experimental was around 21k and today we hit 23k. It’s likely to grow this weekend as people around the world who don’t celebrate Thanksgiving end their workweek and have their first full weekend of playing.
The point is that A17 is appealing to many many players. Yes there are a lot of people here complaining compared to those who are praising but that’s mainly because 23,000 are playing happily. The game is not going to appeal to everyone. There is going to have to be one or two groups who wil need to mod it to how they like. The group that does like it though is plenty big enough to support the devs in their design decisions—at least initially. They still have at least a few weeks of work to do before A17 becomes official.
Nice spin Roland

I have been here since ALpha 5 and I have NEVER seen the mass outpouring or sheer displeasure and borderline hate that this alpha has generated, the servers that normally have queues to get into after an update are ghost towns because people tried it and realised how bad, grindy, unrewarding and generally broken it is and simply logged out. Sure a lot of people logged in to test it but if the devs dont make the changes their players want, and there are SO many threads detailing whats wrong there is no need to repeat it all here, then those player numbers will fall off a cliff in about 1 week.

You removed progression

You removed a reason to explore

You removed upgrading guns

You removed upgrading armour

You level locked anything worth having behind arbitrary gates on TOP OF the arbitrary points gates for the perks themselves

Stamina....jesus i dont have the words for how bad it is

You removed the base building

etc etc etc

You removed FUN from 7DTD.

 
No fear of that. In the dev chat they keep talking about this version being the closest to the game they always wanted to make. And as far as it needing to be “a game for the players”. Well, today we shattered the record for number of players during experimental. A16 experimental was around 21k and today we hit 23k. It’s likely to grow this weekend as people around the world who don’t celebrate Thanksgiving end their workweek and have their first full weekend of playing.
The point is that A17 is appealing to many many players. Yes there are a lot of people here complaining compared to those who are praising but that’s mainly because 23,000 are playing happily. The game is not going to appeal to everyone. There is going to have to be one or two groups who wil need to mod it to how they like. The group that does like it though is plenty big enough to support the devs in their design decisions—at least initially. They still have at least a few weeks of work to do before A17 becomes official.
Roland with all due respect. I'm currently on a server of 8 people forcing themselves to try and like the game while not actually liking it. The amount of players in this phase is absolutely no indication for the quality of it. Same goes for the record number of players during experimental. Honestly - during a15-a16 many of my fellow mates gave up on the game waiting for a17. a17 dropped - now everyone tests it. I do not expect them to stay - and neither should you assume its a given.

But obviously, from a company point of view a record sold is a record sold. And as long as you don't provide paid DLC content you don't get anything from entertaining old players. Thus I understand focussing on the majority of probably relatively fresh players "enjoying" the game. Optimized behavior for you. But not for me. Steam rating at least indicates the majority of players giving a thumb up recently are having little hours. Then again, not sure they even know how to get in the experimental...

 
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