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

I'm not going to try A17e - I will give it a quick go when it gets released, maybe wait for the first couple of bug fixing patches, but I can almost guarantee one thing - I'll then go back to earlier alphas, and I just wanted to make the point that it's become clear to me over recent months that there are a lot of people playing older alphas (especially A13).

The game has changed from what it was in the early days, to something different. I'm not talking about perks or this or that feature, I'm talking about the kind of game it was and the feeling it invoked. That game is long gone.

I've found myself hoping that TFP will still let us play the older alphas after the game has gone gold - but I fear they won't (and I understand why) and that will probably be when I will stop playing. But for me, that game is the best survival horror game I have ever played. I'm still hopelessly addicted to it, after 4½ years. The only way to top it would be to add some of the elements of A16 with A13 as a bit of polish (the POIs for one), but it doesn't matter, because as long as I can still play those earlier versions, I will still love this game.

 
claims roland, claims. just one in a building game... AND they dont work actually (random owners and they drop to 1hp)
On this point

We discovered this bug last night but I have not seen threads on it, after a random time (apparently), your single claim drops from 8000 HP to 1 HP and becomes inactive, words fail me...

 
I have made mods with significant changes to the game myself. If I don't like the end product and the end product still leaves enough flexibility and possibilities for a modder without it becoming too much work I might do something like that. But to mod the game in order for it to "work"... is pretty disappointing. I shouldn't have to. Nobody should. The game that needs modders to fix it is a failure. Look at Fallout 4 riddled with problems the biggest developer and publisher couldn't fix himself, because they were too lazy. Heck, look at Fallout 76! I'm not even gonna touch that game with a ten foot pole it's so riddled with flaws and bugs! I pity anyone who bought it!

You must have figured out by now that I prefer 7DTD over those titles too, and in actual fact, Fallout is my favourite gaming universe, even over 7DTD, but I still like 7DTD better than that. Get that into your heads - I like little 7DTD better than Fallout! Is that not success for a dev? Where are they trying to fly from there? They have already done everything right, they just need to keep at it in the direction they were going. Now, this paragraph is highly personal, so I don't expect anybody else to have the same experience and preferences in gaming, but it shows - you can be small developer and still beat the big ones and do a better job at making a game. And despite Fallout being a much bigger monster - it's a handicapped one because it has much more flaws and annoyances than 7DTD had. Now I'm not so sure any more - because now it's on the same path of needing THE CUSTOMER to fix it THE WAY IT SHOULD HAVE BEEN. Sounds simplistic, I know, but it may end up being perceived as such. That's negative for the game.

I want the game to work and THEN add my own aspect to it. That's what I've done so far and I've kept the game still pretty much in tact in its concept so that people would recognize it - that's why others liked my mods (even though they definitely made the game much more challenging).

I think Roland said that the dev team is now closer to what they envisioned the game being like from the beginning. Cool! I am absolutely happy for them! So they set out to start their own farm and to create fields in the wilderness:

- They chopped down trees - check!

- They ate their lunch - check!

- They build a log cabin - check!

- They dug up the soil to create farmland - check!

- They found gold in that soil and threw dirt back onto it because they had anticipated to create a field - check! ... Wait what?!

- They planted their crops while a lot of onlookers were going bonkers and pointed and shouted like if a baby on the street was about to get run over by a car...

After being engorged in a long term project like making a game for many years, especially if being totally focussed on production, it can actually sometimes be advisable to stop and think on the things that have been achieved and to revaluate ones own goals. It is easy to get blinded by the daily grind and to lose focus on what's important, especially if it is ongoing for many years. The surroundings might change, the needs might change compared to where the initial goal was set. They should re-evaluate where it is they are actually headed, what is the goal with the entire project? Early Access can be a great tool for devs that work with the community.

I've not been active enough in the forums to know exactly if there is a dialogue or two monologues going on. I know there are many smurfs on this forum (both old and young) who think it's easy to program this, and that, and make it all work and who have a 1001 suggestion on how to do things better but they have no actual programming experience and have no clue of what it would mean to do what they are suggesting. However there are also experienced modders and programmers out here who are customers and who have a very informed opinion and understanding of what is possible, and some mods show that it seems that there are modders out there who have understood some aspects of the game better than the devs have by now (thanks to their skill and the long production time). Those people are an asset! Gathering them in a private part of the forum, out of earshot from smurf village to have an open dialogue that is informed, could be a very powerful tool far too few developers are utilizing. That's just a suggestion. But I also know that asking someone else for an opinion can by many be seen as a sign of weakness, a sign of incompetence, or lacking leadership. It can also be seen as a sign that a leader is trying to consolidate their strengths and can come out with yet greater focus and determination for it. If a dev has enough self confidence in their ability, then asking an outsider for an opinion can lay a path to great success. I'll kill that last work-psychology related paragraph by adding a well cheeky 'Just saying'.

It would be advisable to check with the customers more often what they actually think because a great product only comes with the customers who buy it, and thus not to risk creating something like "7 Days to Die *drumroll* EDSEL EDITION".

 
Last edited by a moderator:
Those people are an asset! Gathering them in a private part of the forum, out of earshot from smurf village to have an open dialogue that is informed, could be a very powerful tool far too few developers are utilizing. That's just a suggestion.
...and if this was already happening, would we even know, from the confines of Smurf village?

 
In general and in a whole, Bubbahotetp - rights in his essence.

But there will ALWAYS be people who will tell you that something is wrong with you, and they continue to enjoy the game and they like everything.

I always wonder and i can't understand what kind of people they are...

I will continue to rework this game, and i will THANK the developers only for the fact that they give this opportunity.

But I'm totally on your side.

+1

 
Last edited by a moderator:
Yeah i dont enjoy playing this game in its current state either.

Its not about the game being to "hard", its about it making the early game grindy and boring, dumbing down interesting mechanics and adding mechanics that are just tedious, and making changes to the game that feels tone deaf.

The developers had a great formula that a lot of people enjoyed playing, even with the multitude of bugs that plagued the game, but instead of sticking to their already proven concept, they decided to release an alpha that seems like it has an identity crisis.

I played this game to have fun, not to micromanage everything i do.

 
The largest issue imo is the artificial level gating. Remove that, or add some damn common sense to it, and I believe the other difficulties will scale correctly.

Right now it's just all out of balance, which is to be expected at this stage.

 
Having played from the first alpha i agree with most of what the OP said and i dont like the way the game is headed progression wise

 
I only have 200 hrs over the past years in this game. Its always been fun with my friends but once we tried out A17 we left the game. If this is where the game is heading then there is no point on investing time in this game hoping things will be better. Yes there are alot of cool things in the A17 but overall its just not fun and feels like totaly different game.

+ the performance is horrible on i7-4790k, MSI R9 390 i had to put medium-low settings to get 50-90 fps and the game looked worse than before A17. And for some reason Freesync doesnt work in this game at all. 90 fps feels like 20 fps on screen. But thats an easy fix, just disable freesync.

 
Last edited by a moderator:
I agreed with a lot of (but not all of) what the original poster said. Here are some of the things that are sucking the fun out of A17 for me:

Frame rate

— In A16 I was getting a constant 60 FPS out of my Nvidia 770 GTX (Yes, I know it’s old, but I had the settings at a mid-level and that is what I could get).

— In A17 b199, even with all the options dialled down to minimum, I’m getting 60 in the countryside but in towns it crashes to 25-30. Add to that, the stuttering that was there in A16.4 is worse. Theyre is also a terrible lag on weapon/tool selection.

— NB - as I cut back on each of the options, it seemed to make not a scrap of difference, FPS in towns was about 25-30 on far draw distance and grass and 30%[?] LOD distance and when I cut back to just about minimum everything it’s still 25-30 FPS. It doesn’t matter whether I am looking at a detailed vista with many complex POIs in frame or the blank wall inside my “wooden box” base, FPS is still gimped.

Food

— Even when I am at about 60%+ fullness, the game insists I stuff a ‘bacon and eggs’ down my throat every hour or two to fix my max stamina , if I’m doing anything like digging or running around.

— Add to that the fact that I can’t even start a farm to help with the food problems until level 20 because (unless I get REALLY lucky finding a hoe or finding a trader who has one for sale) I can’t build a hoe.

— when I got lucky, found a field of potatoes and roasted them, I discovered that they gave ZERO max stamina increase, WTF pimps?

7 day hordes

I’ve only faced one (day 7) and they tore to shreds my cobblestone walls that I’d spent days building. It was by far the toughest building I’d ever built to defend against a day 7 horde. It seems that to survive the horde (before you get concrete at least) you need to double or triple layer your walls, and lay down multiple rows of spikes to stand a chance, which for a solo player probably means spending about half of your time on it. Im sorry, but that’s no fun!

Stamina

— see Food re stamina cap issues

— Meleeing with a wooden club drains stamina stupidly quickly

— so does just just about everything else, really. The amont Of time standing, resting, twiddling thumbs has increased exponentially in this alpha.

No experience for doing things

— I FAR preferred the old system of getting rises in the 1/100 skills like say archery by actually shooting arrows, and getting bartering increases by bartering. I’d far rather get (say) 1 perk point every 2 levels and get the experience based skills back from doing things. I realise this is probably never going to happen, but the pimps wanted feedback, so here’s my feedback.

SUGGESTIONS

— Please optimise this build better

— sort out stamina usage. I shouldn’t have to get to level twenty with a load of perks in all the various stamina perks to get back to the stage I was at level 1 in A16.4 with sexual Tyranosaurus 1

— sort out the food usage. If I’m filling up on food, my stamina should be fine. The whole concept of stamina damage from just doing normal stuff is, to my mind, a bad design decision.

All this being said, there is a lot in A17 I do enjoy: the added variety of POIs in the game is refreshing. The availability of dungeon crawl POIs is nice. The whole look of towns is much more organic. But the stuff listed above is just sucking the life out of it.

 
So what you're saying is, you don't have fun unless you...
abuse log spikes, have map issues and can dupe loot?
Straw man much?

What I in particular say is that you shouldn't cut the arm off because you have a wound on your finger. Fix the wound on the finger with a band aid and move on. But what we see in the changes made equates to full scale amputation of features that in the whole have been amazing and unrepresented in almost any other game out there.

 
Last edited by a moderator:
+ the performance is horrible on i7-4790k, MSI R9 390 i had to put medium-low settings to get 50-90 fps and the game looked worse than before A17. And for some reason Freesync doesnt work in this game at all. 90 fps feels like 20 fps on screen. But thats an easy fix, just disable freesync.

Someone else questioned earlier if my computer was adequate for running the game. I can't find that post now but here we go: I run most other games (200+ from steam alone) on near to maxed out settings. So no, I don't believe that it's my computer. I think it's a not very well refined game engine that is difficult to optimize. The engine gives a lot of creative options for building a game world, but as a trade off it's hard to optimize and make lean.

 
In general and in a whole, Bubbahotetp - rights in his essence.
But there will ALWAYS be people who will tell you that something is wrong with you, and they continue to enjoy the game and they like everything.

I always wonder and i can't understand what kind of people they are...

I will continue to rework this game, and i will THANK the developers only for the fact that they give this opportunity.

But I'm totally on your side.

+1
It’s true. There are none who actually like A17. Just bots put out by TFP to support their changes.

You wonder and can’t understand what kind of people they are who like something you don’t?

Lol....Not-You’s.

Hate to break it to you but every single one of us is outnumbered by people who aren’t ourselves.

 
It’s true. There are none who actually like A17. Just bots put out by TFP to support their changes.
You wonder and can’t understand what kind of people they are who like something you don’t?

Lol....Not-You’s.

Hate to break it to you but every single one of us is outnumbered by people who aren’t ourselves.
Mocking him doesn't really prove your point.

 
It’s true. There are none who actually like A17. Just bots put out by TFP to support their changes.
You wonder and can’t understand what kind of people they are who like something you don’t?

Lol....Not-You’s.

Hate to break it to you but every single one of us is outnumbered by people who aren’t ourselves.
Is this really what you do as a moderator? make snarky remarks that eventually just turns the thread into a "you vs me" discussion?

 
Mocking him doesn't really prove your point.
I’m not mocking him. I’m mocking the simplistic idea that everyone should like what I like. Do I really need to prove that there are many different preferences out there and what one person dislikes another person could like and that what many see as not fun many others see as fun? I wasn’t really trying to prove that point as it seems rather self evident.

Even in threads where people are reporting their dislike of A17 you’ll get one person saying, I hate the perk system but everything else is good and another person saying I hate the too smart zombies but I love the new perk system. People are different. Some on here will say that the devs are lazy because modders has to step in and “fix” their game whereas others won’t play those mods because they don’t see a “fix” being necessary.

You want to argue with me against diversity of thought, preferences, and fun among different people and tell me that you too can’t understand that other people would like A17 in its entirety?

Because my point is that everyone’s point of view is valid for them. I can understand someone liking the changes and someone else not liking the changes. It’s too soon to determine which group makes up the majority and whether TFP should make any reactionary changes. They’ll take the full length of experimental to make those determinations.

In the meantime, everyone should consider that no matter how they feel there are others who legitimately see it differently and it is damn funny that I even had to type this last self-evident paragraph...

 
Is this really what you do as a moderator? make snarky remarks that eventually just turns the thread into a "you vs me" discussion?
You vs me? About diversity of fun and preferences? You’re kidding right? You can’t see that I am not just protecting the validity of those who like A17 but also those who don’t?

The statement that I replied to is one of the largest bricks in the “you vs me” wall that there is. I have said nothing against opinions criticizing the game.

 
Speaking about people being happy about a17 - just count negative forum posts about a17 and all previous.

Nobody can say for entire coomunity, but if there are so many players being upset with an update - isn't it already enough?

Yes, a17 is playable. Some things gone easier (like melee or food), some more complicated (building, digging, crafting, etc - summing to "playing without killing zombies"). It is not good or bad on it's own, but there were and are different styles of playing around, or roles if people aplay together. For example, when a 16 become stable, i was playing with a friend a lot. He was looting, i was at base, building defences, cooking, making farm and a mine to the earth core. He was levelling much faster and got loot i could craft much later or even never (weapons, brass, etc), but there were a base with defences, which made me rather usefull and i did my part of job as to say. Now you can craft almost anything, but building and digging is much tougher. 7 day horde become such difficult as it should be, but not because zombies are smart or strong - because it is harder to become prepared, imo. And i'll be not as usefull as earlier, sitting at base, even if i build it - how can i level up without hunting Z's? TFP didn't like players hunting z's for loot, ok, no problem with loot now (with some excepts), TFP didn't like people digging and avoiding fight, ok, no problem, but what to do else? Where are variants, options, freedom? We could sociolize or trade rare things with other players, but now all people i've seen do the same - loot, run quests or hunt z's for exp. No balance between different playing styles and it's even worse than grind and level gates i thing. Yes, i made some posts about it and i stiil think so, but if to look at the game on the whole now - the main problem, imo, is in that we don't have variants of timespending and levelling. That's why it seems grindy and not funny.

Examples and suggestions.

Difficult to balance exp and resourrces from mining? Why not tie exp to block health? For example, for zombies modifier could be x3, for blocks... x0.5? 600 exp for a boulder and 600 exp for a simple zombie, seems fair to me. Building exp is more difficult, it wouldn't work with one formula for all blocks (600 exp for concrete block is good, but 2 for wooden is useless for example). But even if we won't have any exp from build - just add some more to mining. Make some tests and ta-dam, it's balanced, where am i wrong?

Recipes books or perks. So, you stuffed old recipes into perks, but made new recipes (oh god, why?!). Ok, even if it is silly, it could work, but i don't see reasons, logical and balance reasons. "Knowing some recipes wrom nowhere but must loot others" could be done better. For exapmle, what if crafters could make recipes of something they can craft? Can make 5 tier pistol - can make a blueprint for 5 tier pistol. And someone who loot stuff, could find that pistol or craft it with bought recipe. First one will need plastic, second one - steel. First one will need brass for bullets, second one - lead. Seems balanced for a first view, but idk how to realize it (if it's not possible or worthlessly complicated - please let me know). If it is too complicated - it's better to return recipes or place them in perks more reasonably. Or even make books, that allow you to level some perks, for example.

About level gates - the problem is not in unbalanced builds if you just remove gates, but that people now don't have builds at all. Everybody needs stamina, inventory, craft and some dmg. Some perks need to be added. Some for active hunters, some for builders, just to accent roles and make them self-sufficient. Main thing is to not make people that play alone useless. In previous versions they could max looting or digging, for example, that system worked. Now, when you are capped by levels - neither builds, nor solo focusing. If not remaking the whole system (no levels, some perks are 1-100, some 1-5 etc) - just add new perks and a source of perk points (gaining levels not by killing z's or points by quests for beginning). That will speed up the gameplay? Even if yes, what's bad in it? Anything will be better than how it goes now.

 
Back
Top