PC Alpha 17 - Cut Content Discussion

Blue

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So, moving from one version of a game to another can sometimes see features be added and others removed. Many games, see sweeping changes sometimes, like Stellaris (Who basically completely remade their own game with a different tone in a recent patch) and of course, 7 days to die, who also made large changes making how we play a stark difference to how we used to.

Some changes can be seen as 'making sense' to fit with the new systems put in place (like the skill point system) and others you have to truly scratch your head over.

The following thread will be for us discussing the features that have over the years been cut in favor for new systems and also those we wish to see make a return.

I will list a couple examples to get us started.

1. Explosions no longer seem to harm the world like they used to. (Cops, Cars, Rockets, Other Bombs)

Myself I find this to be a negative change. Infected Cops don't seem like a threat anymore, as you can actually let them explode without too much damage actually occurring. The same goes for rocket launchers, I would love to be able to shoot at a building and take out a sizable chuck of it. But that has seemingly been removed, with rockets barely even hurting zombies anymore either (and explosion dismemberment being locked behind a skill perk. Which is beyond silly. How can I get better at making explosions do different kinds of damage. An explosion is an explosion regardless of my skill. This itself is my biggest gripe with the skill system they added as it locks many functions that should occur naturally behind skill point pay walls).

2. They removed burning barrels as an obtainable/craft-able/place-able object. I used to use these exclusively to light up areas outside my base walls without the need to build frame towers with torches on them. Zombies would destroy them sure, but It was still a nice feature. (EDIT Someone in this thread says they are still there, I';ll have to look again.)

3. Random Dismemberment due to your attacks. (This has been locked behind skill point pay walls).

4. The wasteland biome.

5. Rolling hill ranges and huge mountains in Random Gen. It feels like the new random gen doesn't allow hills to get very big (giant slopes that raise elevation over a large area) and mountains seem non-existent.

What cut content, (from any previous version) do you miss?

 
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There are pockets of wasteland biome in my current seed. Ran across them yesterday. Even stepped on a mine.

 
The way you upgraded rebar to rebar with wood and then with cement. Yes it was an added step, but you could have simply halved the time needed to upgrade both... :D

Learning by doing. Not going to say more. My stance is pretty clear.

Log spikes. Like... WHY??? They were such a big part... one of the biggest in base defense... and they are simply gone... without replacement to fill the void.

Gun parts. One of the only reasons for me to play beyond day 30. After that I'm an immortal killingmachine and my base can withstand 100s of copzombies (not yet tested with A17 but I'm sure that I can make it work with some trial and error)

shotgun/headshot stun effect (might just be locked behind perks though... which to be fair would make a bit more sense then limbdetatchment which was fun, but useless)

Cities. Like... I like that they are more organic now... I truely do. But they never get as big as the old ones. And even if they were, there is SOOO MUCH GREEN INBETWEEN I sometimes still feel like im in the forest. I want a huge city god dammit!

I think those are the things I miss the most... but there are a lot of other things I miss.

 
Log spikes. Like... WHY??? They were such a big part... one of the biggest in base defense... and they are simply gone... without replacement to fill the void.
My theory on this one is that the rotation exploit (and anyone who used upside down, flat side damaging spikes was indeed using an exploit no different than a floating base or bedrock bunker) could not be easily changed due to other priorities. -- Note: just me guessing.

 
1. Explosions no longer seem to harm the world like they used to.

2. They removed burning barrels as an obtainable/craft-able/place-able object.

3. Random Dismemberment due to your attacks. (This has been locked behind skill point pay walls).

4. The wasteland biome.

5. Rolling hill ranges and huge mountains in Random Gen. It feels like the new random gen doesn't allow hills to get very big (giant slopes that raise elevation over a large area) and mountains seem non-existent.
Interesting.

1) Explosions:

Yeah I am guessing there's something to do with performance but can't really back that up.

I'd rather have better frame rate but I do miss this.

2) Barrels.

Again... performance??

Again... I am going to miss this. They look great.

3) Dismemberment gated.

Meh... I'm okay with it.

4) and 5) RWG stuff.

Not worried one bit about this stuff.

RWG in A17 is nowhere near finished.

Let's see what they come up with for the stable version.... then we can decide if we like it.

Something I do miss is ambience.

The creepy music in Wasteland Biome has been turned down.

Apparently it's still there... you just can't hear it.

 
My theory on this one is that the rotation exploit (and anyone who used upside down, flat side damaging spikes was indeed using an exploit no different than a floating base or bedrock bunker) could not be easily changed due to other priorities. -- Note: just me guessing.
No, it could have been solved by just blocking the "advanced rotation".

 
No, it could have been solved by just blocking the "advanced rotation".
Yeah that's a good point.

So why then? Why get rid of the spikes?

They could have nerfed the stats on them if they felt the spikes were doing too much damage.

Maybe all the upgrades and such? Making room for more things?

 
What I miss, in no particular order:

-Clean, fresh looking textures for decoration of new, player built structures.

-Various objects that could be picked up (TVs, furniture, paintings etc.)

-HUB CITY and city wasteland biomes

-Gun parts (but not the combine feature, that was just silly tedious)

-Bookstores as a source of knowledge and a way to build your character

-learning by doing (Not as it was lastly "balanced", but the general concept)

-scrap iron grates

-jail doors

-frost zombies

-smell mechanic (yeah, yeah it supposedly will return)

-(most) simple house POI in towns (could have done with some graphics update touch-ups and updating to the new loot container system, but not be turned into "follow the light"-gauntlets)

-biome specific mid tier building blocks (a system I would have loved to see much more expanded instead of being reduced.)

-original sand blocks, radiated earth blocks, sod

-azaleas

-real burnt forest biome and hell, yes even the plains biome (miss that one the least tho :D )

-wolves howling in the distance at night

Alright, that's the last time I'll whine about what's lost and from now on I'll focus on either restoring some of it myself/ with help from the modding gurus, or simply move the feck on and I suggest the rest of ya do the same. ;]

 
What I miss, in no particular order:
-Clean, fresh looking textures for decoration of new, player built structures.

-Various objects that could be picked up (TVs, furniture, paintings etc.)

-HUB CITY and city wasteland biomes

-Gun parts (but not the combine feature, that was just silly tedious)

-Bookstores as a source of knowledge and a way to build your character

-learning by doing (Not as it was lastly "balanced", but the general concept)

-scrap iron grates

-jail doors

-frost zombies

-smell mechanic (yeah, yeah it supposedly will return)

-(most) simple house POI in towns (could have done with some graphics update touch-ups and updating to the new loot container system, but not be turned into "follow the light"-gauntlets)

-biome specific mid tier building blocks (a system I would have loved to see much more expanded instead of being reduced.)

-original sand blocks, radiated earth blocks, sod

-azaleas

-real burnt forest biome and hell, yes even the plains biome (miss that one the least tho :D )

-wolves howling in the distance at night

Alright, that's the last time I'll whine about what's lost and from now on I'll focus on either restoring some of it myself/ with help from the modding gurus, or simply move the feck on and I suggest the rest of ya do the same. ;]
Wow!!!

Really great list.

I second all that.

 
Yeah that's a good point.
So why then? Why get rid of the spikes?

They could have nerfed the stats on them if they felt the spikes were doing too much damage.

Maybe all the upgrades and such? Making room for more things?
Making room for 47 next-to-useless perk magazines for example. :D

Eh, there's a lot of cool new blocks and items too.

 
Yeah that's a good point.
So why then? Why get rid of the spikes?

They could have nerfed the stats on them if they felt the spikes were doing too much damage.

Maybe all the upgrades and such? Making room for more things?
Honestly, the large spikes were redundant with small ones we had now. I understand 1 might be better than the other given the application. Perhaps the reasoning was around this?

 
Making room for 47 next-to-useless perk magazines for example. :D Eh, there's a lot of cool new blocks and items too.
Actually I just read this from Gazz.

A much bigger reason was they [spikes] practically guaranteed leg decap so that 2 or 3 rows of spikes was all you ever really needed as base defenses.That made a mockery of the "Tower Defense" part of the game.
Why not just nerf the stats then?

 
What I miss, in no particular order:
-Clean, fresh looking textures for decoration of new, player built structures.

-Various objects that could be picked up (TVs, furniture, paintings etc.)

-HUB CITY and city wasteland biomes

-Gun parts (but not the combine feature, that was just silly tedious)

-Bookstores as a source of knowledge and a way to build your character

-learning by doing (Not as it was lastly "balanced", but the general concept)

-scrap iron grates

-jail doors

-frost zombies

-smell mechanic (yeah, yeah it supposedly will return)

-(most) simple house POI in towns (could have done with some graphics update touch-ups and updating to the new loot container system, but not be turned into "follow the light"-gauntlets)

-biome specific mid tier building blocks (a system I would have loved to see much more expanded instead of being reduced.)

-original sand blocks, radiated earth blocks, sod

-azaleas

-real burnt forest biome and hell, yes even the plains biome (miss that one the least tho :D )

-wolves howling in the distance at night

Alright, that's the last time I'll whine about what's lost and from now on I'll focus on either restoring some of it myself/ with help from the modding gurus, or simply move the feck on and I suggest the rest of ya do the same. ;]
RIP Jail Cell Doors, you will have a piece of heart and shall not be forgotten.

 
2. They removed burning barrels as an obtainable/craft-able/place-able object. I used to use these exclusively to light up areas outside my base walls without the need to build frame towers with torches on them. Zombies would destroy them sure, but It was still a nice feature.
Uh, no they didn't. In fact, they're a required component of a chem station. They're craftable. Have you not made a chem station?

-Clean, fresh looking textures for decoration of new, player built structures.
The new textures are definitely cleaner and clearer. Plus we have things like wainscotting now.

-HUB CITY and city wasteland biomes
I do miss the days when heading out to the 0,0 city with its constant respawn was a major adventure.

-frost zombies
????

Lumberjacks are still in snow biomes.

-smell mechanic (yeah, yeah it supposedly will return)
I hope they NEVER bring it back. It was pointlessly punative and inconsistent.

You can actually still buy these from the trader occasionally, lol.

 
...the rotation exploit (and anyone who used upside down, flat side damaging spikes was indeed using an exploit no different than a floating base or bedrock bunker...
Could someone help me out on this...why was flipping the spike an exploit? How do they behave differently upside-down? The Zs could walk on the flats or the points. I think the only thing I recall about the upside down placement was that it was a easier to loot corpses because they didn't fall down around the buried spikes. I'm probably forgetting something?

-Morloc

- - - Updated - - -

????

Lumberjacks are still in snow biomes.
Which leaves 2 missing frozen zombie models. :upset:

http://7daystodie.com/wp-content/uploads/2015/03/Alpha_11_snow_02.jpg

-Morloc

 
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Could someone help me out on this...why was flipping the spike an exploit? How do they behave differently upside-down? The Zs could walk on the flats or the points. I think the only thing I recall about the upside down placement was that it was a easier to loot corpses because they didn't fall down around the buried spikes. I'm probably forgetting something?

-Morloc
How much damage should the flat end of a spike cause in your opinion?

 
Could someone help me out on this...why was flipping the spike an exploit? How do they behave differently upside-down? The Zs could walk on the flats or the points. I think the only thing I recall about the upside down placement was that it was a easier to loot corpses because they didn't fall down around the buried spikes. I'm probably forgetting something?
I didn't mind them one bit.

I really like spikes and so what if they got turned upside down?

I think I'll just mod in a spike CUBE and be done with it.

See how TFP like them apples!

 
How much damage should the flat end of a spike cause in your opinion?
Oh, absolutely zero, but I wouldn't qualify their use as an exploit since an upside down spike costs exactly the same to make, can take exactly the same damage, and as far as I know has the same damage output. The graphics are different....how terrible. What I'm asking here is if there are any practical advantages to the upside-down spike....ones that'd qualify as problematic beyond being an eyesore.

-Morloc

 
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