PC Alpha 17, experimental. Feedback: Leveling & Perk System

Narsiph

New member
Foreword

Heya, i played '7 Days to die' quite some time now and i know that there is a group of people, that say things like "You did not play 100+, 1000+, 10000+ hours and have absolutely no clue!". If you are one of those persons, that believe that knowledge about specific things, are locked behind huge playtimes, you should probably consider to reevaluate your existence.

I know, i know. Existence is pain but you dont have to suffer more than anyone else. Start to educate yourself and you will learn, that huge playtimes and low playtimes mean absolutely nothing in a mind, that knows or seems to know things. Basically, this is just an constructive critique that, i hope, the developer want to receive while in Alpha-State.

Experience System

I was a bit confused how much experience what gives and why sometimes you dont even receive experience points while doing various things in the world. So, i will, for the sake of easyness (is that even a word?) i use the random number 0-10xp and bonusxp range from 10 - 30. I did not do any specific maths but i wanted to be sure using easy numbers in the range i saw them popping up (Testing procedure was always waiting so the numbers disappear and dont stack).

I know how it was in the beginning, that you can just start to build and do whatever you wanted to do and for some there starts the problem. I dont know what it is but i imagine it is the inability to create your own quests and adventures and such to entertain yourself for a longer period of time. Maybe the pre-newWay System was too open. I simply cant tell because i did not play before pre-newWay (Alpha 17, experimental)

But here is what i experienced:

  • You get experience when you gather various things (A.e.: Harvesting Crops, breaking blocks etc)
  • You get experience for killing Zombies.



But, before i go deeper in the Feedback i have one single Question to the Devs:

Lorewise, do we play a US Military Veteran that got into Military with 17 and is/was highly uneducated?

Because only then i would understand the Perk-System and how it works. Else... it is there because you wanted it?

The Character knows how to fight, kill, use any existing weapon and so on. But is not capable of tilling land with simple tools. Getting Seeds from crops and all those things that are - kind of - considered basic knowledge? I may be misinformed or i was basically wrong educated (German System) but i learned not only three different Jobs but my education was only, basically, high school. Which means my education level is very basic and i have to learn everything else on my own. But, in my young years, i learned a lot in school about biology and more. Plants, Crops, Body and so on. Not really survival but i could get a grasp on things.

Through my careers i learned a lot about working with tools as a chef, as a general worker, store clerk and so on. In short: Jack of all trades, but master of none - still better as a master of one (so for everyone that doesnt know the full saying). And, for the fun, i learned a little bit about game developing, creating skill-trees and such things. There is also an absolutely astonishing video but sadly i did not find it just in time for this feedback. As soon i will find it, i post it into the feedback.

Lets go down to the Experience Points and what feels rewarding and what does not feel rewarding:

  • Killing a Zombie

Feels extremely, i would even say, overly rewarding.

  • Building a House with Defenses, a Garden and some small Rooms

Exhausting, because first i have to kill a lot of Zombies to get the necessary Perks. Sadly, it felt not really rewarding. Basically, i got barely 1 Level with building.

  • Exploring

Not rewarding except for the loot within exploring buildings.

  • Hunting

Not rewarding because i barely could live off a deer, a day.

How would i do it? Because critique is only so good if you offer solutions.

  • Killing a Zombie

Its the main thing within a Zombie Apocalypse. Right? So you have to fight zombies everywhere and it should be rewarding, not experience-wise. It should give you way less experience-points but loot. Because, you cant tell me that every single Zombie does not wear any clothing, has not things on it that it needed in its existence before (Nurses maybe have bandages or basically medical stuff. Workers have tools and building materials). You get the point.

So, killing Zombies would be rewarding with a bit of experience and some loot. Not overwhelmingly much loot. But it would give Zombies a real purpose in the game to be hunted. Because they were people before they turned into zombies. And it would be an option what you want to do. Not a permanent must.

  • Harvesting

Harvesting feels bland in its rewards. Hit a tree and get wood and maybe a couple experience points. So change it up. Give only wood when the tree is fully harvested (Tree falls!) and only give experience as well then. Again. Give things a purpose except a walk-by and hit once/twice for things.

  • Building

Because a building is the main defence against environment and zombies. Keep them and the weather out, and you in. Give building a real purpose. Make it rewarding, basically with like "You build a 9x9x9 House? Great, i know it was a lot of works but you really learned some thing!" and hand out experience as a huge reward at the end of a building (One time quest).

Else, give people a fixed amount of experience point, not a random generated number. Basically to build a single wooden piece of wall, you need to gather wood, build the frame, place it, finish it and maybe upgrade it to a barricaded wooden wall. That all takes a good amount of time and at the end you're rewarded with basically 0 - 10xp.

  • No Random Experience Points

Random is, only in my opinion, best in games that work with it really hard. As an example: Slay the Spire. It is absolutely random and therefore used its random generations to an absolute perfect symbiotic of fun<->random.

Basically give fix experience points for everything.

Perks/Skills

This is a strict fantasy theory:

If you use 5 food per ingame hour and you get to choose a perk that says "Use 10% less food" we have 10%... Which is 0,5. So we use only 4,5 per ingame hour. Its... blergh.

Dont use percents. Use fixed numbers, whole numbers. Its way more rewarding for many people than a boring skill that gives you x-percent on something. A perk that gives you something good feels rewarding and opens up opportunities for many playstiles or whatever you can imagine.

Perception 1 - 10

You aim better? You do more damage? What does perception do for damage? Buillets, Arrows and so on do a fixed amount of damage and, potentially, cant change its numbers just based on perception. Lets see if my idea rewards - its only an example, not an actual suggestion (maybe you could use it).

Perception 1: Slow enemies for 1 second if you hit them in the legs/feet with a ranged attack. (cripple effect).

Perception 2: Stagger enemies (stagger = stay on spot) when you hit them in their chest. Enemies cant be staggered for three seconds after a stagger attack.

Perception 3: Slow enemies for 2 seconds

Perception 4.... You get the point. Do something meaningful that makes a skilltree/attribute point interesting and fun to level.

Gunslinger

Why should i ever user this? Basically i dont need it. Because everything can be planned and executed for most players. Buckle up cowboy, i show you real gunslinger talents.

1: Pistols do Gunslinger-Rank more Damage. (balance the numbers)

2: Last Shot Counts! Your last bullet in a magazine does double damage.

3: City aint big enough! Double the gunslinger-level for the rank1-perk.

4: Big iron. Pistols/Revolver dont loose any durability anymore.

5: Ongoing Gunslinger. When you kill an enemy with a Pistol/Revolver, reload your magazine instantly and the next bullet is a 'last bullet' for the rank2-perk.

I can go on and on to make the whole perk-system worthwile and interesting. Maybe you had similary ideas, bring them in. A good skilltree is one where every single skill is fun as well as rewarding to use. Passive effects are okay but dont use percents. Its so bland and boring - at least for me.

Like the Gunslinger Example. 2 Points in Perception open up the Level 2 possibliities. 4 Points for Level 3 and so on. So you have something to look forward to (awesome skills/perks) and have basically a 'forced' method of making players choose a way of how they want to play the game for a longer time.

Now we use the common "But, mods are doing x/y/z!"

Why should it be that way? Modders are not here to make a game interesting. They are here to make a game MORE interesting, to build in ideas and fun things. Not to make the game first hand attractive to potential customers.

Final Words on this Feedback

All of this is critique on a game i like to play. If i dont want something in a game, i will use mods or write mods myself to make it the way i want it. But also, deep feedback can be used to improve a game or yourself as a (game) developer. Its important that people give out their feedback-ideas and ways, their fears, their things that they like and so on.

If a user reads this as a death-metal-hatred text, its their way to read things. But its not meant bad or whatever. Something i see as a fun comment may not be understand that way, so let me say: Nothing in this feedback is a insult.

Also , i am german and i am aware that my english isnt very good. If you have problems figuring out what i mean, just ask me.

Here's the Video "Building better Skilltrees"


Stay crunchy and may the seventh day be in your favor.

 
I would really like to see this Thread as a starting point for a discussion about balance, level-player-experience and a rather good perk System to look forward to.

 
I would really like to see this Thread as a starting point for a discussion about balance, level-player-experience and a rather good perk System to look forward to.
Not gonna lie that's one hell of a wall of text to read (and I know I write too much very often), and there's already many subjects discussing exactly the same thing.

 
I don't agree with everything, but most points are at least sensible.

For example harvesting is good. You get small amounts early (splinters, bark and stuff) but the huge amount comes after finishing the ressource. This is good the way it is (maybe small teweeking)

Overall your points are well thoughtout. But some of the solutions aren't optimal. But yes. A17 has a lot of issues.

 
I don't agree with everything, but most points are at least sensible. For example harvesting is good. You get small amounts early (splinters, bark and stuff) but the huge amount comes after finishing the ressource. This is good the way it is (maybe small teweeking)

Overall your points are well thoughtout. But some of the solutions aren't optimal. But yes. A17 has a lot of issues.
It used to be you didn't get any wood until the tree fell. But you also had a chance to get killed by the tree ;) which was funny the first couple times, but pretty annoying after. Thankfully they corrected that. However, Rust came out, and some other games that gave you resources without actually completing a task. That's why the smaller twigs gave you wood early game rather than a tree. Therefore risk vs reward if zombies around you had to deal with them rather than whack the tree a couple times then run away.

I'm not sure if the pimps adapted it because they liked that concept or people wanted it. I preferred the resource after doing the task. At least with trees anyways. Because it was odd getting usable wood while chopping down a tree, because if you've ever chopped down a tree, you don't have anything but chips. but of course then the realism police exploded out of the woodwork screaming realism in a game is stupid. sigh.

Boulders I could see getting resources per hit because well... you would.

I preferred the 7dtd with original style rather than copying other games.

OP pretty good post overall.

 
Just think that you hit the bark, that you trim the branches...

maybe it gives a bit too much at first and too little at the end... but its not something I really care about... especially, since they aren't all that great at balancing :D so I fear if they'd try it would be worse after :D

 
Just think that you hit the bark, that you trim the branches... maybe it gives a bit too much at first and too little at the end... but its not something I really care about... especially, since they aren't all that great at balancing :D so I fear if they'd try it would be worse after :D
Well, it didn't need balancing, you just got x amount of wood after chopping down a big tree, x number for smaller and medium trees. Much simpler balance wise. Just for some reason pimps or players, wanted the dumbed down Rust system. Which now comes with a crazy amount of frustration over balance.

But we got what we got now. ;)

 
*superior A15/A16 inbound*
*Shills and butt kissers inbound*

Seriously, I pointed out what once was based on what Op suggested. It's changed, it's what it is now. Not likely ever going back so thanks for your ignorant comment.

Let's not derail the Op's thread with pointless talk, he's got valid points and they deserve to be discussed. As I did.

 
*Shills and butt kissers inbound*
Seriously, I pointed out what once was based on what Op suggested. It's changed, it's what it is now. Not likely ever going back so thanks for your ignorant comment.

Let's not derail the Op's thread with pointless talk, he's got valid points and they deserve to be discussed. As I did.
Hey, it was not a sarcastic comment. We prefer everything A15/A16 did, we don't like perk points, we don't like no recipes and being able to craft/do anything without scavenging, we don't like level gates or any gates at all, we don't like lack of loot and dead bodies after hordes, we don't like lack of exp outside of combat, we don't like death penalty, we don't like trader being so cheap, we don't like guns being from day 1... etc etc, hope got the point.

(Ah, we also hate zombies dealing hunderets of damage per swing to blocks and their gps)

 
uhm, not to be rude, either you don't understand sarcasm, or I'm too tired from staying up late last night cuz... yeah I'm not sure if you're for it or against it. ;)

Op makes great points. Perks should be perks. they shouldn't be well, this is called a perk but it really is something you need.

He's offering actual solutions to a problem the pimps messed up because it truly wasn't necessary. It's change for sake of change or just to slow progression in a game that is measured in days.

As I wrote in my thread about adding shove instead of secondary attack. The game didn't need nonsense changes. It had original flare and now it's just copying other games.

This game doesn't need a drawn out starting phase, the experience of the game was always different. It had replay value it was fun to randomly find things, it made every game you played fun because you never knew what to expect. That's the pinnacle of replay value. It's what other games strive for... unless all they are is a hold your hand, follow me this is how you get to the end type game.

If they aren't given suggestions based on what they've done then all we'll end up with is a clone of some other game with nothing original any more.

The skills didn't need to change, perks could have been added as OP said with really neat functions for the perks. That adds value to the game. Slogging it down or crippling the game with gates and pulling you out of the game to study the skill tree to find out what, or how many zombies you need to kill before you can get what you want isn't enjoyable game play and will result in people leaving the game faster, where people with well over a thousand hours of play (like myself) have little interest in the game.

Making resource gather slower and tedious makes starting over more daunting and brings about the, well maybe I'll start a new game next week, meanwhile you go play a different game.

And a game like that for newer players is a game like any other, it's fun for a bit and then they move on to the next clone of the current game with a slightly different subject matter. yay. fun.

There are other games and then there was the experience that is 7 days to die. Nothing held my captivation like it did. Add more, change some things, sure, but don't lose your originality.

 
Last edited by a moderator:
The only thing mildly insulting in the OP is the statement “Modders aren’t supposed to make a game interesting, they are supposed to make a game more interesting. NOT to make the game first hand attractive to potential new customers”

However, such statements are born of the opaque fixed belief that others couldn’t possibly have fun or find interest in things that the OP doesn’t.

The game as it stands is interesting and fun to many and not to others. Modders are wonderful in that they can bridge the gaps between all the myriad perspectives and preferences that exist. But that is not a proof that the developers failed to make their game fun and interesting. It is rather proof that the developers understand deeply what the OP failed to understand: People have fun in different ways.

I’ll never understand those who refer to the moddability of the game as a weakness of the developers or who praise Modders for what they do while in the same sentence disparage the developers who made it all possible. It is their greatest gift to us.

 
Apparently the OP has never played video games before - so, welcome to gaming!

In games, we do things in the name of gaming and gameplay. It's not a simulation of reality. Once you grasp this fundamental concept, you'll enjoy gaming a great deal more.

As such, gameplay systems do not need to be bound to the logic and reality of real life. That's one of the things that makes games fun.

Have fun - if you can!

As a side note, there are a few key concepts that many people who play this game don't seem to grasp.

One being that the game is in development and A17 is an unstable experimental branch that's heavily in flux - so things are going to change, be buggy, be broken, etc - and if you can't handle that, you should not be playing A17. Period.

Two, this is a zombie survival game. Zombie is a keyword here. It's not minecraft with a high res texture pack. If you're not interested in killing a LOT of zombies and/or avoiding being killed by zombies, then you are playing the wrong game. Crafting and gathering are a part of the game, but it is a zombie game first, that includes crafting. It's not minecraft where crafting is the focus and the mobs are just a minor and easily avoided petty nuisance.

As such, you get most of your xp from killing zombies, which is marginally challenging, and not from crafting/gathering/looting, which are only a challenge if you're a drooling idiot.

 
(That's to Leaderdog btw, while writing this suddenly 2 posts apeared lol, just so everyone know to who talking)

Understand that, and realy being with op and thou. Tbh if devs love that much a17 skill changes and balance, personaly, might aswell just go back to a15 or a16 bcs with bf can't handle the early game of gathering resources so slowly and then geting boring small improvements. Will miss the future content and also the digging zombies and few other things, but maybe mods (even tho never moded this game) wil somehow fill that gap.

 
Apparently the OP has never played video games before - so, welcome to gaming!
In games, we do things in the name of gaming and gameplay. It's not a simulation of reality. Once you grasp this fundamental concept, you'll enjoy gaming a great deal more.

As such, gameplay systems do not need to be bound to the logic and reality of real life. That's one of the things that makes games fun.

Have fun - if you can!

As a side note, there are a few key concepts that many people who play this game don't seem to grasp.

One being that the game is in development and A17 is an unstable experimental branch that's heavily in flux - so things are going to change, be buggy, be broken, etc - and if you can't handle that, you should not be playing A17. Period.

Two, this is a zombie survival game. Zombie is a keyword here. It's not minecraft with a high res texture pack. If you're not interested in killing a LOT of zombies and/or avoiding being killed by zombies, then you are playing the wrong game. Crafting and gathering are a part of the game, but it is a zombie game first, that includes crafting. It's not minecraft where crafting is the focus and the mobs are just a minor and easily avoided petty nuisance.

As such, you get most of your xp from killing zombies, which is marginally challenging, and not from crafting/gathering/looting, which are only a challenge if you're a drooling idiot.

The game for years before was like that, "zombie survival crafting game", not "ZOMBIE game", however hf in thy new first person shooter that apeared, this is now closer to an ARPG than survival now.

 
As a side note, there are a few key concepts that many people who play this game don't seem to grasp.

One being that the game is in development and A17 is an unstable experimental branch that's heavily in flux - so things are going to change, be buggy, be broken, etc - and if you can't handle that, you should not be playing A17. Period..
I agree with some of what you said, but this you're wrong on.

If people don't play the experimental, then they won't see what is happening in development. That is the time to voice what you think about the changes. Once it hits stable well your crap out of luck and then you'd likely see a new round of complaints because they were happily playing a game that changed drastically over night for them.

The pimps in their great wisdom, I'm sure take into account some of what is written by the players. Yes they have a vision, but if it's going to drive away half their player base, I'm sure they'll reconsider some of the things they were implementing.

The time to voice it is in experimental.

 
Hya.

Most of the comments are things i would agree on as well. Also i am very aware its an alpha and its experimental, exactly thats why i am writing a feedback. In Alpha will be a lot of changes, there can be a lot of people commenting, and devs improving on that. Thats the whole purpose of this feedback as well.

It was not meant as a fix, but as a thing i would belive/say. Modders arent here to make a game interesting but more interesting as you can put in things, that you want to try or to use things that fills the gaps between the 'vanilla'-state and the 'modded how i like it'-state. Mods are a plus, not a must.

If the game would be not fun for me, i would not play it and test ist again when its in beta or released. If it would be still not fun for me, i would just simply dont invest time. But currently i see more potential instead of having another 'kill zombies oh and btw, would you please survive too?'

I kind of share the feeling that '7dtd' currently feels for me like an action-shooter that gives me tons of experience for killing zombies, but kicks me in the butt when i do other stuff. I dont call them zombies. I call them xp and xp-exploit (screamer. Its like a jackpot getting a screamer or more at daytime and/or nighttime). Ressources are a hit-by-run. I always come back with more ressources that i found while killing zombies, because i need the level to unlock the forges, workbenches and so on.

I do the maths how many zombies i need to kill per run to get 2 level ups and how many wood/stone/other ressources i need to focus on. And then? Nearly all persk except for a couple are completely ignorable. They dont really add spice to the game. It really feels bland for me in the current a17 state.

Currently i have 20,5 Level ups only through killing zombies and 1,5 Level through anything else. Nothing feels really rewarding instead of killing zombies. Correct, it is a Zombie-Apocalypse. Zombies are everywhere, but this game claimed, at least at the time i bought it, that its an surival-game. And Survival is pain until you grasp the xp exploits through zombies and screamers. Even the horde nights are a huge xp-fest.

I am not frightened. I am really more like "Yes, exactly two more of you and i have finally the level to craft a bike!" Fetch Quests? Please no, to the kill all zombies quests. Go in, kill zombies, while on the way to the quest you kill zombies and when you go back, you kill more zombies. Thats, at least for me, always 1 - 3 Levels.

Modability for a game ist not a weakness. But some games are in its vanilla-version so bland and unspektakular that mods first start to kick a game really off to its peaks. As example, Skyrim. The Story was okay, the dlc's decent and a lot of bugs. Which arent fixed yet because of community-patches. Modder fixxed the game for me so i could go on with quests.

Of course, i dont see that happen here, everything works, nothing broke for me, the zombies are acting okay and decent enough to be a second shocker when unaware for a moment. Thats a good point. But i see, that, without modders and theoretically speaking, a game that would stay that way, will be not really entertaining for long. But again: Alpha. There will be tons of changes, complete redo's and such things, and i am very happily looking forward to see all those changes.

I waited very long for a patch and started playing again right with a17-experimental.

Nothing i wrote was meant to be a discouraging developers, or meant to say 'this game's crap' or anything you could imagine. This is feedback and a point of view.

I look also forward to a bit more discussions, especially around the leveling & perk system.

May the seventh day be in your favor.

 
Back
Top