Would be nice have "citynames" that appear on the ingame map. (defined by something like generated a cityname.xml)
This would allow creating a reference for cities to players. (target to go to)
Maybe also names for Regions, like "Northern Plains", that appear when hovering over an area.
The dimensions defining the regions could be simple rectangles.
I once suggested having city names appear as though you've discovered them (on screen and in the map) and you would get a decent amount of XP. It encourages exploration. Hopefully they will eventually add this, especially considering how *slow* you level up now. For a story line they could create one using snippets of paper found throughout the world (be it randomgen or a prebuilt map). Those pieces of paper could be recorded in a separate book so that one can read through easily and get a real sense of immersion.
Yes, this game can go a lot deeper.
Regarding game complexity and all that nonsense: I've only read a couple comments between now and the last few I wrote (I've been busy and this thread moves WAAY too quickly), but a game can be both streamlined and complex. Complexity doesn't translate to anything the player can see. For example, you can have a huge, diverse crafting system and it won't hurt your framerate and you don't even have to use it if you like to loot.
Just a bit of rambling below:
If you are experiencing poor performance, that isn't due to the 'complexity' of the game, but rather the hoops developers have to jump through in order to support the games physics model, which in turn is a result of having voxels, etc. Supporting a modding system, having to take into consideration older hardware, etc. all can actually result in a lower frame rate. Look no further than Rockstar's RAGE game engine. It was written in an era of Intel CPUs with few/any cores, and while the engine has adapted over time, bugs have emerged (2 in particular: If all of the threads of a CPU are running at 100%, rendering takes a nosedive, excluding 1 CPU core fixes this in RDR2, the second, related to the rendering engine not keeping up with in game events, is likely actually related to synchronization across threads. Crazy stuff!) Even the big boys have issues with this, so I don't expect TFP to deliver a perfect experience every time (though I do wish the game would perform better than it does now. Hopefully the next Unity engine upgrade will help with that.)
Having to work in Unity's constraints doesn't help either. I've built stuff in Unity and in C++ in the past: C++ development took a lot longer, but back in the day, writing a game to a compiled language as opposed to having to deal with a runtime like .NET was much faster. I've even gone down the road of implementing a partial Minecraft clone back in the days of DirectX 9. You wouldn't believe how much faster it was. I wonder what Rust/Vulkan development would be like. It almost makes me want to get back into game development, but I have absolutely no time. When I was single with no kids I had far more time for learning new languages and APIs.
Properly implemented, Vulkan can provide a considerable speedup as well. DX12 and Vulkan both are considerably more thread friendly (which helps on multicore CPUs), but the APIs are also more complex and multithreaded programming isn't a walk in the park either. Note that in C# and later versions of Unity there are tools to help with this, and those tools are improving, so hopefully 7 Days to Die will benefit from some of this. If not, well hopefully they make a sequel and focus hardcore on multithreading and the latest rendering APIs. Vulkan support in particular is fairly widespread. I'd be surprised if very many people who play this game have GPUs that don't support it.
Finally, if you compare the first alpha of 7DTD with today, you'll notice a huge difference in the graphics quality. This game has made huge strides visually in each alpha. The current iteration is absolutely stunning at max details. There are a couple more biomes that need an overhaul still, but the ones that have received overhaul look absolutely mindblowing. I never thought the game would get to this point.