I like how you accuse me of putting words in my mouth and then you do the exact same thing, when I have basically paraphrased the old plan from the dev streams of the more complex NPCs they were meant to be from the announcements back then. But if you seriously want to tell me that no dev ever mentioned that they'd just implement them as "zombies with guns" early on (and that is also a boiled down version of their statements), then I don't know what to say.
When you first posted about it, it sounded like you assumed that "zombies with guns" was what they were going for as the final design. That was what I objected to. If you understand that they may be implemented in a basic form and then developed into something better then great. That is exactly the plan. Of course, from later writings it appears you don't like that model so I guess I don't know what to say.
And I don't appreciate your remarks of "Early Access isn't for everyone though".
Its nothing to feel offended over. It is simply the truth of anything. Some people like some things and others don't. You have literally stated plainly that you don't like it when a feature is released at a "good enough" state and then changed multiple times until the developers are happy with it. You want it tested and developed out of view and then released in its final form with maybe just a bit of polishing needed or optimizing. To me, that point of view doesn't lend itself well to playing a game in alpha in early access.
This game has not followed a conventional Early Access path at all. It has been milking the Early Access tag on steam for almost a decade. I don't know what you think you know about game development, but the development of this game has been highly unusual. Instead of it following a clear direction, the whole entire thing has been a construction site for like 9 years.
This game has behaved like an actual game that is in alpha development while open to public view. I have played many games that are in Early Access and most of them are NOT alpha stage games. Most of them are at the beta stage where everything is basically locked in and they just need to do final work on it. That makes for great public relations among the population who don't enjoy their games changing over time. I have also played some early access titles that are early but they do most of the iterative work behind closed doors and they don't add a new feature until it is in its basic final form. A few titles do experimental branches where they will release unfinished features that still have to undergo changes.
I agree that 7 Days to Die is not like a lot of other games in Early Access. They actually took the Alpha label seriously as well as the Early Access concept and so we have had the ability as gamers to watch the full process of a game that was truly in alpha stage progress over time and change. That is exciting for those who can adapt with the changes. For those who don't it must be torture.
And you asked me for an example of a system that has been redone from scratch?
How about the Crafting System. It used to be a 5x5 grid and was completely changed.
Maybe it is not technically "from scratch" since some recipe amounts and some backend code might have been carried over, but in that case consider my initial claim to be "exaggeration to get the point across".
Well if you're going to admit that you were just exaggerating to get a point across then there isn't really any need to show how your claim was mistaken. You already know you were mistaken and were purposely mistaken in order to make a point about something.
But, regardless, here is what crafting has undergone over the years:
Started as a spatial grid system like Minecraft where you were forced to place ingredients in the grid in the correct spots.
Changed to a spatial grid that had a list where you could search your recipe and select it and the grid would autofill so nobody had to memorize grid patterns.
Changed to just a list system. When it changed, the recipes for the most part remained the same-- as did the role of crafting in the game. The change was purely visual.
Some recipes got more ingredients making them more complex now that they didn't need to fit into a grid.
Workstations beyond the fireplace and the forge were added
Books with crafting recipes were added meaning the players couldn't craft all recipes at the start.
Weapons could be crafted from parts made in molds
Weapons could be crafted from parts but parts were changed to only being found in loot.
Quality was introduced and crafting multiple of the same thing increased the quality of that thing when you crafted it
Parts had quality tiers and the weapon was a combination of the parts' quality tiers
Parts were removed and weapons were uncraftable.
Recipe books removed and recipes were integrated with the perk abilities
Weapons were made craftable again but from regular materials
Parts were returned and weapons craftable again but now parts were recipe ingredients and had no quality
Recipes removed from the perk abilities and learned by finding magazines
So crafting has gone through a lot of changes but in all cases it was changing one thing at a time or returning to something tried previously but in a new way. Even your claim that they went from grid to list all at once is false. They were slowly adding lists to supplement the grid until it got to the point that they realized the grid was just holding them back. There was no sudden overhaul start from scratch moment.
You can offer another example if you wish but since we both know your claim was just an exaggeration there isn't really a need.