PC Bring back water jars or let us craft them!

Only for those who care about progressing quickly.
Not really. You want cobblestone? Buying it from the trader is the most effective way. You want Concrete? Well, you either buy it from the trader, or go loot books to make your mixer. You want water to survive? It's in the toilets of those POIs. You want ammo? Infection quests are the bees knees for that.

There's not a problem in the game that isn't best served by questing atm. Yes, you can faff about in the game, there's plenty of leeway outside anything resembling optimal; but the best answer to any need you can come up with is "Go Quest". Early game even more so, as you can't cover your drinking water without looting in the first days.

The only thing that comes close is "I want to build a large base early game and the trader isn't selling me enough cobble." You'd optimally mine & dig, but even in that case, you'll need to have a decent amount of questing done for your filters etc, or a decent surplus of water from loot. And the tools for the mining will need to be from questing as well.

I'm not even saying it's a bad thing (atm), it just is how it is. What I feel about it is irrelevant.

 
Yes, you can faff about in the game


"faff about"

"gimping yourself"

I get it. Leveling up is serious business and if you aren't actively leveling in the fastest way possible you're just faffing around and gimping yourself. 

I'm not saying there isn't more balancing that needs to be done. But I suspect there will be people who are focused on primarily leveling up that will never be satisfied. There are just too many people who have divergent preferences for what they want to repeatedly do to gain their levels at a fast enough pace. When it was killing zombies then if you weren't killing zombies you were just faffing about. When it was using dukes if you weren't sprinting around to every trader to buy and sell then you were just faffing about. When it was upgrading blocks then if you weren't building your base you were just faffing about.  When the grass bug was present, if you weren't punching grass then you were just faffing about. When it was crafting if you weren't in your base tending your craft stations and spam crafting then you were just faffing about.

Meanwhile faffing about has always been a fun and rewarding way to play for those who can make the choice to do it.

 
Leveling up is serious business
Dude, stop. I made a one-liner lame joke about the "min-maxer spreadsheets" all pointing to questing. It was a silly mental image of a greenbordered excel sheet with an unending "Go Quest" -column. Now you're berating me for being a tryhard, even when I'm here to advocate FOR removing quest spam as the ONLY thing to do in the game.

Give back natural water, unbind crafting from spamlooting, does that change the min max AT ALL? Do I care? I want those things so I can enjoy my chilliest playthroughs, that I've enjoyed the most about the game; slooowly progressing through building a massive fortress in the middle of nowhere. The chill playstyle I enjoy has been made IMPOSSIBLE by the changes introduced in A21.

If you think that's the min-maxer in me, then just **** off.

 
"faff about"

"gimping yourself"

I get it. Leveling up is serious business and if you aren't actively leveling in the fastest way possible you're just faffing around and gimping yourself. 

I'm not saying there isn't more balancing that needs to be done. But I suspect there will be people who are focused on primarily leveling up that will never be satisfied. There are just too many people who have divergent preferences for what they want to repeatedly do to gain their levels at a fast enough pace. When it was killing zombies then if you weren't killing zombies you were just faffing about. When it was using dukes if you weren't sprinting around to every trader to buy and sell then you were just faffing about. When it was upgrading blocks then if you weren't building your base you were just faffing about.  When the grass bug was present, if you weren't punching grass then you were just faffing about. When it was crafting if you weren't in your base tending your craft stations and spam crafting then you were just faffing about.

Meanwhile faffing about has always been a fun and rewarding way to play for those who can make the choice to do it.


I am definitely not a min/maxer.  

The current  is way less sandboxy.

 
Dude, stop. I made a one-liner lame joke about the "min-maxer spreadsheets" all pointing to questing. It was a silly mental image of a greenbordered excel sheet with an unending "Go Quest" -column. Now you're berating me for being a tryhard, even when I'm here to advocate FOR removing quest spam as the ONLY thing to do in the game.


A few things. It's not your joke about a spreadsheet that I disagree with you. It is the way in which you continually (not just in this thread) characterize doing anything other than the most effective/easiest way to do things. I just don't agree that players must choose the optimal choice or they're not really playing. Your spreadsheet is funny and even more so now that I don't have to use my imagination.

Secondly, I'm not berating you for being a tryhard. The only thing I don't respect is anyone who knowingly makes choices to play in a way that will ruin the game for themself and then complain about it. People who want to min/max and have fun and enjoy their playstyle....I am happy for them. I would never berate them for doing something that makes them happy. So however you like to play is fine by me and I wouldn't berate you for that.

Finally, you keep missing my point: There is no NEED to remove quest spam as the ONLY thing to do in the game because it isn't the ONLY thing to do in the game. I disagree with the entire premise of your advocacy. I mean, if they want to adjust things so you cannot spam quests and are forced to do them more infrequently that's not going to affect me much since I already do them less frequently by choice. But there will be a lot of people who enjoy spam questing and don't have all the hangups about doing it that you do who will be upset because then they will be forced to change how they play.

Give back natural water, unbind crafting from spamlooting, does that change the min max AT ALL? Do I care? I want those things so I can enjoy my chilliest playthroughs, that I've enjoyed the most about the game; slooowly progressing through building a massive fortress in the middle of nowhere. The chill playstyle I enjoy has been made IMPOSSIBLE by the changes introduced in A21.


If it was so chill it wouldn't be made impossible by the changes in A21. A massive fortress in the middle of nowhere might indeed be too challenging a task to do from the moment you spawn in on Day one. But, I have to say, that a massive fortress in the middle of nowhere sounds more like an endgame base to me. Why should someone be able to start on something like that from the very start of the game which is all about progressing from weakness to strength. If you really are playing a chill game what is wrong with building up your skills and strength for a few weeks and then move to the remote wilderness and build that massive fortress? The fact that you were able to build something like that from day one in the past seems kind of an exploit that bypasses the natural progression of creating better and better shelter as the capability to do so is attained.

There are indeed problems with the current progression and I acknowledge that traders are OP and easy to rely upon compared to other methods to get the things you need. But I disagree that anyone is forced to choose the trader and questing to solve everything. I literally play in a way that, to me, feels more natural than just spamming quests and I'm having fun and the trader and questing is just one aspect of the game for me. So just don't believe it when someone claims that quest spamming is the only way. I've proven time and again it is not. But your response to me choosing to keep the traders to a minimum influence in my game is that I'm just faffing around. I don't know what that means if it doesn't mean to you that I could just have that concrete today if I use the trader instead of a few weeks if I wait to be able to build a mixer, and craft the stuff for myself and I'd be a fool for not just getting today because any other choice is idiocy. Nah, its just chill. I'm fine with using a cobblestone and wood base until I can get the concrete mixer myself later.

The problem is that if TFP does as you advocate and nerf traders and questing down to be about the same ease and efficiency as using other methods, there will still be one method that the min/maxers will quickly discover is the best and that will be the new touchstone for complaints. It won't be the same people who complain about the traders today since the thing they disliked got nerfed and they can ignore them and maybe the new thing is more to their liking. No, it will be whoever feels they must go for the easiest and most effective method and when they see that it is something they aren't particularly fond of doing but now they're going to have to spam it, they will complain that TFP has made their playstyle impossible because they have no choice but to spam whatever it is. Unfortunately this isn't mere speculation either. It is history. 

 
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I am definitely not a min/maxer.  

The current  is way less sandboxy.


It is less sandboxy overall, I agree. The more rules they impose in the game will lessen its sandbox nature. The game was more sandboxy in the beginning because there were no rules implemented yet to govern gameplay. For true fully sandbox gameplay you really need to just enable the creative menu and use godmode as desired to just do whatever you want with no gameplay consequences.

Despite the survival version of the game becoming less sandboxy it still has a sandbox nature in that players can choose how they want to play. If John wants to use traders and quests exclusively he can. If Erica wants to only use traders and quests occasionally she can. If Larry wants to convert a POI into a base he can. If Jennifer wants to build a massive fortress from scratch she can. If Junior wants to play nomadic and not really have a base he can. If Sarah wants to build an underground bunker she can. There are no restrictions in the rules of the game that prevent players from doing these things. 

Same goes with perks. There are no restrictions on using tools or weapons "outside of your class". You can pick up and use any weapon in the game. When the perk trees were first introduced we had posts that complained that TFP was forcing them to always use Shotguns if they perked strength to max because then the shotgun was the best weapon and why would anyone use something less effective than the best. Yet, years later, I think most players use a fun variety of weapons even if they aren't fully perked up in every single one. 

 
Yet, years later, I think most players use a fun variety of weapons even if they aren't fully perked up in every single one. 
Guns, sure.  The changes to stamina have made using a melee weapon outside of what you've specced into an exercise in frustration/futility.

 
It is the way in which you continually (not just in this thread) characterize doing anything other than the most effective/easiest way to do things. I just don't agree that players must choose the optimal choice or they're not really playing.
You are continually misreading me, in this thread you challenged me for using "faffing about" and "gimping yourself". Your definition of "Faffing about" was:

Meanwhile faffing about has always been a fun and rewarding way to play for those who can make the choice to do it.
Guess what, that's exactly the sense I was using it, in this thread. To faff about, to goof around, to have fun. The game has plenty of room for that outside of "optimal".

You are reading it like I'm saying "anything else is wrong", while I'm not. I'm not. While I'm not, there's still optimal and suboptimal. They're still things, even if I'm not saying suboptimal is wrong.

"Gimping" was used to specifically refer to being offered a choice:

1) "do thing X and earn Y" or

2) "do thing X and earn Y+Z".

You factually are gimping yourself by not taking the +Z for doing the X. You can do it if you want, nothing wrong with that, but it's not exactly a meaningful decision.

Yes, the word was chosen for its roughness, but the "choice" is a non-choice, and the roughness was added to emphasize that. The word is contextually fine as a description.

"lol...what? People are playing no-quest playthroughs. I think that establishes that there very much is still a choice between building a base first or questing first. Think up a new one... " (multipage multiquote is hard man) And this is the level of argument it was levelled against.. a "lolwut". It was fitting, whether you like it or not.

I'd love to see you build a base before looting a POI thou.

Finally, you keep missing my point: There is no NEED to remove quest spam
I'll grant that. It's kinda easy since there's no NEED for the game to exist. Point me to where I've said it's necessary. I hate the current end result, but I'm a nobody on a forum, I'm offering opinions, suggestions, stupid jokes and whines. None of them make anything into a NEED.

I mean, if they want to adjust things so you cannot spam quests and are forced to do them more infrequently that's not going to affect me much since I already do them less frequently by choice.
This is not a solution I have proposed, nor would I want it. Why are you offering it to me?

I'd like there to be Some Things that are Better solved outside of questing - survival, mining, some such. It would give the game a natural flow where you choose to do different things based on current needs.

Failing that, I'd like the spamlooting not to be Mandatory for survival and some form of slow gear progress. If the holy quest is still the best way, it doesn't bother me as much if it's not Mandatory. Parts of it are - water, gear progression.

the natural progression of creating better and better shelter as the capability to do so is attained.
This is literally what I did though. That's how a big build starts, small increments, minimal necessary defensive positions, then redundancies and slowly combining things into a main build.

But I disagree that anyone is forced to choose the trader and questing to solve everything.
Cool, not my claim though, and as you just keep misreading me .. I can't fix this. Or rather, I won't. It's a water thread. I'd deserve getting banned for the derails...

But your response to me choosing to keep the traders to a minimum influence in my game is that I'm just faffing around.
Indeed, just like I meant it the first time, faffing about, goofing off, having fun. Have fun. See ya.

EDIT: To add a reply to

If you really are playing a chill game what is wrong with building up your skills and strength for a few weeks and then move to the remote wilderness and build that massive fortress?
Because the point of the playthrough has been to "grow up with the build". Upgrade XP, horde loot etc, only minimally venturing out to "get stuff". It used to get me to decent tier tools and armor over time, for weapons some trading stone-to-guns was done in the later patches. I could start in a shack on day one.

Now, for a mining day, you'll need something like, what, 9 water? Probably more, but let's go with that. That's three filters, 6k coin. Easily done by day 7, no worries there. Managed to get iron tools from those quests? Great, repairing those will cost you a glue each, and for a day of mining you're looking at half a dozen repairs, if not way more (seriously low durability). So, couple more filters. All right. Ofc you could just use the stone axe, you'll have a Qfiver at that time. Not exactly fast, but, sure, it'll dig three stacks of stone to sell per reset.

Now, start digging with that and notice that... you're not going to get better with it. At all. All your improvements are going to come from the trader. If you'd like to cook your meat, you'll be looting for books for a couple weeks. I know the "trader progress" is there even if I just sell stacks of stone, he will likely have a cement mixer eventually, I will Eventually be able to buy steel tools.

But honestly, I've already "prepared" for two weeks, what's two more? Oh right, the idea was to grow with the build. Spend two more weeks and you're pretty much Done. Sure there's still some decent lootables out there, but nothing necessary. There's no progress anymore.

Now, if you feel like arguing against the edit, please keep in mind that I'm only describing my personal favourite playstyle. I'm not imposing that on anyone else, I'm not hissyfitting for my way being the Only True Way. I'm just explaining the issue, why the idea of the playstyle pretty much completely conflicts with the changes in A21, and why that might motivate me to argue against the water nonsense.

Now, go have fun!

 
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For true fully sandbox gameplay you really need to just enable the creative menu and use godmode as desired to just do whatever you want with no gameplay consequences.


I believe that is a reach on your part, but whatever, maybe I did the same trying to express myself.

Best regards.

 
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Now, go have fun!


Sorry if I've misread you and misunderstood what you meant by the colloquialisms you used. I am having fun playing a rotation of five games right now-- one of which is 7 Days with @BFT2020's mod that changes quest rewards to just Dukes and loot set to 50%. One of the games is Palworld and it does make me think how much fun it would be to have NPCs we could set to do tasks at our base. Maybe for 7 Days 2....

 
I believe that is a reach on your part, but whatever, maybe I did the same trying to express myself.

Best regards.


There's "sandbox" like Gary's mod which is what I consider the purest form of sandbox gameplay. In that sense, enabling the creative menu and using godmode would be the closest emulation of Gary's mod for this game.

Then there's "sandbox" like any story-absent open world game where you do what you want without the constraints or pressure of a main questline. I think 7 Days still has plenty of this kind of sandbox gameplay but it admittedly had more in the past before RPG progression elements were added. Every restriction or rule that gets added to a game takes a bit of this sandbox ability away because now there are things you can't choose.

So I don't think I was reaching when I said that for full and complete sandbox (like Gary's Mod) you can enable settings to get that and have no restrictions whatsoever. You can also change settings to change rules you don't like so much. For example, you could temporarily use the creative menu to put 5 water filters in your starting inventory and then your required dependence on the trader is completely gone. That makes the game more sandboxy.

 
For example, you could temporarily use the creative menu to put 5 water filters in your starting inventory and then your required dependence on the trader is completely gone. That makes the game more sandboxy.


Is okay, thank you.  I will stick with "bucket" mod.  It is a "natural" "immersive" progression.  Again, I hope that is still doable in the future.

 
Is okay, thank you.  I will stick with "bucket" mod.  It is a "natural" "immersive" progression.  Again, I hope that is still doable in the future.


Another option is adding the filters as a possible loot item in loot containers like those utility carts.  Make it a low chance so it doesn't become too common of a drop, but have it higher chance than those destroyed dew collectors we don't run across as much.

 
Sorry if I've misread you and misunderstood what you meant by the colloquialisms you used.
No wuvvies; it's mildly infuriating, but that's a me problem.

Palworld looks like good fun, in all it's disgusting cuteness :) I'm thinking of getting either that or Enshrouded, but they both kinda seem one-and-done games for me. Nothing wrong with that, but I ain't got the budget for too many of such.

 
Another option is adding the filters as a possible loot item in loot containers like those utility carts.


I added a recipe that lets me craft an "Unfiltered Dew Collector" that produces Murky Water. There's a recipe to add a filter later if you want to get a regular Dew Collector.

These are in addition to letting me carry Murky Water away from a water source like a lake or river.

 
Is okay, thank you.  I will stick with "bucket" mod.  It is a "natural" "immersive" progression.  Again, I hope that is still doable in the future.


Sure. The best solution is always mod but for those who don't feel comfortable modding or even downloading an existing mod there is a lot you can do with the creative menu without completely abandoning the survival game. Whether it is through modding or using creative menu there is a lot you can do to alter the gameplay of 7 Days to Die which is in and of itself a type of sandbox of settings you can experiment with--the sandbox within the sandbox.

I wonder if Leonardo DiCaprio has ever played 7 Days to Die....?

No wuvvies; it's mildly infuriating, but that's a me problem.

Palworld looks like good fun, in all it's disgusting cuteness :) I'm thinking of getting either that or Enshrouded, but they both kinda seem one-and-done games for me. Nothing wrong with that, but I ain't got the budget for too many of such.


I got Palworld for now and have Enshrouded on my wishlist for the Summer Sale. My own budget dictates that I pace myself by the big sales. ;)

 
In every single version on both PS4 and PC, in every playthrough, the top left inventory slot was always glass jar slot. 

I keep it empty completely now in loving memory of them (not really but the first sentence was true)    😃

 
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A storm in a teacup. Honestly, I am happy with the current changes. The game comes closer to modern standards with every update. Less cluttered, smaller amount of unnecessary mechanics is a good thing. Nostalgia is the only thing that comes into the equation, at least on my side.

Newcomers usually do not fully comprehend how the game is meant to be played. For me, taking a sip of murky water in the early stages of the game is compulsory to survive. Water can be easily obtained at traders and nearby POIs dedicated to food etc.! I feel there is some challenge finally in the early stages of the game in which I have to prioritize water and food supplies over grinding XP, enhancing my base, or collecting other materials. But some preferred OG mining, building in the early stages of the game... sure thing.

The only problem that arises is the lobby with 4-5 other friends who do not bother properly looting POIs, and mates continuously drop the murky water. There is no solution or workaround until the late game (or 150% amount of overall loot) ... with due collectors. The glass jar pain lasts through early and mid-game. In late game water or food supplies are no longer a problem so what is the fuzz all about?

I like the change mainly because I don't have to micromanage empty jars, and I have predominantly murky water in my inventory while looting. 

The system will be tweaked with meaningful feedback for sure.

 
I really do not miss the 6984321 glass jars found in the first few hours of looting though, so right now I like this change.

Just wish they would go back to it at some point and find another way.  Maybe not craftable jars - only lootable (and rare-ish find), and there is a chance that they will break after use, or during water purification.

 
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