PC Complete (and last) statement to the status of A17 and its mistakes

Not sure if you tried 17.1 but most of what you said is being remedied (from starting fullness and hydration to stamina usage). IMO, stamina is really only a problem for people not paying attention/early game and if your having a problem with the weather, just stay the heck out of harsh biomes until you have better clothing/resistance....easy fix. Also, when reading your comment I thought to myself, why would anyone go full stamina, seems like a poor choice. Don't get me wrong, new players may make this mistake and maybe this can be fixed with a re-skill item offered by trader quests or something like that, but still...most people will want more damage and gathering and will know when it's good to fight or run away (also part of survival - especially early on). On the point of A16 feeling more intuitive, I can agree it did for us playing the game for a while since the previous iterations were very similar, but for a brand new player, both Alphas would require just as much learning thus being difficult in the same way.

On a side note, A16 mid to late game was a joke. It was so incredibly easy to make huge base builds and I can't remember ever feeling threatened doing large poi's/skyscrappers or feeling desperate for materials. it really killed the game and made it boring as you progressed. Just go to youtube vids on A16 for reference and you will find numerous videos of people with full Steel towers that are untouchable essentially and every single stash box filled with supplies to rebuild their bases 100x's over....all within the first two horde nights as well. Talk about easy...

 
Not sure if you tried 17.1 but most of what you said is being remedied (from starting fullness and hydration to stamina usage). IMO, stamina is really only a problem for people not paying attention/early game and if your having a problem with the weather, just stay the heck out of harsh biomes until you have better clothing/resistance....easy fix. Also, when reading your comment I thought to myself, why would anyone go full stamina, seems like a poor choice. ....
Because i cant stand gameplay that feels like a "world covered with glue"

If you had no problems with that, just move on. Its not so that i want to force you to understand how i perceive the world.

A17.1 has solved this for me in a tolerable way. I guess this topic is solved, except you ask TFP to make it again more painfull.

If you want that maybe install a mod, thats the point of a compromise. We both can play on foreign servers now. And we both can install mods on our own server or singleplayer game.

 
Hi too many bug spawn zombies on the player, the zombie fight the player where he fall, it s become a massacre game not a survival game i hope the update resolve this problem. I m sorry for the language i m french

 
We're probably adding damage back to quality and I have a get better at crafting by crafting design I need to sell to the team.
Just 5% per level-1 -> a level 5 weapon adds 20% bonus. So they are worth hunting for, but not overpowered.

Or maybe for rifles accuracy instead of damage.

 
Honestly I agree with TFP on this, gun parts were complete and utter garbage, good riddance! And if you play the game for longer than you have, you'll be damn greatful for proper guns, because it's not easy. Don't get me wrong I disagree with TFP on various things, especially base building as of 17.1 I think they've almost broken the concept of it, and are really aiming for one type of building that stands a chance, but gun parts were rubbish.

 
This will be the last post I make.
Ok, let's be objective and accurate. You've already broken that..... Even in this very thread you've posted several more times. I assume you meant to say above this is the last thread you make?

Anyway, I'll take it as such and hope you actually mean it. Enjoy A16 modded til A18 pops.

 
I think what most people mean by "difficulty" is not the zombies... seriously, I have them always on run (where they are faster than you but not when you sprint) and on insane and they are still just xp pinhatas.I think difficulty means, getting started, making yourself comfortable in the game.

Gathering ressources without beeing out of breath every 2 seconds, getting starting gear while keeping in mind food, water, temperature,foodpoisoning,diarrea when clearing out zombies from a poi, seeing attackpatterns and how to fight wolves and vultures.

None of this is goverened by difficulty settings.

In A16 you instantly got a feel for the game. Yes it was still a load, but at least you could run anywhere without beeing out of breath every 2 seconds. And while you were doing that in the game, you already got better at attributes. In A17 you also need to know what you want to put points into, because you will get fewer and fewer points and reskilling isn't possible, so if you have put everything into agility, you don't have any inventory, nothing to fight, no forge no nothing.

At least this is what I am fairly certain most ppl mean by "A17 is more difficult".

Because it is definalty easier to play (against zombies) as molotovs now give xp and zombies have even worse range.
1) I think what most people mean by "difficulty" is not the zombies...

"The zombies" are without a doubt a major factor in the game's difficulty. If you fall into, or otherwise spring a POI trap, the game's difficulty level will impact whether you survive quite a bit.




2) I have them always on run (where they are faster than you but not when you sprint) and on insane and they are still just xp pinhatas.

Bizarre. Are we talking about A17+ here? If the zombies are reduced to "xp PiŮŚatas" for you playing on AR/Insane, then why have you never built a vehicle? How is it possible that you never made it past level 25?? If you are getting bored with those settings, then 7D2D is never going to rise to the difficulty level that could satisfy you.

3) I think difficulty means, getting started, making yourself comfortable in the game.

Gathering ressources without beeing out of breath every 2 seconds, getting starting gear while keeping in mind food, water, temperature,foodpoisoning,diarrea when clearing out zombies from a poi, seeing attackpatterns and how to fight wolves and vultures. None of this is goverened by difficulty settings.

Could you rephrase that? The best I'm getting is that you think the game's difficulty is essentially the survival meta-game....which, like the zombies, is a component certainly. I'm not certain I understand though.

4) In A17 you also need to know what you want to put points into, because you will get fewer and fewer points and reskilling isn't possible, so if you have put everything into agility, you don't have any inventory, nothing to fight, no forge no nothing.

You'll get almost all the points through leveling up as I understand it. The exp/level curve is not steep. Spend 'em if you got 'em....don't worry about missing something at all.

 




-Morloc

 
I'm inclined to agree with Icehot and MadMole here. While I initially liked them and wanted to see them back, the more I play the more I find myself not really missing gun parts at all. Gunplay is a much more important part of A17 than previous alphas and having full guns more readily available changes the way the game handles significantly. Also, at this point I think the gun part system was too irrevocably tied to the old quality system (which I didn't like as much, except for the quality bonuses which are being added back in I hear) to really work right now.

 
"The zombies" are without a doubt a major factor in the game's difficulty. If you fall into, or otherwise spring a POI trap, the game's difficulty level will impact whether you survive quite a bit.




Really? I mean you pretty much know every trap after day 21 (I wasn't in every poi but most you already know after visiting once) but before that only normals spawn (which is good! i dont want experimental with ferals day 1 back) which aren't that big of a threat, as you can mostly outmanouver them. But fair point, I guess. Zombies were never really a threat to me (my deaths mostly came from insane spawning back when you spawned in wasteland, bugs and spawn on wolves)

Bizarre. Are we talking about A17+ here? If the zombies are reduced to "xp PiŮŚatas" for you playing on AR/Insane, then why have you never built a vehicle? How is it possible that you never made it past level 25?? If you are getting bored with those settings, then 7D2D is never going to rise to the difficulty level that could satisfy you.

It was never the difficulty that made me leave. Difficulty is OTHER people complaining. For me its a sandbox game and as you said, will never "satisfy" me without getting insanely punishing and unrewarding to play.

Could you rephrase that? The best I'm getting is that you think the game's difficulty is essentially the survival meta-game....which, like the zombies, is a component certainly. I'm not certain I understand though.

Basically yes. I feel like for new players survival is a bigger threat (maybe silent animals) than zombies. At least from what I have heard them say.

You'll get almost all the points through leveling up as I understand it. The exp/level curve is not steep. Spend 'em if you got 'em....don't worry about missing something at all.




Uhm... yeah... you have to descide where to put the points in (in A16 you just got better as you did them), which raises the difficulty for those players who skill the wrong things because they don't know any better.

Hope that cleared it up.

 
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As a real life gun enthusiast, I really liked the gun parts. I can easily see myself taking the best of what I find and making a better one if I happen to find guns of the same model. If nothing else, I would be collecting and storing springs and firing pins by make and model.

 
I'd love to see the request(s) for the current stamina system. Don't pretend the overwhelming feedback from the implementation of new "features" hasn't been negative.
I second what Greymantle said. The stamina system is punishing (well, it was when A17 first released), and I'm glad. I just spent most of a day walking to the nearest trader to preserve stamina and I prayed for food. My stamina was below 40, and without food, it wasn't coming back. That was challenging, and I loved trying to make it work.

 
I'm inclined to agree with Icehot and MadMole here. While I initially liked them and wanted to see them back, the more I play the more I find myself not really missing gun parts at all. Gunplay is a much more important part of A17 than previous alphas and having full guns more readily available changes the way the game handles significantly. Also, at this point I think the gun part system was too irrevocably tied to the old quality system (which I didn't like as much, except for the quality bonuses which are being added back in I hear) to really work right now.
For those of us who played the earliest alphas finding whole guns is a dear old friend who has suddenly appeared and it is exciting to be with again. Adds a nostalgic flavor to the game for me.

Now where are the clay molds?

;)

 
Can you imagine how punishing this game is to new players now? It's honestly just tedious to play. I can imagine a lot of people not bothering buying the game after seeing the community response. They obviously wanted the player to have the feeling of growing in power as they progress, but they're implementation is beyond poor. It seems the devs are incapable of taking the feedback of the player base, taking the attitude of "we know best". I swear they don't even play the game. It'll all come full circle with a downturn in purchase and player retention. It'll serve them right too.
I know it might be a shocker to you, but there is a LOT of games which are punishing for new players and these games are still acclaimed successes.

Picking from the genre of survival games, may I present you Don't Starve, where you are just thrown into the world and left alone to figure out everything. At least 7d offers tutorials.

 
Oh, hell yeah. Please add damage to quality. As it is theres no huge boost to craft steel tools or weapons. I can get by just fine with iron tools/weapons and the 5 mod slots.
I'm all for this but please don't make such a huge gap from T1 to T6. One damage upgrade for each tier would be enough IMHO.

 
Return of the clay molds would fall just below "Minecraft-style lava" and just above "radiated zombies kill you with their mind" on my wish list.
So now there's two of us that really hope for them!

 
I know it might be a shocker to you, but there is a LOT of games which are punishing for new players and these games are still acclaimed successes.
Picking from the genre of survival games, may I present you Don't Starve, where you are just thrown into the world and left alone to figure out everything. At least 7d offers tutorials.
And Ark. Its pretty common to die about 50 times the first few hours of that game.

 
I read your big rant. The funny thing is no matter how you say it, its still fundamentally the same. You grind for xp and buy perks. Finding gun parts was the tedious bs we took out, and people say we added tedium? What good is a x receiver to a struggling survivor? All it did was fill your backpack with useless garbage. I could go on and on, but I suggest playing the game. Play 16 if you love it. It wasn't as great as you remember if you just play 17 with an open mind.
We're probably adding damage back to quality and I have a get better at crafting by crafting design I need to sell to the team.

I'd suggest playing 17.1 or wait, we're improving the game but it takes time. Its not perfect but its getting better each patch.
Don't sweat it MM. I am not going to pretend that I have not had my critiques of A17. However, those where mostly technical and balance related. When it comes to the systems in development and general game direction, A17.1 is the best version of the game yet. Ultimately, you should do what you want. It has gotten you this far already. No matter what changes you implement, there will be detractors.

 
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