I dislike the direction alpha 17 is going... I wanted no level gates, and they implemented that, which was great, but they made it so it required way more points to level up, which basically made it go from "all skills are temporarily gated" to "some skills will be permanently gated, depending on your character build". Then there's the new decision they made, adding level gates to crafting skills in the intellect tree; I dislike this strongly. I had a system: On first week, build two reinforced concrete towers 9 blocks apart and bridge them with wooden frames, and use molotovs on the first blood moon to not only survive, but get tons of exp. Then the next week, before 14 day blood moon, I would craft iron bars to replace the wood frames I used to bridge both towers, and I would unlock blade traps in this time as well; Dismantle cars, get engines, generator banks, etc. I know how effective blade traps are, so I specialized my character with a heavy emphasis on intellect, and I was well on my way to having that. I just had a few points in fortitude, farming, and well-insulated to help with my survival. But now the blade trap thing is gone, you can't get it until level 60, but yesterday, I had blade traps AND steel tools unlocked by level 35, because I CHOSE to SPECIALIZE in intellect right from the start of the game. Caps are for emphasis, I'm not angry. In my opinion, TFP is ruining alpha 17 every time they try to improve it. It's a survival simulator, not a dying simulator, yet it seems they're intent on doing whatever it takes to make sure you're cornered into dying as often as possible. They removed underground safe bases, they removed the ability to have blade traps by the day 14 blood moon, they just keep screwing people over. I think there's a real disconnect between what TFP does and what the players want. Just my opinion. I'd like to see no level gates at all, with enough points by level 200 to max everything out. Who cares if characters eventually become God mode? They will have to earn that, and they will have to spend their skill points wisely if they want to survive while also maximizing their kill/death ratio. The game is hard enough, yet they seem to be intent on making it harder and harder at the expense of the satisfaction it once brought. Just a thought of mine. I feel like the experience has majorly downgraded since the launch of A17 experimental, because TFP can't consult with the players and come to a good decision about the level gating. We keep deleting our worlds every 3-7 days because of their frequent updates, but it adds insult to injury when the experience becomes worse and worse with each update. I wouldn't mind deleting my world and starting over, if it wasn't progressively getting worse and worse. Again that's just my opinion, I don't know if people share my opinion on this matter, but that's how I feel. We should be allowed to specialize however we choose and have a sense of linear progression in our elected specialization, without the constraint of level gates or ridiculous point costs in attributes. Nerfing attribute costs but adding level gates to key crafting perks is a tremendous waste of an update, it's like they can't add a positive aspect to the game without introducing a new negative aspect to it. I'm disappointed and quitting for the time being, I'm majorly turned-off from the 7 days to die experience because TFP have ruined it. Again it's just all my opinion, but that's how I feel in the current climate of the game state.