PC Feedback for The Fun Pimps on Alpha 17

I always carry a Stone shovel with me during the first week and search for pallets of Concrete bags at homes under construction and building sites. With just a bit of RWG luck, you can have a couple hundred ready made concrete and all you need is to find and or buy Rebar from traders. I also find that Working Stiffs crates at those sites have a lot of Rebar in them as well.

 
Late game problems.

After playing some long games on A17(.1) now i can truly say these things because theyre what was experienced over and over.

Playing on a Public server (usually 20 players online)

-Loot quality problems. Weapons i find are ALL quality 1 or 2, extremely rarely a 3 or 4. Only ever picked up one quality 5 weapon, never picked up a r6 weapon.

-Not enough Brass to fuel a working Ammo economy. Most ammo is bought from trader, some is found from looting, but never crafted. Brass is too limited and any brass you do find, has very little yield.

-Potassium, Coal and Lead are too rare a resource when mining, which adds to serverwide complaints of there being not enough ammo (we cant craft ammo if we cant make gunpowder or have no brass for bullet casings).

My group gave up bothering with using guns and bows, and have gone back to using Perma-stunlock melee weapons (because permanent stunlocking is good game design right?)

Overall my complain here is...Melee needs a redesign because it's awful, and ammo is too scarce and valuable to use (at all), Archery is dead.

-No cars. Once a server is stripped of them, players struggle to find batteries, wheels and engines.

-Players quick-looting prevents new players from being able to loot or play. I'll explain this problem using an example:

A high level and experienced player zooms through a PoI, collects the weapon bag and loot at the end because they know where it is, and then runs away without killing the zombies.

On most servers, this leaves high/max level Radiated zombies inside all of the PoI's which players with a low gamestage, are not able to beat or run away from them.

This problem is a huge troll-method. Many players do not clear the high level zombies after spawning them, and have no concern to do so (screw new players, we got what we wanted). This kind of thing can easily create a negative steam review.

-Farming actually gives TOO MUCH food. Water seems balanced enough but we have sooooo much food.

 
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-Loot quality problems. Weapons i find are ALL quality 1 or 2, extremely rarely a 3 or 4. Only ever picked up one quality 5 weapon, never picked up a r6 weapon.
On my co-op game, I have found four q6 guns before Day 28; and I don't have any loot perks. However, I think I do recall MM saying that the loot tables need to be adjusted.

-No cars. Once a server is stripped of them, players struggle to find batteries, wheels and engines.
-Players quick-looting prevents new players from being able to loot or play.
What do you think TFP should do about this? It seems like a server manager problem to me.

 
I crouch corrected. (A17)

Hi!

So a little background.. I started playing 7D back in 2014 I believe, somewhere around A8-9, loved A10-11, kinda went downwards at 12-13 for me, hardly played 14-15-16. Of my 1140 hours, about 900 were around A10-11.

So, I didnt expect the whole world from A17. Yes it would be a "huge gamechanger" etc, I read it all, but yet I was expecting it to be too much towerdefense and levelgrinding.

I played the experimental, about 10 hours maybe - granted, I started a fresh char way too much in those hours. I couldnt like the game. I saw improvements but I was annoyed by a lot of (early game) stuff. I kinda quit.

However, I did feel I needed to play more so when the patch suddenly launched, I got my server back up and 'forced' some old skool friends to play with me.

After a day or so pretty much everyone got hooked, including me.

I picked this title because after my fluke in the Experimental I kinda went all pessimistic on the mining, the limited mapsize, the leveling etc. In my mind the game was wrecked because of it.

But the limited mapsize isnt as huge of an issue as I expected. I was comparing it to the old days, where you could loot a town in a day and move on. Now, I spend a whole day on maybe 2 buildings, before being forced to head back to base.

The POI"s are just awesome bytheway. Not just the designs but also the traps, the path-directing, the hidden spots etc.

The mining, I did complain about that as well, but once I figured out how it works it's just very straightforward. I feel that the people who are complaining about it, do not really get how it works. Sure, it could use tweaking but so far I am finding all the ores I am going for.

The addition of the levels and perks back in the day were a huge dissapointment for me. I didnt like it back then and I still dont like it.. But, it works a lot better now. I do think it still needs a lot of tweaking, but I feel the devs agree on that too. Mining already got a nice XP boost.

So I picked the title because I feel I was jumping to conclusions too fast, and crouch because the game got so much harder lol.

I feel that if you're gonna complain but later feel different, you also have to admit you were jumping to conclusions.

Some points I want to address; (keep in mind these are just my opinion)

Beakers; I feel we should be able to craft them. Even if pretty lategame, Im ok with that. If thats not an option, then they should have a higher lootchance, or make it you can scrap POI chem tables that drop 1 . I feel it's too much op to the Gods now when you can make a chem table.

Brass. I think this has been addressed a lot before (im not up to date), but we need way mooorrreee.. Whatever happened to the brass lamps and faucets? It was always a pain already you couldnt 'make' brass but now they removed even more loot..

So I suggest more brass items, or higher yield, or make it 'craftable'.

I'm getting really annoyed by the respawning in cleared out buildings. I get it they wanna make it harder on a high level, but above lvl 100 it's kinda becomes 'not worth it' to clear out buildings for the loot. Theres a busload of irradiated's and feral's in just an average building. Im wasting way more ammo (and medkits/bandages) than it's worth.

IMO they should NOT respawn once cleared out. Or at least scale it down! Maybe a wandering zombie or 2 who walked in over night, but not a full respawn of special z's.

Ladders are so slow now, and shift makes you go even slower. Intentional...?

I know RWG is still a WIP but boy, I would love a bigger lake here and there.

Mining, I kinda like it. However, it took me a while to figure it out. Mining really needs a tutorial ingame, like the 'build 3 wood frames' kind of message. Make a pop up telling you that you can sample the gravel patches, that the predominant special ores are at bedrock.. etc.

The blocks really need work on what they look like.. Now I am just looking at hitpoints to determine what I am actually hitting.

I have some thoughts about the leveling as well, but I feel they are still tweaking and tinkering about it so much, and I saw so much feedback already that I wanna wait that one out.

All in all, I am pleasantly surprised by this new patch, once I started getting somewhere. If anyone reading this, who played the old patches, quit after an hour in this patch, I'd recommend pushing through for a few hours.. it gets better once you get the hang of it. I def recommend playing with some friends, or at least play on a server.

Have a good day!

 
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What do you think TFP should do about this? It seems like a server manager problem to me.
Quests rarely give you a reset PoI which offers a car.

Lowering the loot reset setting, does not respawn cars.

If we have to use a mod to fix the PROBLEM, then it IS a PROBLEM.

 
Overall, the game zombies don't even feel like zombies anymore.

- They magically navigate and aim for the weakest blocks now instead of just going forward the shortest path to player, regardless of terrain/traps/whatever, scratch on the first wall/door you are behind, as you would have expect from a brainless zombie.

- Their block damage is so ridiculous now, that, as many players have noted, it is pointless to even try and play base defense game, as they melt concrete and vault doors like butter. Ways overtuned.

- They jump like crazy now, scale ladders, aimbot dig for the player who is mining 40-50 blocks below ground, and so on.

The original design was having zombies bang on your walls in 360 defense, with you pouring hammer and fire on their heads, which felt natural and was fun - now they all magically gangrape one block and jump over fences.

With the exclusion of base defense game now, 7 Days to Die has turned into a very bad zombie shooter, since there are much better games out for just that - e.g. Left 4 Dead, Resident Evil and Dying Light series, all having better graphics, better character tuning, even crafting and weapons modding, full voiceovers, complete storylines and quests.

I hope the developers will realize what they are doing wrong, and revert to the original concept of the game, which was primarily tower defense base building, or as many have simply stated, "adult Minecraft with zombies".

I understand that the developers did not like some players to go to bedrock just to stop being detected at all, but in reality - who ♥♥♥♥ing cares? If the person wants to play carebear style and minimize the risks of contact with zombies (as you would have expect from any sentient human in this situation, really) - let them have their peace and enjoy their mining game with occasional looting trips outside for some adrenaline.

I don't understand the developers vision of "play our way or ♥♥♥♥ off" as implemented in latest Alphas, and find it quite dumb and shortsighted.

With the core base defense/building part of the game being gone and irrelevant, there is nothing attractive about this game, compared to mentioned competition, at all at the moment.

 
Playing on standard difficulty settings is fine. It’s been proven that you can easily build bases and survive hordes with no real issues.

 
-Not enough Brass to fuel a working Ammo economy. Most ammo is bought from trader, some is found from looting, but never crafted. Brass is too limited and any brass you do find, has very little yield.

About brass xs, I have the opposite problem with lead. Well, in the new version there is an opportunity to make sleeves of steel. Yes, repair kits will have to be done more often, but in the end the cartridges will be

About servers and resources. Here you just need to find a server with a production update in 3 days. Then all the stones and cars will be restored.

Or if there are server contacts, then discuss it with him

 
Overall, the game zombies don't even feel like zombies anymore.
Already many write about it) Including I wrote about it. But for some reason there is no feedback.

The house is a choice of two materials now, it is concrete and stone, until you get a level on concrete.

Zombies are not balanced like that. I play on medium difficulty. As a result, a full pumped up club vanshotaet ordinary zombies. But to kill radioactive, you need to spend 20 cartridge from the machine. Also in full kit. Many illogical problems with perks, and the like
 
For underground, not moving is usually not a good idea. But there are two underground Easy peasy's:

1) Exploitive.

With a tunnel at bedrock around a trader. Walk-run around the trader all night, little to no damage to surface.


2) Semi-Exploitive.

Long straight tunnel at bedrock, with an overhead tunnel with 2-3 block gaps. Player uses frames to cross. Player just walks the upper tunnel if end is reached turn around and repeat. Some damage to surface.
 
Quests rarely give you a reset PoI which offers a car.Lowering the loot reset setting, does not respawn cars.

If we have to use a mod to fix the PROBLEM, then it IS a PROBLEM.
Yes, you mentioned that it is a problem. What I asked is for a solution that you think should be employed.

 
Almost 6k hours. TFP; if you read only one comment read this next week.

First, I've put in nearly 5,800 (rounded up to 6k) hours into this game since A7 in July of '14.

A17 level progression is just grinding and killing zombies.

There is a difference between prolonging level gains and good game play. Slow progression doesn't equal good game balance. Yes, it should take awhile to level up so you can't just jump from server to server and play god with mortals, but as it stands it is out of the question to change from server to server or even from single player to multiplayer because the level progression system is so slow.

A17 is amazing. It's beautiful. The time it took to develop really shows, but let us have more freedom. Let US; THE PLAYER, decide what to specialize in. That is what 7DTD does that no other game does. Let the player chose their course. If they want to just build and craft their way into a new civilization; let them. If they want to kill every player and raid every base into submission? By all means. But please, let the player chose.

If nothing else. If NOTHING else. Remove the player level requirement.

That way players can chose which skills/perks to invest in and it will make multiplayer more fun because there will be a division of labor instead of everyone being required to commit to zombie-killing perks exclusively.

 
If nothing else. If NOTHING else. Remove the player level requirement.
I don't know if TFP is going to remove the player level requirement for skills in 17.2 (personally, I'm not a fan of them either), but it is also very easy to mod them out if you're so inclined. No doubt, you'd find an xpath modlet for it in the Mod sections pretty quickly too (which would save the removal being overwritten by 17.2).

 
I don't know if TFP is going to remove the player level requirement for skills in 17.2 (personally, I'm not a fan of them either), but it is also very easy to mod them out if you're so inclined. No doubt, you'd find an xpath modlet for it in the Mod sections pretty quickly too (which would save the removal being overwritten by 17.2).
I really wish "Mod it" would stop being a staple answer...its like there is no other mentality anyone else here has.

Reason why I say that is you can't just mod out things for multiplayer, (This is why most of us that play MP mostly play with default or increased difficulty so we are able to play on almost any server) which is a feature many of us enjoy far more than single player, in its current form mod it can be a solution for single player, but not for those of us that play online with others unless you host your own server, which costs money and time to maintain which reduces the "fun factor"

 
Agree with OP. Though I'd like to see the core stats go away (keep for grouping, fine) and no longer gate on Int, Str, Perception, etc.

It bugs me to no end that I'm having to put 15 levels worth of skill points into Int to get roughly where I want to be crafting.

15 may not seem like much. But when you kind of are required to put 20+ levels into Stamina management (especially including base stats like Str), all of these "We'll, I want this, but I have to have that..." Make everything even more challenging.

 
I dont think that leveling is slow in any way.

More the oppsite.

My opinion is more that the Difference between min and max is too large.

You simply need the perks.

A simple explanation

Why should i grind for 10 Hours Stuff i want to sell and then sell it with only 1 or 2 Points in Barter skill

I mean 200 Coins for a engine with no Skill and over 500 with a skill of 3 (hope my memory is correct)

Means i cant sell at all before i have at least perklevel 3, except i really really need the money

Understand me right. Its not so that it is too hard, its simply so that there is no really fluent gameplay

Have luck and find a decent auger from level 1-100 or start Mining at Level 100 direct with the best tool you will ever have

 
I dont think that leveling is slow in any way.More the oppsite.

My opinion is more that the Difference between min and max is too large.

You simply need the perks.

A simple explanation

Why should i grind for 10 Hours Stuff i want to sell and then sell it with only 1 or 2 Points in Barter skill

I mean 200 Coins for a engine with no Skill and over 500 with a skill of 3 (hope my memory is correct)

Means i cant sell at all before i have at least perklevel 3, except i really really need the money

Understand me right. Its not so that it is too hard, its simply so that there is no really fluent gameplay

Have luck and find a decent auger from level 1-100 or start Mining at Level 100 direct with the best tool you will ever have

A17 makes me miss RNG.

 
I guess I am in the opposing camp on this subject. I think progression is too fast.

In my opinion the first experimental of alpha 17 was the best. I play with 2 others in my server and we end up resetting the server every 14 to 21 days because we are bored. I have started playing with mods to allow us more things to craft and more zeds to kill on horde night but by day 14 we are still just waiting around for horde night.

 
I guess I am in the opposing camp on this subject. I think progression is too fast.
In my opinion the first experimental of alpha 17 was the best. I play with 2 others in my server and we end up resetting the server every 14 to 21 days because we are bored. I have started playing with mods to allow us more things to craft and more zeds to kill on horde night but by day 14 we are still just waiting around for horde night.
It starts off grindingly slow, then bursts exponentially and slows down towards the hardcap level.

 
I really wish "Mod it" would stop being a staple answer...its like there is no other mentality anyone else here has.
Reason why I say that is you can't just mod out things for multiplayer, (This is why most of us that play MP mostly play with default or increased difficulty so we are able to play on almost any server) which is a feature many of us enjoy far more than single player, in its current form mod it can be a solution for single player, but not for those of us that play online with others unless you host your own server, which costs money and time to maintain which reduces the "fun factor"
As this very thread shows, some people think progression is too fast, some think it too slow - it's simply not possible for TFP to please everyone so, the answer "mod it in" has to be the legitimate answer when TFP's vision for the game differs from your own.

I myself don't like player level requirements on perks, and I've registered my dislike of them, and if enough people do, maybe TFP will reconsider, but until they do / if they do (I have no inside information on that), then "mod it in" is absolutely the right answer.

 
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