I like what you posted but I don't believe that it applies completely to 7 Days to Die. True, this game is heading in an RPG direction but it is in no way an RPG. It is a hybrid game that includes RPG elements. It is also a survival game and a survival game needs to have elements that can legitimately threaten survival so that risk of death is real. Progressing in such a way that you can remain ahead of the threat curve makes for a very boring survival game.
The way I see the balance needing to be is a leapfrog model between player and game. The player starts weak and the game starts strong. then the player progresses and catches up and maybe surpasses the game threats for a short time. But then the game leapfrogs ahead in difficulty so the player must once again be wise and careful because they can again die. The player once again progresses to the point of meeting the game threats and then surpassing them but then the game jumps ahead again. And so on.
I think this sort of model would agree best with the RPG/survival hybrid game we are playing. You get to progress to meet the threats but then new threats once again put your survival into jeopardy so you must continue to progress.
Roland,
I like your points and you have some good points as well. I completely agree that in any stage of the game you should have threats capable of wiping you out, its just that maybe we slightly disagree on the progression path. That said, some of my ideas I've posted here and there which actually basically agree with you in other topics. Here's an example progression path for a fun experience of 7D2D as I envision it (hey who knows, I can dream)
-> Starting off. Difficult. everything is hard
-> progress, regular zombies easy. green rads popping up, difficult to kill them.
-> further progress - now green zombies are pretty easy.
-> You're now well established. All POI's are easy, even greens rads.
-> Next progression path is start clearing all towns in preparation for large scale bandit raids. you must build up your colony and be smart in planning. Bandit raids are tough, harder than blood moons, even at level 300 with best equipment you could easily die if you didn't hire the right / sufficient NPC's, or have a good enough defense.
-> After a while on this path you get more upgrades, then this starts getting easier. you'll also starting raiding their bases soon to clear them off the map.
-> Now (if this is Story Mode) you progress to the "radiated" zone. Now, you face new threats. These threats are zombies even worse than radiated (Mutated, due to being at ground zero). You also now face worse than bandits... Military troops, possibly even with vehicles and attack choppers etc.. (Hey, now the RPG will get some love).
-> Once again, lots of good new loot, POI's, upgrades. Eventually ev en these guys are easy
-> Last part of story - find ground zero, clear the source, find the cure. The zombies near here are even HARDER, and give even end-game loot players some difficulty at least until you find yet even better upgrades. Also possibly one more upgrade to the "human" enemies. This would be the most brutal zone capable of wiping out the most geared of players especially on Insane but would also boast the best loot and upgrades.
-> If you choose to continue on "story mode" maybe they could have an "epilogue" mode which is now you start trying to colonize the radiated area, and now defend your colonies against the brutal zombies there or something
This would basically follow your "Leap Frog" progression that you speak of, and yes, many games follow this path of progression, which does make the most sense IMO, so I'm on board with it, at least depending upon how it is executed.
My vision for "Sandbox Mode" which is the free play / RWG, would simply be infinite progression (hey I can dream once again right?) with progressively difficult zombies and progressively better loot ad - infinitum.
Perhaps it would almost be like New Game Plus. Like, you "Clear" the map, and start over... but keep your loot and levels, and the next map is harder. And harder. And harder. Infinite replay value... mmm

To "clear" a map you would have to colonize most or even all the towns, and defeat most or all the bandits in that map.