PC How do I put this?...Rollback please?!?!?! FUN PIMPS! Whyyyyyy?!?!?!

In a way, I agree... I'm over 6.5k hours and have been playing since alpha 12.... and I'm one of those people that think the game has steadily declined since A16. However, I still think the game is fun and I still play the heck out of it each update. I'm also not sure I would recommend the game at its list price, but at its current sale price? Sure, I would probably recommend it then.
I almost hate to admit it but I'm probably an easy 10k plus hours if you were to add up all my modded 7DTD hours and I'll tell you, I know I'm not alone lmfao. A ton of us have put so much time into this game because it is generally quite fun and unique. Even with "undesirable updates" I am still playing, ya, don't get me wrong but, I do see a steady decline in the efforts and care being put into it from the Fun Pimps team. I'm sorry but it is going downhill fast. I am at an impasse currently with the recommendation to friends/strangers. I'm bugged by the fact that I feel I have to "explain" the current state of things and to please "disregard" the latest updates and just try it. It's a bummer honestly.
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To the OP:

Thanks for playing 7 Days 2 Die. Glad to see you got your money's worth over the 1000's of hours you played. Might be time to move along now.
Lol, quite possibly and I hate to see it coming. You might be right.
 
.... One of the reasons Subnautica, for example, was so successful is that its developers weren't pretending it's something it's not.

Ugh, thats a stretch. False advertising can make bad press, but being generally truthful about the game is expected and many many games do this and still are not successful. Subnautica is successful because it is a very good game.
 
thats a stretch
How so? I said one of the reasons, not the one and only. I made it a point in my review of the game, at any rate. Authenticity is rare.

It used to be more a problem confined to the triple A space. The development studios themselves have no say in how a game they've worked on is marketed and the publishers just want to sell it to as many players as possible...even if they'd hate the kind of game it actually is. Corporate interference is getting worse and worse. (And, I'm not sure, but TFP can probably vouch for that.)

I'll never trust "RPG" as a descriptor ever again myself because RPGs are rarely ever made anymore. (7DTD isn't one, in my estimation, btw.) And that mentality is seeping into the AA and indie space, perhaps because certain platforms, which shall remain nameless, also just want to sell a game to as many people as possible to please investors. Ergo, genres/categories have been diluted beyond recognition. Niches seem only now to be making a comeback -- largely due to veteran developers striking out on their own, I think -- while the publishers of some niche franchises are trying to reach a larger audience, like the Dark Souls formula did with Elden Ring.
 
The hard truth is that anyone that puts this much energy into a game by writing books in forums loves the game.
You can play any old version of 7D2D desired except if you don't know what you really want.

The accurate cliff notes of this thread:

drama-queen.jpg
 
Getting back to the original point of this thread...

I too have thousands of hours in this game. It's the only game I've played in the last two years. But I have to say, and this is just my opinion, that this update is extremely disappointing. I'm in my first playthrough with it and I feel like, I waited a year for this??? The biome progression just feels so artificial and makes no sense. You have to waste so much time looking around for the magic mushrooms, and for the right Zs to kill. It breaks immersion. The storms, like others have said, are nothing but time wasters.

In my next playthrough, storms and biome progression will definitely be turned off, making it seem like there was no update at all, other than a couple new Zs.
 
But I want 16.4 systems with 23.0 graphics ... ;)

Yeah, that is the sad truth. Except it's A19 for me, I always thought learn by spamming was crap too. I forgot how buggy it was, and how the garbage collection hangs the game up (always right when you are in the middle of fighting, and on insane/nightmare that is very bad). It looks like the mousewheel mod only goes back to A20 too, and that is a must have.
 
I always thought learn by spamming was crap too
I'm seriously beating a dead horse here, but I always thought that would've been extremely easy to fix. Cap skill gains on certain items (ie. you can only get so many skill points crafting stone axes before you needed to advance to iron) and add diminishing returns (ie. skill gain slows down if you try to spam craft.... you'd need to stop and wait a while before the skill gain goes back to normal). Those two changes, I think, would've drastically curtailed the practice of spam crafting.
 
I'm seriously beating a dead horse here, but I always thought that would've been extremely easy to fix. Cap skill gains on certain items (ie. you can only get so many skill points crafting stone axes before you needed to advance to iron) and add diminishing returns (ie. skill gain slows down if you try to spam craft.... you'd need to stop and wait a while before the skill gain goes back to normal). Those two changes, I think, would've drastically curtailed the practice of spam crafting.
Prove that to Bethesda. They got so tired of people crafting iron daggers to increase their smithing skills..they didn't stop to think only a minority of players were doing that....
 
So having gone back to 2.0 I can clearly say the biggest difference between the old skill system and the new that I find much less enjoyable (and yeah, I know this ship already sailed in A21).

It's all about magazines. ■■■■ all else really matters. The old not-LBD system books and schematics were important sure. and I still looted mailboxes and bookcases as a priority, but they weren't drop everything because they didn't completely halt your progression. You were free to put points into skills if you didn't want to rely solely on RNG.

You were at least guaranteed basic things, like t1. It felt fair, and you still needed schematics for the higher end things, so there was a reason to go look for them. I forgot how much better the blunderbuss was than the ■■■■ty pipe guns too. There just was no need for them.

Also not every skill needs to be equal. It was fine having some of them only go to level 3. I don't know why they needed extended ranges. Already too much ■■■■. Then there is the new mastery, and it seems like level 3 int should be a big priority. So even less reason to not go int tree. Of course it's become 10x easier to respec regularly since they dropped a digit from the price of fergetin'elixir. So I guess switching your build completely throughout your play is the new meta.

Anyway, decided to give the research mod a try and that at least mitigates the wretched magazine system to a degree. Still trying to give the biome progression and new mobs a fair chance before I just disable them.

While I thought older world gen was more interesting (I mean much older, even than A19), it does seem 2.0 is finally starting to show improvement (very little, but still improvement). I forgot how much of a change having switches to open exits in the POIs is and how bad it was going back to that.
 
I'm seriously beating a dead horse here, but I always thought that would've been extremely easy to fix. Cap skill gains on certain items (ie. you can only get so many skill points crafting stone axes before you needed to advance to iron) and add diminishing returns (ie. skill gain slows down if you try to spam craft.... you'd need to stop and wait a while before the skill gain goes back to normal). Those two changes, I think, would've drastically curtailed the practice of spam crafting.
I think the magazine idea makes sense. You read a new magazine and learn something new from it, but I can understand the idea that you should get better at things you do. It's not a major issue for me atm, because the game is already based around quests. If they ever change that and allow scavengers to be free again then perhaps I would have a change of heart on the issue.
So having gone back to 2.0 I can clearly say the biggest difference between the old skill system and the new that I find much less enjoyable (and yeah, I know this ship already sailed in A21).

It's all about magazines. 🤬🤬🤬🤬 all else really matters. The old not-LBD system books and schematics were important sure. and I still looted mailboxes and bookcases as a priority, but they weren't drop everything because they didn't completely halt your progression. You were free to put points into skills if you didn't want to rely solely on RNG.

You were at least guaranteed basic things, like t1. It felt fair, and you still needed schematics for the higher end things, so there was a reason to go look for them. I forgot how much better the blunderbuss was than the ■■■■ty pipe guns too. There just was no need for them.

Also not every skill needs to be equal. It was fine having some of them only go to level 3. I don't know why they needed extended ranges. Already too much 🤬🤬🤬🤬. Then there is the new mastery, and it seems like level 3 int should be a big priority. So even less reason to not go int tree. Of course it's become 10x easier to respec regularly since they dropped a digit from the price of fergetin'elixir. So I guess switching your build completely throughout your play is the new meta.

Anyway, decided to give the research mod a try and that at least mitigates the wretched magazine system to a degree. Still trying to give the biome progression and new mobs a fair chance before I just disable them.

While I thought older world gen was more interesting (I mean much older, even than A19), it does seem 2.0 is finally starting to show improvement (very little, but still improvement). I forgot how much of a change having switches to open exits in the POIs is and how bad it was going back to that.

Only a few skills got "nerfed" by going to 5, while some others got a buff because of it. I don't think the levels being 3 or 5 is important. The magazine system isn't bad in itself IMO. I think the main issues with it stem from being able to get your mandatory setups operational such as forges, workbenches, vehicles, etc and not get destroyed by RNG for those books. I do think that with how prevalent books can be for other things it's easier to bypass tiers than it was in the learn by doing system to a degree. I can on day 1 end up with tier 1 sledgehammers at purple quality. Doesn't seem like the progression system slowed down at all for things you spec into and only slow down for things you do not such as workbenches.

Perhaps the only fix is removing workbenches, vehicles and the like from the system altogether and just make the blueprints purchasable from any trader for a cost. In this way you can reasonably estimate how many dukes one would need to get the items and everyone would be entitled to get one depending on the priority to which they wanted dukes to get said items.
 
Oh, and I forgot: Good riddance to empty jars and cans! While I still think it is ■■■■■■■■ that you can't collect water anymore, and I don't care how many times y'all double down on the "making water a challenge" even though it still isn't, dealing with empty containers was such a pain in the ■■■. Granted the need to boil all water before we do anything with it, doubling the handling of it is the new pain in the ■■■.
 
Perhaps the only fix is removing workbenches, vehicles and the like from the system altogether and just make the blueprints purchasable from any trader for a cost.

Well that would guarantee another Mod to be added to the list.
 
Perhaps the only fix is removing workbenches, vehicles and the like from the system altogether and just make the blueprints purchasable from any trader for a cost. In this way you can reasonably estimate how many dukes one would need to get the items and everyone would be entitled to get one depending on the priority to which they wanted dukes to get said items.
Or make them introductory quest rewards :P
 
No thanks. :)

I have played many games since magazines were added in A21 and have never had any issue with making the workstations. Yes, the chem station takes a very long time to get and maybe the total magazines in forge ahead could be reduced a bit, but you can easily get the main workstations set up without any trouble. I get that people don't like magazines or struggle finding them, but it really isn't so bad once you learn how to find them. I can almost always have a forge within a couple of hours of starting a game and the workbench soon after, all without perking into anything to increase my chances of finding those magazines. And that's not just one or two games that might have been flukes... that's a lot of different games. And if you really can't wait, you often can buy them from the trader anyhow.
 
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