Wouldn't rushing to 100 mean ONLY hunting and killing zombies and sitting on POI roofs during horde night? I mean I hit level 100 on day 30, true; yet I also have a magnificent Steel fortress, 4 stories high, equipped with 7 Blade Traps per side, 3 gun turrets per side, completely wired electric fences on all sides, and motion sensors controlling the entire thing automatically. All mod cons. [And for the record, I believe there is a BUG in the structural integrity algorithm in A17 because the main structure of my base actually collapsed on the first build attempt in a way I cannot explain, and I lost a ton of concrete and Iron Bars - so I have actually built this thing TWICE in 30 days (minus the electrics).]
In summary, it's not like I have been skimping on the building and gathering just to kill zombies. I have been playing the way I played every alpha before this (other than killing every zombie I saw).
And by "killing every zombie I saw", I mean the following little changes to my approach....
1) If I was driving anywhere at all and I saw a zombie, I'd stop and Sniper it
2) If I was out mining and there was a distant zombie that was in no way menacing me, I'd Sniper it
3) If Screamers came, I'd let them live longer than usual and just sniper down their hordes, and yes I often deliberately let them live to mass kill several mini-hordes. But this was mostly at night when I had nothing else to do, and it was totally safe to do this.
Only (3) represents a truly different play style to previous alphas.
30 days, that is 30 hours. As sandbox gamers we are spoiled, and as serious gamers with a lot of time to play we have a skewed sense of time investment. Many AAA games if I got 30 hours out of them before I shelved them I considered myself lucky. To a casual 30 hours is a lot of playtime. Even to me, who unless I have some looming deadline and need to work a lot of OT has 30+ hours a week to game, that's still a significant investment of time into 1 game (yes, I said it, I'm unfaithful, I play other games...it's not that I don't love you 7DTD, you just can't satisfy all my needs!). Like I brought up to someone griping about being "done" by day 50 on another thread, how many hours should it take for one to unlock the entire experience?
As far as perk allocations go, I would suggest re-exploring the A15 point system (perks can remain as is) where you gain a certain number of points every level and more points every (what was it 10?) levels and some perks costing more.
So instead of sitting around with points and nowhere to place them, remove the level gating and award bonus points every 5 or 10 levels along with the obligatory 'you leveled up, here's a point' when you CAN use them where you need them. Now... don't be silly and say there's always a perk to put points into.. that's just being daft and ignoring the fact that.. there are perks people wouldn't bother with till much later in the game.
Some might say... level gating is gone but you're still restricted in the same way. I say, sometimes it's how it's sold. You don't have a bunch of points sitting around useless. Not having enough points is different from useless points.
How can you say there's nothing to spend points on? If all else fails the stats are all useful. Who doesn't need more health or stamina? One could argue that one could ignore strength or perception, like as a ranged player I can ignore strength tree to a degree (MP especially where one can ignore certain tasks; I do all the crafting but I got 3 other guys to do diggy diggy hole) but still the extra damage when I do need to melee, and being able to get another level of packmule I don't consider it a waste. The only time I don't spend points is when I am close to a level gate, so I can get a jump on new crafting skills.
If there were no level gates then sure I would min-max and beeline for certain skills, and of course MP it would be even easier to do so. Would it make my gameplay experience any better? Probably not. I haven't poked through the XMLs for A17 but I imagine it's trivial to remove the level gates, 5 entries - each ability, if you want to remove ability gates then find/replace is a thing, so still trivial. I'm surprised the haters haven't done it yet.
Now A16 there was plenty of times I had nothing to spend points on since I was waiting for the next gate to open before I could get the next perk I wanted.
It amuses me to no end the people crying how one leveling/skill/perk system restricts their freedom more than another when to me ALL of them restrict my freedom. A10 (skills were A11 right?) you just jumped in and started playing. Total freedom. It was amazing! If the game ♥♥♥♥ed up and you had to restart or you just wanted to try something different, at least you didn't have to start grinding out XP again. Needing to freshstart because a patch changed worldgen, no big deal. Yeah, I lose my stuff and whatever I built but getting the stuff and building was the fun.
Now consoling and/or modding yourself to max skills is easy enough to bypass the whole thing, and I have done it, but it is not quite the same experience since it throws the balance out the window. So there's a balance between what we were gimped away so we could earn those abilities back to where it's extra abilities.
I'm also finding with the new perk & gating system adds an element of strategy, it's subtle, too subtle for many people, but it's there.