Skaarphy said:
Valid reasons? I'd love to see the reasoning behind removing clothing but keeping cold and heat protection mods in the game, for which now there's no need whatsoever.
The usual, a planned feature (weather) wasn't ready when 1.0 came around, so it was **temporarily** turned off. If I remember correctly it was Faatal who said this in the dev-diary thread as answer to the question what happened to weather.
Skaarphy said:
And, speaking of which, I'd love to see the reasoning behind effectively removing cold and heat debuffs from the game altogether. Was that intended, or just a coincidental side effect of removing clothes, which they didn't bother to account for?
Same reason, weather is planned but not ready for showing up
Skaarphy said:
Or the reason why it has become impossible to gather water from a body of water.
Making water scarce, i.e. making it like food a relevant item for survival. For it to be relevant there must not be a virtually endless source for free.
Skaarphy said:
Or why in A21 they deemed it absolutely necessary to make water filters available only through traders. And what the @%$# was that, by the way?
So many questions.
This was never exactly a question put up to the devs, so never answered. But my guess is that water filters were made a trader item so there would be a reliable source to get dew collectors running in the first days, guaranteed but at a cost. Filters could be found in loot as well, but they made it so seldom that you could not really bank on it. Eventually they changed the system so now the filter is only an optional mod. The reason for that change wasn't asked or answered either (to my knowledge), I assume because players uniformly liked and accepted that change.
Skaarphy said:
And regarding the points I've made above, did they ever mention why you cannot now make RWG maps as you see fit? Why 1.0 absolutely needed these restrictions although that what they were implemented for - allegedly - is still one and a half years in the future?
RWG is a work in progress. I don't expect them to explain that interim versions may have limitations because of missing features. You may have a point that with 1.0 now there should be some difference in development compared to Early Access, but check out this "official post":
https://community.7daystodie.com/topic/35064-version-10-alpha-22-dev-diary/page/138/#comment-563754 . Evidently for them 1.0 is still just a work in progress and we are along for the bumpy ride. The only way to avoid this is really waiting until they declare that the game is finished. I personally have so much fun to play a different version every year that I am happy to go along, your mileage may vary.
Skaarphy said:
And, most of all - and again! - why not communicate the reasoning behind significant changes in the patchnotes?
Yeah, would be nice. But there seems to be nobody at TFP volunteering for this task.
Skaarphy said:
I see none of that. Instead, patchnotes littered with gems like this: "Property for CallGameEvent triggeredEffect to allow client call."
Fascinating. Anybody who gives a @%$# know what that means?
Usually I know what 99% of the changelog lines mean, but not this one. A modder might know.
Changelogs are practically just collections of issue tickets they internally use for development, like practically all software developers of bigger software use.
That is also what changelogs usually look like, though "customers" often have no access to the changelogs at all. And believe me, when you don't have access to them it is a profound disadvantage in case of problems, no matter how cryptic they are.
Understandably translating this to be understandable to people who hardly know how to turn on their computer would be an impossible task. But at what knowledge would they need to draw the line? And again, who should be the poor "sod" who has to do it? But I have good news: There is obviously such a poor sod who makes changelogs understandable once a year when a stable comes out. But it is called "release notes" and they are published on the official website: For 1.0 that would be
https://7daystodie.com/v1-0-official-release-notes/ . Though release notes are often short on listing reasons, at least they give a good overview of the changes.