But there is no oversight with 1 block ingress for example. Some want it but the developers think it not important enough compared to the effort to put it into A17 (presumably, or there are other reasons). So in this case you want to have influence about which features are given priority. Understandable, I would want that too. But I also understand that the developers do not want to give us that power. It is their game.
Yes, there is no oversight with 1 block ingress (except that now the argument "it shan't be too easy to break into houses" is overridden by sleepers kindly opening the door for you, so we might as well have the much beloved feature back). But possibly with the other examples I mentioned. And yes, I want to have influence insofar that I want the option to mod features, that I have in the game for years, and that possibly are a lot of fun for me, back in if they take them out. And I do not understand why the devs would not want to give us that power. Maybe except if they do not have the time, but I kinda doubt they do not have the time, because they obviously take whatever time they need.
Yes, it is their game, but their game is not a hobby, it is not even a piece of art like an "actual artist's". It is a product. That is created to be sold to make money. I am quite certain that a lot of changes were made to sell the game better, for example graphical changes, that decrease the performance drastically. But a good looking game sells better. Dumbing down is another such area, making crafting more simple, gathering material more simple, making the upgrade path more simple, making sure that people don't get frustrated when they don't unlock every recipes within a few ingame days. From the business perspective, it would be a smart move to give the player every power possible. because it increase the probability that players stay long term and therefor recommend the game to more people. And outside time, there is no reason not to make every change a modding option, particularly when it's a "much beloved" feature. Like 1 block ingress was. Why not have a simple property in the player entity class "1 block ingress yes/no"? For people who don't want to spend 50 hours learning how to use a third party software that might (or might not) allow them to bring that back.
If you brought these examples only to illustrate features that are hard to mod, sure, they never have been implemented. But there is nothing worthwile for TFP to discuss about them with the community, except if they want the community to really decide something.
After all this time, you still don't get it. I don't need the devs to discuss anything. They can, of course, and it would be helpful, and seeing that they often do discuss things after they already have them in the game, that should not be a problem on their end, but them discussing is neither the center piece, nor a corner stone of my proposal.
I want them to announce changes, so people can provide feedback, such as "I like that thing a whole lot, because of this and that". So they can make an informed decision how to handle a change.
It's absurd to insist that customer feedback would be a burden for a company, so like... stop doing that already.
It is easier to ignore vehicles or gardening than hundreds of zombie corpses. Ignoring the corpses is just a crutch. And I probably wouldn't do it in A17, I didn't in A16 either, as the balance isn't completely off (not like in the old WotW). But knowing it could have been I would miss it.
It is possible that I lack the empathic skills necessary to understand how big of a problem it is for you not to loot zombie corpses in 7 Days to Die. Myself, I can just walk away if I don't feel like looting.
I just tested some running and gunning with some ferals and something that is different in A17 is that sprinting forward makes you quite a bit faster than the running speed of the zombies. It will not be run forward get a couple shots off and then run again because they are still right behind you. It is run forward and turn around and they are 10-20 meters behind you giving you plenty of time to fire several shots before they reach you. You can easily stay ahead of them with plenty of time to pick them off as they close the distance.
People will have to try it out to see whether it is fun for them or not. You can easily outpace them though by turning around and running forward and create a nice comfortable distance before turning and shooting.
You could always do that, as I already told you. You can already run away from ferals, turn around, shoot some, turn around, run away some more. And if the forward speed advantage in A17 has been increased, so you're faster relative to the zombies, that would be a zombie-nerf. It is much more dangerous, thus fun, if zombies can actually catch you and you have to zig-zag and use terrain to stay ahead. So on top of a fun-reducing player nerf, you'd have a fun-reducing zombie nerf.
Noice.
Roland, on top of the methods I already layed out, I have not one, not two, but three more ways to make zombies more dangerous without crippling the player:
#1: Sight range. Vanilla is currently 30 (blocks, I assume). Increasing that to 100 for example is one of those "game changers". A lot more zombies are coming to get you. 10/10, wouldn't go back to 30 ever.
#2: Sight scale. Haven't played much with that, but if the description is accurate, it controls "how well lit you have to be for the zombie to see you at min,max range". Particularly in buildings, zombies often seem to have problems to see the player.
#3: Smell. It's been out of the game for how many alphas now..? At least since A16. Dev diary's feature list makes no mention of it being fixed, so I kinda assume it's just gone. I remember a bunch of situations where smell caused zombies to attack me. Instead of dropping the feature, it should be expanded. Make the player smell permanently or build up smell by activities, have ways to get rid of smell. You know, interesting stuff. Have a way to make the player smell like the dead, have a key that gives the player a zombie walktype. Make it a stealth mechanic.
Spamcrafting is a boring way to spend your time in the game, spamcrafting increase the RAM usage when the itens are dropped.Magically put a timer to prevent the player to craft the same item does not make any sense (also is boring²) and every item with a custom decay timer can drastically increase the RAM usage (even more) and the cpu usage (timers work as threads... 1 timer for each item = tons of ram + tons of cpu, 1 timer controlling all items on ground require list controlers [probably LINQ] that drastically increases cpu usage and also has a high processing time because the same block of code need to be executed over and over again each second).
Removing the spamcrafting has more pros than cons on player experience and in dev aspects.
As for the "this is not the 7dtd that i ordered", you can always play some old alpha, have fun
The "not the 7dtd I ordered" argument is absurd, EA is EA (curious, though, that it sounds a bit like EA, innit), and spamcrafting is boring, but there is nothing wrong with a timer. That 1 crafting queue timer melts the CPU is improbable, there is also nothing "magical" about it. Crafting a stone axe, for example, takes 3 seconds in vanilla. If anything is magical, it's that. A minute is much more reasonable, metal tools take even longer.