The most simple answer: Because it was one of the promises in the kickstarter. And if kickstarter promised a story as well, bandits aka NPCs make that possible as well.
Ahh, fair enough then, understandable.
I 100% agree. Most if not all TFP's excuses have been debunked by the modding community. Until A20 I haven't used mods in 7DTD, but had to just because of farm plots. For me playing survival games is all about immersion. Each and every big update 7DTD goes further away from simulation and closer to arcade. I've been playing 7DTD since the single digits (A7 I think) and since A17 I'm more reluctant every time my friends want to come back to this game.
Very, very true. I started playing in A12/13, can't recall, and to be fair, so far, ever since A17, A21 has been my favourite "new age" alpha, and one that I really don't have much criticism about, other than some balacancing and feature polishing, aaand things I've been wanting for a long time now, but as far as what A21 does, I got no complaints for the most part.
For me, A16 was 7 days to die identity peak, but people forget this is an early access game, we all should know what we signed up for. And at the end of the day, it's the devs view of their own game, not just what we want.
Truth be told, the game has never been better from a technical standpoint, and while it strays from the mood it once had, it's not a bad game by any means, just an unfinished one with a new direction that's more arcadey and fallout-styled (if I recall, madmole is a fallout and fallout 4 fan).
Oh don't give me that, if a single modder can do it in a short time (less than a week working an hour or 2 a day or so), tfp has no excuse. Darkness Falls completly tosses vanilla's stat system in the garbage (where it should be imo) each alpha, and I believe its very easy for him it implement it everytime the game updates. This proves the coding to support it still exists from when it was in a16.4, if it wasn't it'd be much harder to be put in, still doable, just be more work, going from a16.4's system to the a18 stat system was probally way more work than if they just fixed the 2-3 issues with the a16.4 system, yet instead of fixing the few small issues it had they decided to redo it from scratch.
As for balancing it.
skill levels 1, 20, 40, 60, 80 are level 1,2,3,4,5 of a perk like pummel pete, miner 69'er, motherload etc. To balance headshot damage. look at what the bonus is at 10 in the stat, and set it as a range from 1 skill to 100 skill. with 0 skill being equil to 1 stat, and 100 skill being whatever the stat at 10 would have (this can be done, many aspects of the game already use this system). You could also make the action skill give a bit of damage, and a bit faster reload that stacks on top of the perks, but that could come later.
The point is just because mods exist aren't an excuse for the devs to bascially ignore what the playerbase. I'm tired of 7dtd devs using mods as a excuse as to why they don't have X feature, give us a real reason. Your not making a game just for yourselves devs, your making it to try to appeal to players to buy it, need to learn to cave on some things for the sake of players.
Good example is the whole needing farm plots, Devs say its because you can't hoe the ground due to some technical reason with the way the game handles biomes or something (I forget exactly what it was but it was along these lines), yet multiple mods have shown it can easly be done and it works fine. Whats the excuse now? As your technical reason was just debunked since modders were able to do it without a problem, calling it a "hacky" way doesn't matter, what matters is it was easly done, by some modder in his home on his own. TFP in this case made a choice, thats the only reason it "needed" to be changed. BTW DF also has the farm plots, you can use either way to grow crops, either hoeing the ground or using farm plots.. See players like choices? Some like the farm plots in DF, me? I just hoe the ground.
One of my biggest gripes is TFP keeps removing choice from the player, A21 with the sex t-rex thing is a prime example, why not add it to the weapon lines as they did, but also leave sex t-rex in? so players could choose to invest in sex t-rex to get all around stam reduction, or could choose to ignore it and focus on their chosen stat/weapon. I know what i'd choose, I'd choose to get sex t-rex in str, as its more efficent, as even maxing the stam reduction in ONE weapon or tool line now costs over double the perk points maxing sex t-rex used to cost that effected every weapon or tool. Its just gone from being efficent to super inefficent as hell from a20 to a21.
I can relate to how p*ssed you are, but I've just accepted that this is how the game plays out now, and we won't be getting A16 back. We should just look forward to see how we can improve the new systems and build off from that.
As for the farmplots, it's really a meaningless thing, as they are not as expensive to craft now (I think, I play with 300% XP and 300% damage so I'm not very aware of other settings). My biggest gripe is the absolutely stupid logic behind living off the land, where you require tier 2 to have a sustainable farm. Last time I mentioned this, the reason for this was "so seeds you find is juist food you can grow", which means "Potato seed = potato that you have to wait for", and that is the most artificial difficulty/economy barrier I've ever seen in my life, why not just give me the potato then?
Now, skill talk. Besides some perks needing a rework/tweak, I do believe the biggest issue with the current system is the main attribute system. All it does is give you dismemberment chance and headshot damage for weapons affected by that tree, which uninspiring, boring and uncharacteristic of the tree. Not to mention, you have to waste your points, to break the gatekeep of the perks that require X attribute level. The reason this works in fallout 4 (the only fallout that allows you to alocate perk points into SPECIAL stats), is because you can choose what to spec as you create your character, and are not forced to start with all of them at 1. Just imagine fallout 4 but you start with 1 SPECIAL stat, and have to work your way to even get the required points for a perk, that has levels itself. That's 7 days to die perk system atm, but for some reason later levels cost 2 and 3 points.
I would either allow the player to allocate attribute points when he creates the world (15 points for example) and then create more variety of perks and rebalance their values.
Or, I would have a LBD system that only affects attributes so relevant actions improve points in that category.
Strength - Harvesting, using shotguns, using clubs, using sledgehammers
Perception - Scoring headshots, using rifles, using spears, looting
Fortitude - Using fist weapons, using machineguns, taking damage, running
Agility - Using bows, using knives, using pistols, jumping, sneaking/sneak attack
Intellect - Crafting, healing, bartering, questing, using batons, using turrets
This way your attributes naturally adapt to your playstyle, considering that now everyone can have a pipe version of their skill's weapon early on very easily. If you fully focus on one thing, you're going to excel at it, and will be maxed out at like day 7, allowing you to focus your perk points on...the perks. Obviously we would need some form of XP nerf or have some perks require 2 points instead of 1 through all levels, things like that.