Logic/Common Sense and 7 Days to Die

This kind of makes me laugh. TFP has never really been one to claim their game was realistic. If you want realism, there are other games out there that try for that. This game is almost a joke about the horror genre rather than a realistic interpretation of it. That's been the case as long as I've played the game. If you want to see only realism, this isn't the game for you. That isn't something that is likely to change. Accept that this is entirely a *game* and as such can and will do things entirely unrealistic for gameplay reasons.

What it really sounds like is that the OP hates RPG in the game. But that was the intention of the devs and it's what we have. If PZ is something the OP prefers, then play that. I've tried it and didn't like it. Games do not have to be the same as each other. It's good to have variety. The OP likes PZ. I like 7D2D. It gives different people different games to play that fit more with what they enjoy.

Btw, as far as reasons for stuff happening... you do understand that the story is still coming, right?
 
Just read the kickstarter page of 7D2D: https://www.kickstarter.com/projects/7daystodie/7-days-to-die-zombie-survival-game . This is how the game was imagined by TFP at the start. Notice that what we have now is very similar to what is described there, with very few exceptions.

The game was initially just a small part of the game how it was supposed to be in the end. Having RPG features was not an idea that came about 8 years after they started, it was already in the kickstarter page. The RPG elements were just not implemented yet in the first versions.
If you want to go over outdated facts - let's go over them. Quote - "7 Days to Die is an open world, voxel-based, sandbox game that is a unique mash up of First Person Shooter, Survival Horror, Tower Defense and Role Playing Games combining combat, crafting, looting, mining, exploration, and character growth." Is the game a shooter now - definitely yes. Survival Horror - I can't say. Survival - only partially - yes. Horror - I don't think so. Why? Ask yourself when was the last time you were scared in this game. Find that moment in your life, that very memory when you were scared. I remember being scared in A15, on a bloody night. I was sitting in some cellar, afraid that zombies would find me and ruin everything I did. I was about 15 years old then. A completely immature mind. As soon as they changed the graphics, the game stopped being scary at all. I'm a thousand times more scared in Rust than here.

Is it tower defense just because there are turrets? Or is it just a veil of the fact that you can build in the game? Was building unpopular? Also, I'll note that you (or someone else) somehow said this isn't a role-playing game, even though the text you gave me literally says "Role Playing Games." Leveling up your character through different branches confirms that.

Quote: "The World - Explore a beautiful, hand-crafted, voxel world with a multitude of biomes including: wastelands, forests, snowy mountains, pine forests, plains, deserts, burn forests, and radiation zones." Radiation zones have never been and never will be explorable.

Quote: "Dynamic Story Generation - The story unfolds through our “Dynamic Story Generation System,” which guides the player to other survivors, better loot, and undiscovered Points of Interest through story note quests." There's no dynamic story generation in this game because it hasn't been added yet, even though the game has officially been released. Right now, everything is at the level of fetch-and-get quests.

Quote: "Looting, Mining, and Crafting - Loot and mine a multitude of items and ingredients to create hundreds of items, including melee weapons, guns, traps, generators, motorized tools, motion detectors, landmines, auto-turrets, salves, potions, and more using our 5x5 grid Crafting System." I won't even mention crafting. It's good that they changed it. But there's something here. You see, they wanted to add potions, right? Potions! Instead of potions, we have candies, simply because they "fit the game world better than potions." But in reality, it's just a different icon. What sounds more logical, a candy that removes fall damage, or a potion that removes fall damage?

Quote: "Item Quality and Food & Water Purity - Every item in the game has a quality level and degrades with use and combination to create better items. All food and water items have a purity level, the higher the purity level. The higher the health and stamina benefits. Improve crafting to make better items. Improve cooking to make purer food and water." I have nothing to say about item quality. But water...? Water purity? Are those like three different items: "jar of dirty water," "jar of water," and "mineral water"? Fine. Food purity? I don't see dirty food.

Quote: "Grow and harvest a variety of crops and hunt, track, or domesticate a multitude of wildlife to live off the land."
Domestication of animals? I don't see that, and I don't even see an attempt at it. The chicken coop and bee house don't count.

I can say that not everything written on the Kickstarter is necessarily true and not an exaggeration.
The game was originally conceived as a mix of genres, true, but in the game, as the quotes indicate, they tried to implement as much realism as possible. After all, potions are only mentioned once.
 
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And 50% cut content is a myth. TFP experimented a lot while working on the game for 10 years. Replacing systems with different systems that fullfilled the same purpose. For example crafting went through a few iterations. But each successive version of the game was bigger than the previous and had more features.
Not everything was replaced by the better version. Much was lost without a trace. Now I'll list just a small portion of what was changed or completely cut.
List:
Blood draw kit
Drinking grain alcohol
The hoe, the ability to plow, fertilize, and moisten the soil, was removed.
Moldy bread.
The poisoning debuff was removed.
Meat variety and dozens of related items were removed.
Even the giant hornet bee was removed.
The musket was removed.
Even the M136 rocket launcher existed.
The Blessed Metal mod was removed.
The temperature system and a ton of different clothing and armor were removed.
Even Alpha 16.4 had bandits. Imagine, they wanted to add them, but they were simply cut earlier, only to be added later.
Removed the ability to assemble vehicles from parts.
Calipers, a set of stamps and punches.
Even Tungsten ore was removed.
Biofuel.
There were even ingot molds.
A shopping basket used as storage for a minibike.
Hazmat was removed.
Candlesticks, doorknobs, goblets, brass faucets, and lamps were removed.
Looting corpses was removed.
Quest notes/challenges (item).
Dozens, if not hundreds, of crafting recipes (items) were removed.
You could literally fight with sticks and bones.
That's not all. There's much more information to be found.
 
This kind of makes me laugh. TFP has never really been one to claim their game was realistic. If you want realism, there are other games out there that try for that. This game is almost a joke about the horror genre rather than a realistic interpretation of it. That's been the case as long as I've played the game. If you want to see only realism, this isn't the game for you. That isn't something that is likely to change. Accept that this is entirely a *game* and as such can and will do things entirely unrealistic for gameplay reasons.

What it really sounds like is that the OP hates RPG in the game. But that was the intention of the devs and it's what we have. If PZ is something the OP prefers, then play that. I've tried it and didn't like it. Games do not have to be the same as each other. It's good to have variety. The OP likes PZ. I like 7D2D. It gives different people different games to play that fit more with what they enjoy.

Btw, as far as reasons for stuff happening... you do understand that the story is still coming, right?

Firstly, don't steer the conversation towards PZ.
Secondly, I'm not demanding anything, I'm simply stating the fact that most of the logical systems/mechanics and item variety have been lost. Is it all about simplification, so that people think less and have more fun? In my previous reply, you can see the breakdown of what was there before, what was removed or replaced.
If you look closely, there was much more logic and realism there than now. There was even more in the plans, without taking into account what was actually implemented. And the fact that the game was going to move away from that was obvious. I'm not saying I want realism or a full-on RPG in the game. I'm saying that the game is changing and will continue to change towards RPG-like features. Sooner or later, it will reach the level of magic.
Do you remember the "hype" when the developers first introduced "badges" that allowed you to enter other biomes? Those weren't even conventions. Those were literally RPG icons that simply let the player know that entering another biome would now be without consequences.

People want the game to feel more real, but the developers are making an RPG, simply hiding their work with some kind of explanation. After much begging and pleading, they replaced the "badges" with a set of equipment. This equipment is nowhere to be seen. If the developers had made a temporary effect, like drinking a potion and gaining 24 hours of invulnerability from the biome effect, I wouldn't have been surprised.
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Who said that and when?
Some YouTubers, my friends, me and those I don't know yet.:coffee:

It doesn't sound very appropriate on my part, but still🤷‍♀️
 
I'm not really a fan of zombies stretching into demons and magic. That would take a lot of appeal out of the game for me, unless there were an option to turn that off or I could mod them out. To me, that's just the green-orange-blue zombie problem in a different skin. I think that's the space Darkness Falls has carved out and while I admire the work they've done, that's not for me.

I wouldn't mind a world being able to determine tile by tile, and biome by biome, the state of zombies and influence the spawn rate based on that state.
 
If you want to go over outdated facts - let's go over them.

Those facts are not outdated when they are about TFPs original intentions for the game. And I only wanted to make the point that their plan all along was a survival/RPG/tower defense/openworld/FPS... hybrid.

I thought you implied they tried to do something else and somewhere in the middle of development changed course and added RPG (and magic?). If I am wrong and I misunderstood one of your arugments then we can forget about it further on. If not, some counter-evidence from your side would be helpful.

It sadly says nothing about whether they planned to be a realistic simulation or not (apart from zombies who are in any case unrealistic) except for a few hints.

But the tower defense element is mentioned. The tower defense part is the blood moon by the way. You build something where you can place traps, funnel the zombies through your traps and shoot at them the same time, just like in many tower defense games. You don't need to, you can also play the blood moon as FPS only, but that is your choice in this genre-mix game. For example I play the blood moon as tower defense.

The blood moon is hinted at in the kickstarter as well, quote "Hold up somewhere safe at night as the lunar cycle speeds up and strengthens the zombies.". And the blood moon was in the game from the start. So at least the magic in form of an occult occurence was always in the game. And occult zombies as well, quote " And watch out for the unique special infected enemies like the Acid Puking Hulk whose acidic vomit can melt blocks."

Blood moon and acid puking hulks sound like occult stuff and not a realistic game. Though this isn't conclusive, just an inconclusive clue they didn't intent to make it as realistic as PZ.

Quote - "7 Days to Die is an open world, voxel-based, sandbox game that is a unique mash up of First Person Shooter, Survival Horror, Tower Defense and Role Playing Games combining combat, crafting, looting, mining, exploration, and character growth." Is the game a shooter now - definitely yes. Survival Horror - I can't say. Survival - only partially - yes. Horror - I don't think so. Why? Ask yourself when was the last time you were scared in this game. Find that moment in your life, that very memory when you were scared. I remember being scared in A15, on a bloody night. I was sitting in some cellar, afraid that zombies would find me and ruin everything I did. I was about 15 years old then. A completely immature mind. As soon as they changed the graphics, the game stopped being scary at all. I'm a thousand times more scared in Rust than here.

Every game looses most of its horror when you have played a game long enough and know its mechanisms. At least for me. But I am not the immersive type anyway. The only time I was a little scared in the game was in the first night of my first playthrough.
I agree with you that it lost a lot of the inherent horror over time, but that may also come from the fact that they added a lot of genres to an initially empty shell of a game in development. What it still has are effective jump scares, when I get surprised by a zombie.

Is it tower defense just because there are turrets? Or is it just a veil of the fact that you can build in the game? Was building unpopular?

As I said above the horde night (and in a lesser way all nights) are the tower defense part. With traps, turrets, funnels and a base you can design yourself to make your traps as effective as possible. Many action-oriented players don't do that, many players who like the game for its almost limitless building capabilities do exactly that. It is one of very few reasons I play this game for ~8 years now.

Also, I'll note that you (or someone else) somehow said this isn't a role-playing game, even though the text you gave me literally says "Role Playing Games." Leveling up your character through different branches confirms that.

I said previously that there are a few people here on the forum who say it shouldn't be labeled RPG because it is missing a lot of its characteristics. I don't agree, for me the game certainly is not a pure RPG, but it has enough RPG elements in it to be called a genremix with RPG in it.

Quote: "The World - Explore a beautiful, hand-crafted, voxel world with a multitude of biomes including: wastelands, forests, snowy mountains, pine forests, plains, deserts, burn forests, and radiation zones." Radiation zones have never been and never will be explorable.

First of all, you can't know what will eventually be in the game. Secondly this is already in the game: The wasteland currently has deadly radiation that kills you but you can still get in for short times to explore the rim. Until you have your radiation equipment, then you can fully explore it.

Quote: "Dynamic Story Generation - The story unfolds through our “Dynamic Story Generation System,” which guides the player to other survivors, better loot, and undiscovered Points of Interest through story note quests." There's no dynamic story generation in this game because it hasn't been added yet, even though the game has officially been released. Right now, everything is at the level of fetch-and-get quests.

The game is officially released but officially also still in development. You don't need to tell me that that is a bit of semantic trickery on the part of TFP, but TFP have always said they are not finished yet. At least bandits and story are definitely still missing. But in my previous post I already mentioned that there were exceptions. It is possible that that will never be in the game, or they could put in some small feature eventually that ticks that box as well

Quote: "Looting, Mining, and Crafting - Loot and mine a multitude of items and ingredients to create hundreds of items, including melee weapons, guns, traps, generators, motorized tools, motion detectors, landmines, auto-turrets, salves, potions, and more using our 5x5 grid Crafting System." I won't even mention crafting. It's good that they changed it. But there's something here. You see, they wanted to add potions, right? Potions! Instead of potions, we have candies, simply because they "fit the game world better than potions." But in reality, it's just a different icon. What sounds more logical, a candy that removes fall damage, or a potion that removes fall damage?

In an SF game you would have anti-grav shoes or rocket boots. It has the same function but is explained differently. Grats, by the way, you found some evidence that they were not after a realistic simulation game right from the start. But also their use of candy seems to suggest that they don't want it to look like a fantasy game with wizards and combat spells, so they call them candies.

Quote: "Item Quality and Food & Water Purity - Every item in the game has a quality level and degrades with use and combination to create better items. All food and water items have a purity level, the higher the purity level. The higher the health and stamina benefits. Improve crafting to make better items. Improve cooking to make purer food and water." I have nothing to say about item quality. But water...? Water purity? Are those like three different items: "jar of dirty water," "jar of water," and "mineral water"? Fine. Food purity? I don't see dirty food.

The kickstarter told their plan at that time. Not every detail is now exactly as it was planned at that time. For example not *every* item in the game has a quality level, but many important ones have. Despite those minor differences the kickstarter plan looks very much like the game we have now.

Quote: "Grow and harvest a variety of crops and hunt, track, or domesticate a multitude of wildlife to live off the land."
Domestication of animals? I don't see that, and I don't even see an attempt at it. The chicken coop and bee house don't count.

Why do they not count? Tracking and hunting, growing and harvesting are in the game. Chicken coop and bee house will certainly be used by them to show that they fullfilled this point. And I don't see why not. Naturally some survival players will point to Valheim for example and say this is how you make domestication in a game, but for the "survival light" of 7D2D those two should suffice.

I can say that not everything written on the Kickstarter is necessarily true and not an exaggeration.
The game was originally conceived as a mix of genres, true, but in the game, as the quotes indicate, they tried to implement as much realism as possible. After all, potions are only mentioned once.

Please show me the quotes that indicate they tried as much realism as possible. On the opposite side there is occultism hinted at and an acid puking hulk, you yourself found the potion. As I said above, the kickstarter page does not say anthing about whether the game was supposed to be funny and light or serious realistic. Except maybe the name of the company.
 
Not everything was replaced by the better version. Much was lost without a trace. Now I'll list just a small portion of what was changed or completely cut.
List:
Blood draw kit
Drinking grain alcohol
The hoe, the ability to plow, fertilize, and moisten the soil, was removed.

Replaced by farm plots

Moldy bread.

Still in the game, or am I missing something. Even if it were true, a few items removed from a full game with ~300 items, a thousand blocks, a thousnad different POIs, is that even 0,01% of the game?

The poisoning debuff was removed.

Replaced with a lot of other debuffs

Meat variety and dozens of related items were removed.
Even the giant hornet bee was removed.

Replaced by bee swarm

The musket was removed.

Replaced with pipe weapons generally.

Even the M136 rocket launcher existed.
The Blessed Metal mod was removed

and lots of other mods added.

The temperature system and a ton of different clothing and armor were removed.

They were at that time disabled and TFP said they would be reenabled after a redesign. And look now, we have a temperature system again.

Even Alpha 16.4 had bandits. Imagine, they wanted to add them, but they were simply cut earlier, only to be added later.

They never were in the official game AFAIK, but modders turned them on. TFP thought them not ready for release yet.

Removed the ability to assemble vehicles from parts.

Same as weapons. Was part of a redesign of the crafting system, in other words replaced like the crafting grid

Calipers, a set of stamps and punches.
Even Tungsten ore was removed.
Biofuel.

Replaced by fuel from super corn

There were even ingot molds.

Replaced by a different crafting system

A shopping basket used as storage for a minibike.

All those singular items may be beloved or nostalgic features for you, but removing or adding them are microscopic changes for a game in development. I could list hundreds of items and blocks that were added in the same time a few dozens items were removed or replaced.

Hazmat was removed.

Eventually replaced by the item that protects you in the wasteland biome

Candlesticks, doorknobs, goblets, brass faucets, and lamps were removed.

Except for brass faucets all still in the game, maybe not as lootable items anymore. You get the resources for doorknobs when you have read a sepecific book I think. And faucets are just not made of brass anymore.

Looting corpses was removed.

Replaced by loot bags were you only get loot from some of the killed zombies.

Quest notes/challenges (item).

Replaced by challenges

Dozens, if not hundreds, of crafting recipes (items) were removed.
You could literally fight with sticks and bones.

You can still fight with bones, after a simple crafting step.

That's not all. There's much more information to be found.

If that stuff is subjectively 50% of the game for you then so be it, it certainly isn't for me. IMHO it shows that the game intended by the developers ultimately isn't the game you wanted.

Development in Early Access of 7D2D started very early for this game and because they added a lot of game-defining stuff all through the development the game changed a lot over the years while continuously growing. Some players got the short stick and found their favourite version being relegated to history. People can still download and play them if they want, but obviously then they are also missing out on lots of newer features they might want. This is the danger inherent in EA development.
 
By the way, I don't think it is impossible that eventually TFP adds a magic combat mode.

It is just very very unlikely that they add it as default and also very unlikely that they'll add it soon.
But the new owner, BI, seems to want to extent it into a live service game. We don't know anything about details, but it possibly could mean DLCs, with new features and presets. Just like some shooters have a zombie mode 7D2D could get a magic mode that way.

Oh, and there already was a mod that added magic combat to the game. Not sure the modder is still active though.
 
Some YouTubers, my friends, me and those I don't know yet.:coffee:

It doesn't sound very appropriate on my part, but still🤷‍♀️
Well, how can I argue with that. Yikes. Lol. Considering they first released at around the same time I think neither were supposed to be a version of the other. PZ has always been more hardcore than 7 Days ever has. I've never heard anyone compare 7 Days to PZ. Outside of zombies there isn't that much similar in how they play.
 
Please show me the quotes that indicate they tried as much realism as possible.
No quotes. This is an indirect statement based on all the previously added content. The simple fact that there were so many more complex survival mechanics before than there are now baffles me.
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Still in the game, or am I missing something. Even if it were true, a few items removed from a full game with ~300 items, a thousand blocks, a thousnad different POIs, is that even 0,01% of the game?
In total, about 430-460 items were cut from the game. In total, about 430 items were cut from the game. This is clearly more than the current ~300.
 
Same as weapons. Was part of a redesign of the crafting system, in other words replaced like the crafting grid
The weapon upgrade system has been brought closer to an RPG version. I'm shocked there are no jewel inlays with buffs. Previously, it worked so that you couldn't improve a weapon beyond a certain limit. After all, its stats literally depended on the quality of the parts. And now you can upgrade almost infinitely without any logical basis. If we consider absolutely all weapons to be of poor quality, and "improved" ones to be of good quality, then why are 80% of the items in the world of poor quality? To me, this is an oddity that really catches my eye.
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Oh, and there already was a mod that added magic combat to the game. Not sure the modder is still active though.
This is the first I've heard of this. It would be interesting to see how it's implemented.
 
Bags were introduced solely to optimize the loadout and make loot more configurable rather than random. But I think looting corpses sounds better than randomly dropping bags.
I'm sure looting dead zombies will be added as an on/off feature later on (just like the ability to play the game in classic mode with no magazines in update 3.0, like on PS4 version), since people have already asked/mentioned for it in the past.
 
I'm sure looting dead zombies will be added as an on/off feature later on (just like the ability to play the game in classic mode with no magazines in update 3.0, like on PS4 version), since people have already asked/mentioned for it in the past.
That would seem unlikely as they changed the zombie bodies to be removed from the world quickly for performance reasons.
 
No quotes. This is an indirect statement based on all the previously added content. The simple fact that there were so many more complex survival mechanics before than there are now baffles me.

They didn't look complex to me. They were definitely more grindy, but TFP was playing the game as well over the years and adapting it to their liking. Madmole for example seems to have been a great fan of bethesda games, he started as a modder for those games AFAIK, and that may explain why he ultimately wanted less grind once the game had enough stuff to do in it.

As I said, the game started out as a very empty sandbox with most features still missing. It is just a guess, but maybe they had a lot more grindy mechanisms in the old versions to keep early EA players occupied and happy.

In total, about 430-460 items were cut from the game. In total, about 430 items were cut from the game. This is clearly more than the current ~300.

Probably a lot of those items were part of some feature that was redesigned. Some items were removed because they were duplicates in term of their function. I think there was also some concern about the number of items in the game because there was a limit and modders needed the ability to add items as well. So some items were removed when some other items needed to be added.
All of this is quite normal in games development if the developer wants to experiment. Items may be a very visible part of the game to the player, but they are they are a very small part of the whole game IMHO.
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This is the first I've heard of this. It would be interesting to see how it's implemented.

The name was "Sorcery mod".
 
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