I've got over a thousand hours logged in 7D2D. It's safe to say I've gotten my money's worth out of it a hundred times over, but I'll go one further and say the game would easily make the top 10 of most fun I've had playing a game. Horde nights with friends, especially early on... well... if your here reading this you already know. So I'm not here to hate on the game, but I can say I feel the game is a lot less fun than it used to be. A big part of that is the simple fact that I've played it so much, but that's certainly not the whole story.
The biggest fun killer happened when they changed the looting system making it impossible to get anything fun or exciting from vendors or looting. It used to be that early on you could get something really cool that would change your whole playthrough. Once I got an auger on day one from a pile of trash in a field. It was so exciting, it predicated the entire playthrough for me. While I intended to do something completely different, I decided to play in a way that maximized the benefit of having an auger so early in the game. I'd had a similar experience in almost every playthrough back then, I'd find a piece of loot in some random container that was so impactful it dictated the path I took from there. Sometimes the item would be in the vendor's secret stash, and I would have to feverishly attempt to earn enough dukes to buy said item before the trader restocked.
Looting used to be fun, great fun. Every container you opened held the promise of revealing something spectacular. The affects of the new looting system were felt immediately, looting became boring over night. From that moment to this day every container you open is a known quantity. It is going to be something boring. It is going to be something that based on your loot stage has the potential to be a very slight incremental upgrade. A tier 2 stone shovel. They didn't just increase the rarity of looting something fun, they removed the possibility entirely. I don't even bother to open gun safes anymore, especially in the early days. They are not worth the effort for the possible reward of a very slight incremental upgrade. Instead of excitement and wonder, opening a gun safe now feels like a slap to the face.
I've just described how an old system was vastly superior to the new system which appears to directly contradict the title. It's not a contradiction, the old loot system isn't better because it's old, it's because the new loot system fundamentally changed the game. Dukes used to have a point. Making money used to be important. Having a rapport with the vendors could be just as important as having big muscles. Going in to a a POI and looting every container used to be important. Risking your bisquet to take on a slightly more difficult POI would often prove to be worth it in the end when you came out with a big upgrade. The new loot system revolves around looting crafting ingredients and books, it flattened progression into a slow grind, it fundamentally changed the game. In my opinion it removed a great deal of fun, and I've not played much since as a direct result.
By contrast, I feel many of the small quality of life changes so many people seem to be lamenting have not really impacted gameplay. Jars were removed, yet water is less of a concern to me now than it ever was. In effect, with a handful of components you can perpetually manufacture jars, filled with water, with no material investment what so ever. You no longer get cold, hot, or wet. I can't remember the last time I cared if I was cold, hot, or wet. I could go on and on, but suffice it to say most of the old systems people seem so fond of were really just an inconvenience that was removed so players could focus on the core elements of the game. Adding them back wouldn't make the game more fun, because they weren't fun to begin with. Oh, it's hot in the desert, you need to wear a tank top under your heavy armor to stay cool, so I'd better take a tank top with me... now I'm having a good time. Oh, wet concrete takes time to cure, I need to build my horde base on day 18 and quest on day 19 instead of questing on day 18 and building on day 19... this is a party now.
Sure, the devs could add back a bunch of the old systems that were patently not fun. They could make it so that once again concrete takes time to cure, you have to carry around a bunch of clothes to wear for various temperatures, you have to carry around a stack of empty jars, and a dozen other things that do not fundamentally change the game but what we would end up with is a bunch of chores on top of boring flattened progression with stupid storms that do nothing but make you stand around in a POI and an unwarranted biome progression system that is exactly the same as we have now but instead of a badge icon we'll have a gas mask icon, albeit we'll be able to choose which biome to progress to.
In my opinion The Fun Pimps should focus on making the game more fun, because as it stands it's boring. Adding a bunch of chores, old or new, is not the answer. Get rid of storms and biome progression, the devs knew they weren't a good idea in the first place because they added a way to turn them off. Revert back to update 'whatever it was before storms' and then before making any changes to the game really think about whether or not the change would make the game more fun.
(The forums cut me off so I'll try to post my suggestions in a second post.)
I'll end where I started. I've gotten more than my money's worth out of 7 Days to Die, I've had hours of tremendous fun playing over the years. I'm very happy this game existed, and while I would love for it to grow and provide even more enjoyment, which I'd happily pay for, it owes me nothing at the point. I have little desire to play anymore, and the latest editions to the game have served only to make it that much less desirable. I feel the game has become a slow, flat grind of incremental progression and is in desperate need of a massive fun overhaul.
Thanks for your time.
The biggest fun killer happened when they changed the looting system making it impossible to get anything fun or exciting from vendors or looting. It used to be that early on you could get something really cool that would change your whole playthrough. Once I got an auger on day one from a pile of trash in a field. It was so exciting, it predicated the entire playthrough for me. While I intended to do something completely different, I decided to play in a way that maximized the benefit of having an auger so early in the game. I'd had a similar experience in almost every playthrough back then, I'd find a piece of loot in some random container that was so impactful it dictated the path I took from there. Sometimes the item would be in the vendor's secret stash, and I would have to feverishly attempt to earn enough dukes to buy said item before the trader restocked.
Looting used to be fun, great fun. Every container you opened held the promise of revealing something spectacular. The affects of the new looting system were felt immediately, looting became boring over night. From that moment to this day every container you open is a known quantity. It is going to be something boring. It is going to be something that based on your loot stage has the potential to be a very slight incremental upgrade. A tier 2 stone shovel. They didn't just increase the rarity of looting something fun, they removed the possibility entirely. I don't even bother to open gun safes anymore, especially in the early days. They are not worth the effort for the possible reward of a very slight incremental upgrade. Instead of excitement and wonder, opening a gun safe now feels like a slap to the face.
I've just described how an old system was vastly superior to the new system which appears to directly contradict the title. It's not a contradiction, the old loot system isn't better because it's old, it's because the new loot system fundamentally changed the game. Dukes used to have a point. Making money used to be important. Having a rapport with the vendors could be just as important as having big muscles. Going in to a a POI and looting every container used to be important. Risking your bisquet to take on a slightly more difficult POI would often prove to be worth it in the end when you came out with a big upgrade. The new loot system revolves around looting crafting ingredients and books, it flattened progression into a slow grind, it fundamentally changed the game. In my opinion it removed a great deal of fun, and I've not played much since as a direct result.
By contrast, I feel many of the small quality of life changes so many people seem to be lamenting have not really impacted gameplay. Jars were removed, yet water is less of a concern to me now than it ever was. In effect, with a handful of components you can perpetually manufacture jars, filled with water, with no material investment what so ever. You no longer get cold, hot, or wet. I can't remember the last time I cared if I was cold, hot, or wet. I could go on and on, but suffice it to say most of the old systems people seem so fond of were really just an inconvenience that was removed so players could focus on the core elements of the game. Adding them back wouldn't make the game more fun, because they weren't fun to begin with. Oh, it's hot in the desert, you need to wear a tank top under your heavy armor to stay cool, so I'd better take a tank top with me... now I'm having a good time. Oh, wet concrete takes time to cure, I need to build my horde base on day 18 and quest on day 19 instead of questing on day 18 and building on day 19... this is a party now.
Sure, the devs could add back a bunch of the old systems that were patently not fun. They could make it so that once again concrete takes time to cure, you have to carry around a bunch of clothes to wear for various temperatures, you have to carry around a stack of empty jars, and a dozen other things that do not fundamentally change the game but what we would end up with is a bunch of chores on top of boring flattened progression with stupid storms that do nothing but make you stand around in a POI and an unwarranted biome progression system that is exactly the same as we have now but instead of a badge icon we'll have a gas mask icon, albeit we'll be able to choose which biome to progress to.
In my opinion The Fun Pimps should focus on making the game more fun, because as it stands it's boring. Adding a bunch of chores, old or new, is not the answer. Get rid of storms and biome progression, the devs knew they weren't a good idea in the first place because they added a way to turn them off. Revert back to update 'whatever it was before storms' and then before making any changes to the game really think about whether or not the change would make the game more fun.
(The forums cut me off so I'll try to post my suggestions in a second post.)
I'll end where I started. I've gotten more than my money's worth out of 7 Days to Die, I've had hours of tremendous fun playing over the years. I'm very happy this game existed, and while I would love for it to grow and provide even more enjoyment, which I'd happily pay for, it owes me nothing at the point. I have little desire to play anymore, and the latest editions to the game have served only to make it that much less desirable. I feel the game has become a slow, flat grind of incremental progression and is in desperate need of a massive fun overhaul.
Thanks for your time.