Opinion: Ways to Fix 7D2D Going Forward

I'm going to preface this by putting this out there: THIS IS ALL JUST MY OPINION, MAN...

Good morning/evening/whatever to you folks. I'm sure I'm speaking for a lot of people here, but I've not been able to enjoy 7D2D for a long time now, and I find that troublesome.

This game started as an awesome take on the zombie/survival-horror/open-world/sandbox style of game and has come a very long way from its humble beginnings (Anyone here remember the Minecraft-esque build method? Anyone...? Anyone...?). There are so many great things in the game as it sits right now, and the zombie models and biome designs are better than they ever have been, in my opinion.

Unfortunately, TFP seems to have forgotten what the original intent of the game was and have stripped away so much from what made the game great. Many of the features that used to be integral to the game have been removed or stripped back in favor of some less-than-great mechanics and obnoxious gates.

In my opinion, 7D2D has an incredible frame to build upon. The basic elements of the game are solid, but we need to change a lot of things to get it back on track.

1) Get rid of the biome gates. The smoothie mechanic feels absolutely horrible and take away from the "open world" aspect of the game. If I want to start the game by immediately going to the snow biomes, I should be able to do that. This mechanic feels more like a punishment than an actual "mechanic."
2) Reinstate the heat/cold/moisture mechanics. Previously, we had mechanics for heat and cold levels in the various biomes, which made sense for the appropriate biomes. If you went to a desert, you needed some lighter clothing or some mods that made your clothing lighter so you wouldn't overheat. If you were going to a cold mountain, you needed more insulation. If you dive into water, you get wet, which made it harder to move and made cold set in faster. The lack of this simply doesn't make sense in a "survival" game, particularly because they were already in the game previously. If I dive into a lake, I should get wet. If I go to the desert, I should get hot, and so on.
3) Increase spawn rates in towns and cities. In this current iteration, I've played on a server where I was trying to find burned zombies in the burned biome, as that was a requirement to get the badge to not be hit by the environment. I burned through 10 smoothies and several missions from Jenny, and not a single burned zombie showed up. I think I saw every OTHER kind of zombie in that area, but not the one that I actually needed. This is caused by TFP lowering spawn rates in the cities/towns, getting rid of the sound sensitivity of zombies, getting rid of the zombie "scent" mechanic where they could smell the food in your inventory, and other things. This must be changed. At the very least, I should be able to find the zombies I need to get that stupid badge in the appropriate biome with relative ease. I shouldn't have to burn through 10 smoothies to not find a single one.
4) Implement the things that were promised. Where the hell are the bandits? What the hell is this stupid "storm" mechanic that we have going on right now? As it sits now, there's no sign that the bandits will be implemented any time soon and the storms are basically a degen that barely effects you. There's no urgency or no danger in sitting in a storm. You can just get into a house and completely remove the effects or just spam healing items and completely ignore it.
5) Zombie pathing/targeting mechanics. While I think the pathing is decent overall, it's way too easy to cheese the zombies with some base builds. Additionally, there used to be mechanics like "dead piles" of zombies that they could run over in order to get over your defenses. There's also the issue of certain block types basically creating forcefields for bases or certain block types being "solid" when they clearly are not. I know some folks like the cheese style of base, and admittedly, they are pretty fun to build, but some improvements in the zombie pathing and targeting AI can keep the fun available while improving the survival aspects of the game. Zombies should also be able to take fall damage. If a player can take it, the enemies should be able to take it, in most cases.
6) Reinstate the old wellness system. In previous iterations of the game, there was a sort of wellness system that would have long-term effects on the player's health and stamina. Without this, temporary debuffs or degens to stats mean basically nothing, especially as you climb up the skill trees and can start negating the effects of, say, a broken leg immediately. Adding something like this back in would greatly improve the survival aspects of the game.
7) Fix the ■■■■ "dew" collectors and liquids in general. They're rain collectors guys. Come on. I know this is a bit nit-pickey, but seriously. They're rain collectors. Additionally, in previous iterations of the game, we'd have glass jars that could be found to store things in. If you wanted to make some sort of beverage, you'd have to have a glass jar. That makes sense, if you ask me. Liquid do be like that. Why is it now that when you make water, you have some single-use jar that just magically appears? Not only that, but why would we NOT keep those jars, especially given that they were already in the game before? The survival aspect of the game would greatly improve with simple changes like these.
8) Get rid of those stupid magazines. There's nothing worse than being gated in progression because you can't find a stupid magazine to build something, or to create something. My favorite example of this is "grilled meat." I don't need a ■■■■ magazine to create that. It's pretty straight forward. It's kind of in the name. This isn't a five star restaurant. This is Navezgane and we're all a bit jacked here. Reinstating the old "learn by doing" system would be ideal, in my opinion. The books could stay, but I feel as though those should only be around to unlock certain skills or items. For example, the creation of certain items or to augment things you already do/have.
9) Better armor and dying options. We used to have all sorts of different kinds of armor types that we could dye and would be better or worse in certain situations. The fact that we can't dye the current armor set is just insane, considering we used to be able to dye things previously. Instead of the current armor sets, I would propose to use the older armor sets, but create items that would give benefits to certain skills. For example, the "farmer" set might be able to equip a special item in its gloves called "Master Trowel" to improve the yield of plants or maybe you could add a hand-sickle to the game that would do less damage to terrain/enemies/buildings, but would improve the yield of crops.
10) STOP. MAKING. DLC. Seriously. You guys. You haven't even delivered on promises made when the game initially launched, but you're selling cosmetic DLCs that we can't actually see. Not only that, but at least one of the traders actively advertises them. That feels terrible, especially in a game that's not even really finished yet, even though it's in the 2.0 iteration.

Once again, this is all my opinion. I doubt TFP will read this, but I hope they do and I hope this starts some discussion on how this game could be better. It's got such a cool framework already built into it and the community is pretty awesome. Hopefully the game can follow suit and be better going forward.
 
1) You can disable Biome Progression.
2) The temperature system will be making a return.
3) I get plenty of zombies in my worlds, especially those burnt guys. They creep on me all the time when doing missions in the BF and groan at me like I owe them money. Rude.
4) When the temperature system comes into play I have a feeling it will pair well with Storms. About the bandits, have no fear. They are coming in 3.0 and are actively being worked on.
5) I agree wholeheartedly, but I think no matter what TFP decides to do with zombie pathing there will always be opportunity for cheesing. Their new ability to crawl through one space gaps has gotten me quite a few times now though. Sneaky things.
6) I think the system we currently have in place is pretty decent, but that's just my opinion. Not saying you are wrong or anything.
7) If they were rain collectors they would only work when it is raining in-game. Dew can be collected throughout most of the day (usually early mornings). The jar system was too simple to me and added unnecessary inventory clutter. I like the dew collectors for passive water collection, but I know many are attached to their jars.
8) I heavily disliked the Learn by Doing system only because we had to do so much of it. Looting magazines in a looting/zombie survival game makes sense, however I think they can probably mix both systems together to appeal to both sides. For example, not making everything involve having to read a magazine. Cooking is a big offender.
9) 100%. As of right now, mods handle armor better than vanilla.
10) It's basically one DLC out of how many years TFP have been working on the game and I think they are more than entitled to releasing it and more. I have zero doubt we will see 3.0 next year (possibly even sooner but don't hold your breath).
 
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  1. They can be disabled and they are working on changes to improve them, so they may not be so bad after that. But I also don't like gating. Since it can't be disabled, I didn't care that it is there for those who do like it.
  2. Already returning.
  3. I think they are decent as they are, and performance will determine how many are there for vanilla. Mods let you increase it more. If you want more, turn on feral sense or visit POI. For biome badges, burnt zombies were easy to find. The only ones that were any actual challenge were the radiated. And I only ever used a single smoothie (in the snow).
  4. Bandits are coming in 3.0 as had been stated for over a year.
  5. Pathing will continue to be improved. I am happy not to have a ton of corpses to deal with.
  6. I don't really want that back. Too much like work.
  7. I don't want empty jars back. And there isn't any chance if them coming back anyhow. The dew collectors are fine.
  8. Magazines work. This is a game and some things are fine for gameplay reasons. I hate LBD, so this works fine.
  9. Armor dying will return. And no, the old armor/clothes didn't matter. You could wear whatever you wanted for all situations. Temperature didn't matter, so you didn't have to worry about that when picking clothing. And armor was basically just armor classes like medium and heavy, which you still have.
  10. What is wrong with DLC? If you don't like it, don't buy it.
 
The OP is EXACTLY right about this. This game is holds your hand so much now.

It's an amusement park. It's a candyland of loot, so much loot. It is no longer open world, but rather a specified progression system. The DLC was done in EXTREMELY poor taste considering you can't even see your own model while playing. Not only that, but if they made multiplayer actually a thing (and not this 8 player co-op silliness) at least other players could see it. The removal of jars made zero sense in how they implemented it. Like dew collectors can create glass jars out of thin air? Come on, it's so silly.

It's a series of band-aids over band-aids to the point that the reasoning behind gameplay choices is ridiculous.

When I started playing this game, it was a bleak world that was difficult to survive in. Zombies were scary. It was a survival experience. There is no survival experience anymore. You are led by series of quests. Old systems that helped set the mood have been removed.

This is now an arcade-like looter-shooter. No survival, no more open world, and you really don't need to craft much any more. It's sad that TFP gave up on the vision.

Can they fix it? Sure. Will they?
 
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1) You can disable Biome Progression.
2) The temperature system will be making a return.
3) I get plenty of zombies in my worlds, especially those burnt guys. They creep on me all the time when doing missions in the BF and groan at me like I owe them money. Rude.
4) When the temperature system comes into play I have a feeling it will pair well with Storms. About the bandits, have no fear. They are coming in 3.0 and are actively being worked on.
5) I agree wholeheartedly, but I think no matter what TFP decides to do with zombie pathing there will always be opportunity for cheesing. Their new ability to crawl through one space gaps has gotten me quite a few times now though. Sneaky things.
6) I think the system we currently have in place is pretty decent, but that's just my opinion. Not saying you are wrong or anything.
7) If they were rain collectors they would only work when it is raining in-game. Dew can be collected throughout most of the day (usually early mornings). The jar system was too simple to me and added unnecessary inventory clutter. I like the dew collectors for passive water collection, but I know many are attached to their jars.
8) I heavily disliked the Learn by Doing system only because we had to do so much of it. Looting magazines in a looting/zombie survival game makes sense, however I think they can probably mix both systems together to appeal to both sides. For example, not making everything involve having to read a magazine. Cooking is a big offender.
9) 100%. As of right now, mods handle armor better than vanilla.
10) It's basically one DLC out of how many years TFP have been working on the game and I think they are more than entitled to releasing it and more. I have zero doubt we will see 3.0 next year (possibly even sooner but don't hold your breath).

Apologies to cherry pick only one part of your post, but it's arguments like #1 that I find trouble with. (Nothing personal with you at all.) Yes, it's awesome that we can turn them off (storms and biome progression), especially to those on PC who don't know how to mod, and console players who have no access to mods at all. I will never stop praising to the sun that new toggleable features are always good, within reason. ARK's went a bit overboard to the point it's genuinely overwhelming or even unintelligible...

However.

Maybe this was your intention, maybe it is not, but hand waving all forms of critique by pointing to the in-game toggle doesn't help anyone. It doesn't help the player, and it doesn't help the development team who may be seeking player feedback on such features. So long as the player's review is coming from a good place, and they're civil about it and their post is readable, even if it is never read or reaches the powers that be, it should never be merely dismissed. If there was a genuine problem with zombie AI that person(s) found frustrating, one could make the same argument by telling them to just turn zombie spawns off. Yes, the option is there, but it does nothing to address their concerns, and it comes across as a bit patronizing. I mean no offence.

I say this with concern because it's a common sentiment nowadays to dismiss anyone not praising the product to the lord above as "mindless hate" and is dismissed as such. It's very unfortunate.

Concerning OP's post for point 1 though, no, it was not the most helpful - it was all bash and no cash.
 
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