Perk and level/xp system should leave

The devs refer to POIs as dungeons all the time. I think it is pretty clear that the creators of this game do not see it as purely a survival sim but as a hybrid of genres with RPG being one of the core genres and the fact that there are loot rooms in every dungeon is very intentional. tbh, it is pretty silly to have to explain this to longtime players in 2025. It's probably time to modify expectations and assumptions that this game is a pure survival game and come to terms with the reality that it has a major RPG footprint in its design.

The "OMG, isn't 7 Days a survival game?" reactions seem more in place for a 2015 thread when RPG elements first started appearing in the game and not 10 years later....
Intentional in what sense? In the same way they intentionally removed jars? Things can change right? Why would you get Frizled over people disliking some aspects of the game or wanting to offer suggestions on them?
I mean, dungeon crawling is part of pretty much every RPG.

Also, who would loot houses past the first few days if it was all just cupboards and nighstands?

You'd go to commercial/industrial POI as soon as possible.
That is effectively the question. If they removed loot rooms how would they incorporate that into the various POIs? Ideally without taking a ton of development time to figure out which may not be possible admittedly.

I don't like loot rooms as I think they exploiting them is too easy and I also think they don't make much sense in every single POI. I don't think it's a major issue either though.
 
Intentional in what sense? In the same way they intentionally removed jars? Things can change right? Why would you get Frizled over people disliking some aspects of the game or wanting to offer suggestions on them?
Not the same way. Jars are just an implementation of how thirst works. Making the gathering of water streamlined or more granular in execution is easily changed. In fact, they have changed jars being consumed and then not consumed and then consumed a number of times but one thing they have never changed is that thirst itself is an aspect of the game. If someone suggested that they just remove hunger and thirst completely, they would be wasting their breath.

In the same way, whether a POI has a loot room or the the treasure is spread out or some other form is used is certainly changeable and has and will be changed. I'm not "frizled" over people making suggestions for how the RPG aspect of this game will be executed and if you reread what I wrote you'll see that I did not criticize any specific suggestion. But asking "isn't this a survival game" is just ridiculous at this stage. No. It's not. Not purely and no suggestion to drop the RPG aspect is going to get any traction

Asking them to drop the RPG elements and focus only on survival is not like asking them to bring jars back at all. They didn't create this game to be a jar filling game. They created it to be a survival/RPG/base defense/sandbox hybrid game. They aren't going to get rid of one of those no matter how much you ask.

That doesn't mean you can't ask but if you do I'm going to point out the futility of it.
 
Asking them to drop the RPG elements and focus only on survival is not like asking them to bring jars back at all. They didn't create this game to be a jar filling game. They created it to be a survival/RPG/base defense/sandbox hybrid game. They aren't going to get rid of one of those no matter how much you ask.

That doesn't mean you can't ask but if you do I'm going to point out the futility of it.
They have also changed the system by which you level several times. My point is basically nothing is ever off the table and I don't think re-working loot room mechanics is so off the charts that it's impossible to see happen. It's not about removing RPG mechanics, but making the game better and less exploitable. Just because you re-work loot rooms or remove them doesn't mean the game isn't an RPG still.
 
They have also changed the system by which you level several times. My point is basically nothing is ever off the table and I don't think re-working loot room mechanics is so off the charts that it's impossible to see happen. It's not about removing RPG mechanics, but making the game better and less exploitable. Just because you re-work loot rooms or remove them doesn't mean the game isn't an RPG still.
I see the problem. You thought I was responding to you even though I didn’t quote you. I didn’t quote anyone who was talking about loot rooms. I was responding to the thread title and also the oft repeated phrase “Isn’t this a survival game?”

Where in my post did I object to how loot rooms could be changed? Didn’t I already state in my first reply to you that it doesn’t matter to me how loot rooms are done?

I agree that they could change loot rooms and jars and the method of leveling a dozen more times. But they aren’t going to remove leveling and perks and abandon their core RPG elements completely to change this game into a pure survival sim as some have been calling for in this thread and elsewhere.

Regarding loot rooms, they already are altering how they implement those in newer POIs. That’s fine by me. I’d rather they keep doing that rather than spend time redesigning old ones to get rid of the one treasure room.
 
.... they aren’t going to remove leveling and perks and abandon their core RPG elements completely to change this game into a pure survival sim as some have been calling for in this thread and elsewhere.

Is "survivy" ( you don't know how hard it is to make up words with auto correct on) enough...I mean, as soon as we get DaJars back.

I really don't get the argument otherwise.

I mean you can RPG a survivalist within the current version of the game, mostly.
 
Is "survivy" ( you don't know how hard it is to make up words with auto correct on) enough...I mean, as soon as we get DaJars back.

I really don't get the argument otherwise.

I mean you can RPG a survivalist within the current version of the game, mostly.
Hmmm..I’m confused about what you are arguing for. I THINK you are somewhat agreeing that the game has enough survival aspects that you can currently role play as a survivalist if you want but then Alexzander liked your post which kind of goes against his own title and OP if I read you right.

I guess I don’t know what you meant by “the argument”. My argument? Those who want a pure survival game and want the removal of leveling and perks?
 
Hmmm..I’m confused about what you are arguing for. I THINK you are somewhat agreeing that the game has enough survival aspects that you can currently role play as a survivalist if you want but then Alexzander liked your post which kind of goes against his own title and OP if I read you right.

I guess I don’t know what you meant by “the argument”. My argument? Those who want a pure survival game and want the removal of leveling and perks?

Come on Fun Pimps, listen to the playerbase! /s
 
Hmmm..I’m confused about what you are arguing for.

Not arguing.

I THINK you are somewhat agreeing that the game has enough survival aspects that you can currently role play as a survivalist if you want
Yes!
but then Alexzander liked your post which kind of goes against his own title and OP if I read you right.

Not my problem :).

I guess I don’t know what you meant by “the argument”. My argument? Those who want a pure survival game and want the removal of leveling and perks?

That is the part where I may have muddied the waters.

Would I love a purer survival zombie apocalypse within the voxel environment? Yes.

Do I feel that the game does "enough" to make it "survivy"? Yes, barely, but yes.

To argue "otherwise" is to introduce a head into wall, and repeat until no more head exists.

That was my argument for the mechanic to extract water...from....water...w/o modding. Just that little change made it more "survivy" for moi. Inventory slot be ■■■■ed, as that is all part of "survivy".

I am an oddball, that I dont correlate leveling and perks with survival. However, If I were to have my wish, some things would be learned by reading but quality should be improved by doing.

Clear as mud?
 
My feelings on the loot room are.. not passionate, but that said I think the bad outweighs the good. Ultimately, I think it's kinda unimmersive, and I don't think there's a any particularly good arguements to have a loot room. If playing on a larger server I can imagine quite some frustration to go to a higher end Poi with none of it's innards looted only to find the end loot snatched.. and the current design incentivizes this behavior.
... I try to keep my feelings on this one in check because I don't want to come across too hard as policing others' playstyle.
 
My feelings on the loot room are.. not passionate, but that said I think the bad outweighs the good. Ultimately, I think it's kinda unimmersive, and I don't think there's a any particularly good arguements to have a loot room. If playing on a larger server I can imagine quite some frustration to go to a higher end Poi with none of it's innards looted only to find the end loot snatched.. and the current design incentivizes this behavior.
... I try to keep my feelings on this one in check because I don't want to come across too hard as policing others' playstyle.

Yes, the way I see it, some people like exploring, I am more of an outside explorer and dungeons just dont do it for me in this genre. In the sense that it has its place by story play? Not sure how to explain it, other than dungeons IMnsHO belong in ....... D&D :).

Now the way it is doesnt necessarily detract from my "survival". If I see an interesting PoI, I explore it. Unless I am specifically looking for certain "stuph". Dont care for caves etc, I mean if I fall into one, cool, but I dont need them, not a dwarve.......in this game :).

I think (danger Will Robinson danger) probably best way, maybe, is to do a random loot room placement, but it has to be where every room is in play. Otherwise you learn which x of x # of rooms can be the spawn. If it just so happens you hit the "loot room" at the front door, then so be it, you got lucky on that one. Maybe next time is in the basement where direwolfdog is asleep.
 
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