PC Please GET RID of Alpha 17

So much wrongness in such a little post.
1. As you may have noticed in the forums, he is absolutly not the only one not happy with a17 direction

2. Not an mmo nor subscription service? What does that mean? Developers dont need to care about players wishes anymore? Why are they even making updates then?

3. Exploits not working? Thats what you understand of all the posts not happy about a17? I bet it isnt, it's just a way of trolling ppl writing tons of arguments about what they dislike. Actually, new base design encourages exploiting the AI much more than in a16, so not sure what you are even talking about. If it's about the digging zombies, sure, that was a good change. Not likeing a17 direction doesnt mean every change wasnt good.

4. beeing able to adapt to changes dont make those changes good. Can I just spend most of my time fighting instead of playing a survival+crafting focused game? Sure. But I dont like it.
1. Something you may have learned in school, or if you ever worked in retail at all, the negative ninnies are always louder. You will hear more from the negatives that you will from the positives.

Why?

Because the tens of thousands of people who are happy with the changes, are out there owning it. They're aren't here being salty.

2. Who said that? No one. Did you ever read the Steam EA FAQ? Might try taking a stab at doing that again.

What is the game like to play right now?When you buy an Early Access game, you should consider what the game is like to play right now. Look at the screenshots and videos to see what the game looks like in its current state. There are a lot of ways a game can go as it develops over time, so if you aren't excited to play the game in its current state, then hold off and wait until the next update--it shouldn't be far off.
This works the other way as well. If you aren't happy with the games current update, go play the older version you are happy with.

3. It's been a pretty common factor. People aren't happy that they have to actually face a challenge in a survival game. Go figure. They aren't happy that the way the devs want the game to be, don't match with their own personal views.

4. As stated previously, you're free to go play earlier versions. You're also free to go play Minecraft, Rust, Dayz, or whatever other game floats your boat.

The point is, that this is an Alpha title that is still undergoing changes to its core features. When you buy into EA, you buy into participating in that process, for good or bad. If you cannot deal with that, EA is not for you.

 
I started out hating A17e, now, I'm a bit more ambivalent towards it.

I think that if they change the XP killing Z's gives you and boost "crafting / doing" XP, it will be a step in the right direction to start.

Z pathing, as far as I'm concerned the Z's are too smart. Bandits.... I can see Bandits knowing to attack the base pillars, but having the Z's do that is just irritating. (yes, yes, I know, the only safe place is the main menu)....

Encumbrance is a pain, but yeah I need to get back to using loot boxes at POIs, like anything it's a trade off movement speed or addiction vs less trips, less likely to encounter more Z's which I either need to kill, and advance my game stage, or avoid and add time to travel back to my base.

Speaking of that... Vultures. I had 4 of them follow me as I went to go get the supply drop, and while they never attacked me (at full health) the entire trip), they did swoop down close while I was engaged with the outdoor Z's as I did not want to avoid them, and potentially lose track of the air drop. Once I did get to the air drop, I went ahead and shot them down for a nice bounty of rotten meat and feathers, but it was still a pain.

Again on pathing, I set up the parking garage as my 7 day defense base, put up barbed wire to slow them down and was ready to snip them as they came up the ramp with a retreat set up that I could easily collapse so I could get to the next level, but the Z's would have to go through more barbed wire.

The Z's jumped up the wall mid point and started pounding on the concrete block next to me instead of taking the ramp path. So I had to retreat at the start of the night and then wait at the top for the Z's to come around the corner. I've managed so far, solo play, but it's been a learning experience for sure.

 
So much wrongness in such a little post.
1. As you may have noticed in the forums, he is absolutly not the only one not happy with a17 direction

2. Not an mmo nor subscription service? What does that mean? Developers dont need to care about players wishes anymore? Why are they even making updates then?

3. Exploits not working? Thats what you understand of all the posts not happy about a17? I bet it isnt, it's just a way of trolling ppl writing tons of arguments about what they dislike. Actually, new base design encourages exploiting the AI much more than in a16, so not sure what you are even talking about. If it's about the digging zombies, sure, that was a good change. Not likeing a17 direction doesnt mean every change wasnt good.

4. beeing able to adapt to changes dont make those changes good. Can I just spend most of my time fighting instead of playing a survival+crafting focused game? Sure. But I dont like it.
1. With the extensive feedback he provided, I'm quite positive I'm correct about my assumptions. And we have what? 20 people posting they doin't like A17? Meanwhile, 20.000 playes it. Perception bias of vocal minority.

2. It means that his "I quit" tantrum has no value what so ever.

3. Look point 1 and in regards to AI, no more fully passive defenses, no more hiding at bedrock with impunity, no more free loot of all qualities of Zs just coming to you. Only people who may complain about AI atm are the ones who exploited it for permanent safety, which was never supposed to be a thing.

4. You're talking balance of values and unless you live under a rock, you are fully aware its being tweaked as we speak.

 
With all due respect to The pimps, there are way more "negative ninnies" regarding a17 than any other alpha.

 
No, you're not. You choose to do the exact same thing every time.But that's fine. You do you.
I think the reason I feel this way is because most of the things that I would spend points on (to play differently) are behind level locks (I know "the game is easily modded" is the "standard response" to this gripe). To be efficient as a player with the current level locks there's very minimal ways to spend your points. I'm not complaining about it anymore until stable though.

 
1. With the extensive feedback he provided, I'm quite positive I'm correct about my assumptions. And we have what? 20 people posting they doin't like A17? Meanwhile, 20.000 playes it. Perception bias of vocal minority.
To be fair, your bias is just as bad as the one you're criticizing. People may not enjoy A17 as much as A16 or at least not as much as they thought they would, that doesn't mean they aren't still currently playing (because it just got released and people want to try it out extensively). Nor does everyone that dislikes it come in here to talk about it. Out of those 20K players, a lot may actually play because of the novelty of the release but won't spend much time playing in the future once they feel like they have seen everything new there's to see in A17. Furthemore, you say 20K players do play it, but how many tried and currently don't ?

Not trying to argue about numbers here, but I just wanted to point out your argument doesn't rely on any safe and 100% objective numbers either.

 
With all due respect to The pimps, there are way more "negative ninnies" regarding a17 than any other alpha.
I've been wondering about that. What's your theory there Guppy? (Why so many for A17?)

I've also noticed that those "negative ninnies" have really lowered the bar with regard to these rant-posts. Feels like 95% drama and only 5% of identifiable issues that can be discussed.

-Morloc

 
No, you're not. You choose to do the exact same thing every time.But that's fine. You do you.
So heres a quick list of all the stuff i feel i *have* to take for the game to be enjoyable:

- pack mule - this needs to be maxed for the game to be fun and not a chore, we had a good sized inventory in a16 and now we have bugger all space and these encumbrance slots which suck (feather weighs more than a stack of concrete depending which slot its in), id actually be highly in support of an encumbrance system if its done properly (lose the grid based inventory and assign everything weight) as it stands though it sucks big time.

- +harvest skills (motherload) - fairly obvious one, harvesting ♥♥♥♥ ammounts of resources from things is tedious as hell, these skills all need to be maxed for the game not to feel like a grind.

- Miner69er - i like to build in this game and it usualy involves some digging or mining, this perk is not optinal, without it mining takes even longer. (Its currently about 3x as slow in a17e with max level compared to a16)

- health and stamina - honestly a16 had this handled waaaay better with the wellness system, at current nobody is going to choose to have ♥♥♥♥ stamina so all skills around its max (god this is awful, id rather see it tied directly to player level than some 'optional perks') or regen are basicly mandatory

Combat damage - be it ranged or melee you have to take somthing to increase your damage because if you dont it will forever take you 5 attacks to kill a single zombie, bullet sponges aint fun and at present weapons only really work well if you take the perk and without are not worth using, some kind of damage boost is required for the game to not be a spongey mess. (Also WTF happened to headshots doing decent damage, this needs to be the case all the time, not only when you are level 100 and taken the relevant perks)

- crafting recipes - given that i tend to play most solo, these are not optional, i need to be able to craft things to enjoy the game.

Weather survival - i usualy disable this feature via console, it never added any fun to the game, just micro managing clothing but if i was unable to disable it then the perks that basically turn it off would feel mandatory too.

So... how am i supposed to choose anything diffrent? None of these feel like choices.

 
If that's the only way you play then you are correct.

You can only pick those specific perks just like you could only buy the same perks in the same order in A16.

No game with multiple skill trees will ever offer any choice to you.

 
I've been wondering about that. What's your theory there Guppy? (Why so many for A17?)I've also noticed that those "negative ninnies" have really lowered the bar with regard to these rant-posts. Feels like 95% drama and only 5% of identifiable issues that can be discussed.

-Morloc
Level gating, pure and simple. It's dumb, and although you're right, clearly there is a segment that can't articulate their problem with it, yet the problem still exists. No one likes artificial gating. And especially after waiting a YEAR+ for an update? I think people expected "more", not less.

And removing the /ability/ to mod "xp gain by doing" back in? Well, it just makes the entire game feel like an artificial FPS RPG. Might as well as kept the health bars back in. We have bouncy graphic icons for quests, magically resetting poi's, stats and perks no one really understands, and level gating.

 
Level gating, pure and simple. It's dumb, and although you're right, clearly there is a segment that can't articulate their problem with it, yet the problem still exists. No one likes artificial gating. And especially after waiting a YEAR+ for an update? I think people expected "more", not less.
And removing the /ability/ to mod "xp gain by doing" back in? Well, it just makes the entire game feel like an artificial FPS RPG. Might as well as kept the health bars back in. We have bouncy graphic icons for quests, magically resetting poi's, stats and perks no one really understands, and level gating.
This^^^ well said sir

 
I've been wondering about that. What's your theory there Guppy? (Why so many for A17?)I've also noticed that those "negative ninnies" have really lowered the bar with regard to these rant-posts. Feels like 95% drama and only 5% of identifiable issues that can be discussed.

-Morloc
Probably because there has been so many changes both fundamentally and at large.

GS ramps up way faster.

POI's have more Zombies, jump scares and traps

Perksystem is "grind one buy all"

#levelgate

RGW is smaller flatter and have less biomes.

Building is way slower

Zombies destroys blocks in minutes

Weapon system is changed at large

Loot and zombie loot is changed at large

Schematics are fundamentally changed

Performance seems to be lower for some

That are a lot of topics to disagree on.

 
If that's the only way you play then you are correct.You can only pick those specific perks just like you could only buy the same perks in the same order in A16.

No game with multiple skill trees will ever offer any choice to you.
Im actualy a fan of skill trees in other games, absolutely love path of exiles passive tree. I like a lot of RPGs, however this is 7 days to die, its not a game i play for its RPG elements its a game i play to build cool bases to test vs 7th day hordes, to be honest this RPG lite system is just strangling all the fun out of what used to be my favourite building game.

 
Level gating, pure and simple. It's dumb, and although you're right, clearly there is a segment that can't articulate their problem with it, yet the problem still exists. No one likes artificial gating. And especially after waiting a YEAR+ for an update? I think people expected "more", not less.
And removing the /ability/ to mod "xp gain by doing" back in? Well, it just makes the entire game feel like an artificial FPS RPG. Might as well as kept the health bars back in. We have bouncy graphic icons for quests, magically resetting poi's, stats and perks no one really understands, and level gating.

I guess I may be one of the few who just doesn't care about level gating very much. Gaining skills through use is more immersive and correct, but it does lead to weird grinding the same way there's experience grinding. Humping cacti for Armor, making crates of bandages for Science, digging a tunnel to Jamaica for mining skills. In the end, they're still artificial, and need to be overlooked for the sake of gameplay. It might be nice to have a combination where the base skills were raised through use and the perks gated by character level AND skill level (still purchased with earned points).

Magically resetting POIs is a problem. Nothing more fun than exploiting the snots out of a bookshop by clearing it out, then doing so again immediately after activating a quest. BUT....it does solve the problem of POI destruction by gnawing zombies. With the size of the maps, it wouldn't take long before you started to notice the impact of your presence on the landscape. The resetting POIs keep some of the scenery intact, and provide a renewable source of things like brass and car parts. I think we perhaps need fewer special POIs relative to the old standard sort, but there are (temporary) issues with the RWG as I understand it.

The bouncy quest markers made me chuckle. Perhaps a spinning Jolly Roger? ;)

"stats and perks no one really understands..." .....yeah, that. Stamina is pretty mysterious to me (I could be wrong). I mean, this ~might~ be good, because it seems like the rate of recharge is a VERY complicated formula. Health, thirst, hunger, perks, disease/debuffs, activity. Then there's "stamina damage" which I thought was the same as hunger, but now I'm not so sure...lol.

Other than the temporary RWG woes, I think my biggest issue was leaving behind the more complex quality system on gear. Swinging a pickaxe used to combine item base quality (down to the exact number, and yes...I know...rounding) with your stamina, perks, and current item repair to determine the damage you did with a swing. Even with the mods, things feel more "flat" now when computing these things....it'd be nice if they brought back some of the robust elements of the old system to the new one.

-Morloc

 
I actually like not being able to craft/create something until you reach a certain level. In A16 I was able to make iron tools on day 2, and most of my games ran for maybe 2 weeks?

 
I guess I may be one of the few who just doesn't care about level gating very much. Gaining skills through use is more immersive and correct, but it does lead to weird grinding the same way there's experience grinding. Humping cacti for Armor, making crates of bandages for Science, digging a tunnel to Jamaica for mining skills. In the end, they're still artificial, and need to be overlooked for the sake of gameplay.
-Morloc
Here's the thing with those though, it was your choice as the player to exploit those or not (I chose not to). Now there is no choice. Want to level? Farm them zambies bro. lol

 
Im actualy a fan of skill trees in other games, absolutely love path of exiles passive tree. I like a lot of RPGs, however this is 7 days to die, its not a game i play for its RPG elements its a game i play to build cool bases to test vs 7th day hordes, to be honest this RPG lite system is just strangling all the fun out of what used to be my favourite building game.
i 100% agree. im used to build fancy Bases i spend hours building and had alot of fun. all u do now i grinding some stone and wood to put something together to survive the horde. i would love to se better yields harvesting :playball:

 
Level gating, pure and simple. It's dumb, and although you're right, clearly there is a segment that can't articulate their problem with it, yet the problem still exists. No one likes artificial gating. And especially after waiting a YEAR+ for an update? I think people expected "more", not less.
And removing the /ability/ to mod "xp gain by doing" back in? Well, it just makes the entire game feel like an artificial FPS RPG. Might as well as kept the health bars back in. We have bouncy graphic icons for quests, magically resetting poi's, stats and perks no one really understands, and level gating.
Is there any other way to gate thing besides artificial gating? Honestly wondering. I do like the way the levels play a role now.

 
So if alpha 17 is the way 7days will be i have 2 full servers of people that already Quit.. Normally you update games for better NOT FOR WORST as alpha 17 did.. i mean what did you think... i dont even know what to say anymore EVERY NEW FEATURE is a failure.. besides the rides and still anyway since i have nothing positive to say i ll just end here and hope that all this was just a bad dream...
Speak for yourself. Except for the bugs, I like the direction it's going in. I don't have a fully functional base in 5-6 days that can withstand a horde. I like that. I like not essentially hitting "end game" in a few hours of play. I like that zombies are dangerous again, and not just decoration that doesn't really do things. Melee works for the most part now. Hordes have danger associated with them again. If you're not prepared, they will knock the building right out from underneath you. That's pretty awesome because prior to A17 exp, hordes were not even a concern.

The level gating is annoying and needs to be address, and there's a bunch of other bugs (falling through the world on bikes, etc), but we are talking about an experimental of an alpha. Maybe your expectations are too high and you shouldn't be playing the exp version.

Ultimately, there's a ton of modding potential here, so once it's stable and released I'm sure there'll be a ton of modlet collections that will change things the way you'd like.

I just don't get the "every feature is a failure" posts. Y'all are all about the drama.

 
Hordes have danger associated with them again. If you're not prepared, they will knock the building right out from underneath you. That's pretty awesome because prior to A17 exp, hordes were not even a concern.
Still just as easy to path the hordes away from your base and conga line them.

The level gating is annoying and needs to be address, and there's a bunch of other bugs (falling through the world on bikes, etc), but we are talking about an experimental of an alpha. Maybe your expectations are too high and you shouldn't be playing the exp version.
The reason we have so much input right now on the forums is because it is EXPERIMENTAL lol

I just don't get the "every feature is a failure" posts. Y'all are all about the drama.
Agreed, there are good points as well. Drama is drama lol

 
Back
Top