PC Please GET RID of Alpha 17

Is there any other way to gate thing besides artificial gating? Honestly wondering. I do like the way the levels play a role now.
People complain that XP by Use could be grinded etc, but that's because when it was in, it was STILL implemented wrong.

You should gain XP in something /only/ by doing it... I should have /never/ been able to make a killer bow because I spam crafted stone axes... I SHOULD have been able to make a killer stone axe by spamming stone axes, but not a bow...

 
Is what it is. I personally am interested in what the modders are going to do. One of my servers may end up being modded if they dont work out the RWG stuff/LCB issue.

 
Please GET RID of Alpha 17
No.

I like the new Alpha. Sure, it needs some more bug fixes and some balancing, but it's an Experimental version, so this will happen.

And I know that many, many people like it, too. Why do I know this? Well, look at the Steam shop page. Since A17E the reviews went from mostly positive (79%) to very positive (87%).

The people who complain seem to be the minority. A noisy minority, because people tend to write about stuff only when they don't like it. That's the reason why we find so many negative reviews on the forums. But overall the players like 7D2D as it is in A17E.

Because of this and because the devs won't undo all the work they had done in the last 18 months, you can be sure that they won't get rid of A17, no matter how much some people complain about it.

What you can do is to deliver some specific feedback, what features need some tweaks.

 
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...
There is always a risk with kick starter backed and early access games that the game that gets created is not the game you actually wanted. As this process has gone on over the last few years, we see alpha builds with place holder features, we see alphas with false starts, etc. The devs are working towards the game *they* want to create even if it means people who fell in love with incomplete or placeholder or false start features get disappointed.

 
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
It's still our choice whether or not to farm zombies. I understand there are a lot of people who feel like they have to and why - zombies give much higher xp than other available options. But those options still exist and, personally, I've felt no need to go on a zombo killing spree expressly to level. In fact, my general playing style has become less 'kill the zombies' in A17 than otherwise.

The slower rate of materials gathering and the need to find alternate paths to iron tools early on has lead me to worry more about securing my food first (a concern I only had in A16 due to me being the main food hunter/gatherer in a group of six), and then my base because I can't just spend half a day hacking trees and have enough wood to lay down a sea of spikes. I've got to plan better, manage my time better, and look for other options.

I'm not entirely happy with certain aspects (I think the heavy reliance on RNG as alternate source needs to be altered a bit though I'm not sure of the best way to do that) but, IMO, farming is farming is farming whether I'm killing zombies to level or upgrading random blocks because my construction skill isn't high enough to buy the Steel Perk yet. I do think either zombie xp needs to be lowered or the amount of xp from other sources need to be upped (or both and we've been told this is being looked at and changed) and some of the level gates either need to be lowered (thank you bicycle) or alternate sources are more reliable. Perhaps the combination of the two will reduce the feeling of the 'need' to grind zombies.

I tend to like the concept of 'earn by doing' systems the best and can certainly understand why other people miss the old system. (I do too, to some degree.) However, I've played a lot of game that try that and every single one had glaring problems that resulted in the need to exploit the system, otherwise 'naturally' leveling some aspects worked fine while others either skyrocketed ahead to the point of being OP or lagged so far behind they were useless. Maybe those kinds of systems are just too unweildly or complicated to balance easily. If that's the case, then I'd rather have a simplified system that can be tweaked and added onto easily instead of one that's always painfully out of whack.

Edit: I should add that food gathering is relatively easy in A17. After a couple of days, I seem to get quite the haul.

 
It's still our choice whether or not to farm zombies. I understand there are a lot of people who feel like they have to and why - zombies give much higher xp than other available options. But those options still exist and, personally, I've felt no need to go on a zombo killing spree expressly to level. In fact, my general playing style has become less 'kill the zombies' in A17 than otherwise.
The slower rate of materials gathering and the need to find alternate paths to iron tools early on has lead me to worry more about securing my food first (a concern I only had in A16 due to me being the main food hunter/gatherer in a group of six), and then my base because I can't just spend half a day hacking trees and have enough wood to lay down a sea of spikes. I've got to plan better, manage my time better, and look for other options.

I'm not entirely happy with certain aspects (I think the heavy reliance on RNG as alternate source needs to be altered a bit though I'm not sure of the best way to do that) but, IMO, farming is farming is farming whether I'm killing zombies to level or upgrading random blocks because my construction skill isn't high enough to buy the Steel Perk yet. I do think either zombie xp needs to be lowered or the amount of xp from other sources need to be upped (or both and we've been told this is being looked at and changed) and some of the level gates either need to be lowered (thank you bicycle) or alternate sources are more reliable. Perhaps the combination of the two will reduce the feeling of the 'need' to grind zombies.

I tend to like the concept of 'earn by doing' systems the best and can certainly understand why other people miss the old system. (I do too, to some degree.) However, I've played a lot of game that try that and every single one had glaring problems that resulted in the need to exploit the system, otherwise 'naturally' leveling some aspects worked fine while others either skyrocketed ahead to the point of being OP or lagged so far behind they were useless. Maybe those kinds of systems are just too unweildly or complicated to balance easily. If that's the case, then I'd rather have a simplified system that can be tweaked and added onto easily instead of one that's always painfully out of whack.

Edit: I should add that food gathering is relatively easy in A17. After a couple of days, I seem to get quite the haul.
I respectfully disagree with some of this. OK, there are choices to not farm zombies for XP, not sustainable choices though. Alternative path to iron tools... trader? quest? or, farm zombies for a few days and get a forge and make them at will with most likely what would be a better level. Food? your edit makes sense since I've also found animal to be abundant, literally find multiple almost daily while farming zombies, then perk into metabolism and food is now an afterthought. I am aware they working on "balance" for the XP, but we won't know anything until that finalized. I do think TFP should bring back gun parts and books because, to me, RNG made this game great!

Anways, it seems like all these threads are beating a dead horse.

Seems like it's all but certain that at this point:

Those that like A17 will be happy moving forward to the final release product of 7DTD

Those that enjoyed A16.4 will either have to accept the changes in the future, or move on to different games.

 
You should gain XP in something /only/ by doing it... I should have /never/ been able to make a killer bow because I spam crafted stone axes... I SHOULD have been able to make a killer stone axe by spamming stone axes, but not a bow...
Quite a while ago I played one mod where they took it to the extreme.

There were like 50 different skills to grind up.

No. Just no.

 
Is there any other way to gate thing besides artificial gating? Honestly wondering. I do like the way the levels play a role now.
In another post Stompy said he removed the level gates but increased the point cost of the perks. The way I understood it the higher the perk the more expensive. This is still somewhat artificial but the player has more agency. For example if a player wanted to spend 5, 10, or whatever points to unlock forges they could. Obviously they would be sacrificing spending points in other areas to get that perk.

 
Is there any other way to gate thing besides artificial gating? Honestly wondering. I do like the way the levels play a role now.
For items:

RNG loot and resources.

Or loot and resources in specific areas.

Schematics and books. RNG, areas or trader

For skills:

Earning by doing doesn't need to be cactus jumping. That should have been incorporated into the combat xp. Killing zombies with melee weapons give you xp on ex weapon, armor and agility. The old system had flaws. But they could have patched and built upon them not removing them.

 
More of a fan of learn by doing than the current system, old system just needed tweaking really. Its a much easier system and lets people focus more on what they want to do. Nerf cactus jump etc of course!

 
I have 2k + hours in this game. I began to play in a15. The game has improved heaps and bounds since then. A16 was a great improvment. And judging by the Experimental so to A17 a great improvement. Lots has changed but most of it (imo) for the better. a15 was easy street, a16 was not as easy but still relatively so. A17 seems to be challenging and this is good.

For those who don't like the fight against the zombies, well there is always No Zombie mode or minecraft? ..This is a Zombie Apocalypse themed Survival Crafting game!..

Even with the changes the game for me is not so tough, I can understand how it might be for new players.. but hey why not? If they do not like a challenge then hell they probably wouldnt survivew in a Zombie Apocalypse anyway, so be it.

I wholeheartedly LOVE the changes, I think it is nt fair to say the devs spent time only on textures or looks.. have you even seen all the new pois!? all the new models!? all the new trees, which by the way some of provide nice cover for a underground base entrance!!

Yes I live underground and it isnt hard to surface and kill zeds when needed, and I have a base to fight the horde, all is good. I am lvl 16 im current game and the only thing that is really different atm is I don't have a forge.. and besides making some Forged Iron to repair my iron tools, I don't see the need for a forge yet. all is good.

Great Job TFP !!!

The only suggestion I have besides the obvious post-experimental stuff is.. Maybe increase the ammount of XP you get for killing each zombie.. by mbe 1/4 or 1/2.. this will make the game a little faster but hey i love it as said.

GG

 
Seriously this thread is still going?

The OP has one freaking post!

ONE!

Clearly it's just some ranting.

They don't sound particularly invested in the game all at.

How did so many people bite this hook?

dtPutIW.gif


 
I wasn't going to respond until you called those of us who actually like a challenge + the idea of survival and such "fanbois". They've broken records with concurrent player counts, forums blowing up with excitement, players who quit during a16 return to play again (myself included). I see that's a common trend in those who liked the zombies being as much of a threat as water killing you in a rain-storm, reaching end-game on day 2, and generally wanted the game to be a casual stroll in the park sight-seeing game: anyone else who likes 17 are "fanbois" and are clearly "wrong" or "lel fookin hardcore elitist ♥♥♥♥♥♥♥". You called anyone who enjoys 17 fanbois, yet mad about "dissenting voices aren't welcome here".
>Snip By OzHawkeye - Keep it civil please<
What records of concurrent playercounts are you referring to?

Peak player count was 32,518 in June of 2017. Peak player count the weekend after Thanksgiving was 27,328. That week was timed to coincide with the streaming events, several days of steam sales at $9/copy, and release of A17e which boasted high numbers.

Even though I and several others have requested data on this subject, no one has come forth with the % of players that are playing A17e versus default which is A16.4. Without knowing this, it is very difficult to say anything about representation/success of A17e. I suspect it's more likely the player counts are high because of the several days of steam sales (67% off) over a holiday weekend and less to do with the new version, but I don't really know.

It is always cyclical with 7DTD where the weekends are the peak player counts. But you should also make note that the peak player count is now 25% lower than what it was over Thanksgiving holiday (20,434). That's a pretty steep decline in just a couple of weeks.

 
Seriously this thread is still going?
The OP has one freaking post!

ONE!

Clearly it's just some ranting.

They don't sound particularly invested in the game all at.

How did so many people bite this hook?

Great clickbait title is great.

It makes me snicker everytime I see it in the thread list.

 
I have 2k + hours in this game. I began to play in a15. The game has improved heaps and bounds since then. A16 was a great improvment. And judging by the Experimental so to A17 a great improvement. Lots has changed but most of it (imo) for the better. a15 was easy street, a16 was not as easy but still relatively so. A17 seems to be challenging and this is good.
For those who don't like the fight against the zombies, well there is always No Zombie mode or minecraft? ..This is a Zombie Apocalypse themed Survival Crafting game!..

Even with the changes the game for me is not so tough, I can understand how it might be for new players.. but hey why not? If they do not like a challenge then hell they probably wouldnt survivew in a Zombie Apocalypse anyway, so be it.

I wholeheartedly LOVE the changes, I think it is nt fair to say the devs spent time only on textures or looks.. have you even seen all the new pois!? all the new models!? all the new trees, which by the way some of provide nice cover for a underground base entrance!!

Yes I live underground and it isnt hard to surface and kill zeds when needed, and I have a base to fight the horde, all is good. I am lvl 16 im current game and the only thing that is really different atm is I don't have a forge.. and besides making some Forged Iron to repair my iron tools, I don't see the need for a forge yet. all is good.

Great Job TFP !!!

The only suggestion I have besides the obvious post-experimental stuff is.. Maybe increase the ammount of XP you get for killing each zombie.. by mbe 1/4 or 1/2.. this will make the game a little faster but hey i love it as said.

GG
Not blasting your opinion at all, just curious if this is your first playthrough and have not gotten past your current level yet. The reason I ask is because you ask to make the zombie XP higher to speed the game up? A lot have the opinion, myself included, that the game is too fast at the moment. By day 30-50 (depending on your XP grind) you're level 100+ and there is nothing left to do?

 
Of course not!

In A16 there were plenty of times where I had skill points stacking up and nothing useful to buy. That clearly did not work.
In A17 I have the same problem in multiplayer. I can always spend the points I have but I don't want to spend them on the skills that are available. So sometimes I just end up with 20-35 points waiting to me level up so I can level the skill I want. I don't want to be Jack of all trades. I want to specialize in some skills (sooner than others). People have different play styles. Your play style works better with the new system. My play style works better with the old.

 
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.
That point really pisses me off whenever I see it. I for example don't like the A17 skill system (one of the main people complains). It's really game breaking for me. But I STILL PLAY A17. PLAYING A17 DOESN'T MEAN I/YOU LIKE EVERYTHING ABOUT THE A17!!!!!!!!. So I'm one of the people that like everything about the new alpha? From your logic I must be. I'm one of the 20k players.

 
Quite a while ago I played one mod where they took it to the extreme.There were like 50 different skills to grind up.

No. Just no.
Again, doing it right, is key. Half ass like tfp had it, overboard like some mods have it, no...

...it has to be done right.

Speaking of, it can't currently be modded, hopefully that gets fixed.

 
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