PC Problems with A17.2 that aren't on the 'known issues' list of the patch notes

You get more XP mining than you do killing zombies now really. Same for trees, get a lot of XP for looting, and upgrading high-end blocks while building. Crafting XP is still needing to be tweaked, but isn't "playing the game in general" better for leveling up than "mining for 6 days on and off to get gud at mining so mining will be worth my time" so you can... mine more since your lack of skills previously meant you got little resources VS the time?

Now, go mining for 10-20 mins and gain a few levels. Put some into str skills and some into something else you need. Zounds more enjoyable / exponentially faster than "grind 6 days to get good at mining. Grind 2 weeks to get good at guns. Grind 2 years to get good at healing yourself. Loot constantly for a week to finally be able to loot better. Stand in barbed wire for 4 hours to get good at damage reduction".

In case you missed it, they raised XP for other things than killing zombies (which is still the main selling point of the game too). I can level up a ton faster by hopping in a small mine than I would killing zombie hordes now. You now get rewarded for playing the game, rather than doing mindless-repetitve chores now.

 
Ya thats after 8 hours minimum of smashing skulls. None of that gives you decent xp early game. So yes the bandaid of buffing xp for other activites makes the current system slightly better than it was. Still lacks the good feels the other system gave.

 
Ya thats after 8 hours minimum of smashing skulls. None of that gives you decent xp early game. So yes the bandaid of buffing xp for other activites makes the current system slightly better than it was. Still lacks the good feels the other system gave.
8 Hours? Not saying you're doing it wrong, but I flew through early-game in a couple of hours solo on Survivalist, and by not killing zombies as the main goal. Mining, cutting trees, doing a quest here or there, looting, hunting, just killing zombies that got in my way. I was well over level 100 before day 30-38 range, and that was a lot of time wasted just checking out new blocks and whatnot.

 
8 Hours? Not saying you're doing it wrong, but I flew through early-game in a couple of hours solo on Survivalist, and by not killing zombies as the main goal. Mining, cutting trees, doing a quest here or there, looting, hunting, just killing zombies that got in my way. I was well over level 100 before day 30-38 range, and that was a lot of time wasted just checking out new blocks and whatnot.
You play solo? is that 17.2? 100 by 30-38 sounds about right for 17.1. How long till lvl25 though when you get tools and can actually get xp mining and such? I am going by my current playthrough of the current version.

 
  1. Intended due to lack of optimization.
  2. It's a feature, not a bug. Needs improvement, and can be adjusted through modding.
  3. The old grind is gone. Get used to it. It was a bad system that didn't fit the way the devs wanted the game in the long run.
  4. Work in progress.
  5. You're happy to play that version. Again, it was a placeholder for future development.
This, except for #1. People with motion sickness should still be entitled to play a game they bought. Having a first-person game without FOV adjustment in this day and age is ridiculous.

 
You get more XP mining than you do killing zombies now really. Same for trees, get a lot of XP for looting, and upgrading high-end blocks while building. Crafting XP is still needing to be tweaked, but isn't "playing the game in general" better for leveling up than "mining for 6 days on and off to get gud at mining so mining will be worth my time" so you can... mine more since your lack of skills previously meant you got little resources VS the time?
Now, go mining for 10-20 mins and gain a few levels. Put some into str skills and some into something else you need. Zounds more enjoyable / exponentially faster than "grind 6 days to get good at mining. Grind 2 weeks to get good at guns. Grind 2 years to get good at healing yourself. Loot constantly for a week to finally be able to loot better. Stand in barbed wire for 4 hours to get good at damage reduction".

In case you missed it, they raised XP for other things than killing zombies (which is still the main selling point of the game too). I can level up a ton faster by hopping in a small mine than I would killing zombie hordes now. You now get rewarded for playing the game, rather than doing mindless-repetitve chores now.
Correct me if I'm wrong, but did you just say the old system had you grinding mining and in the next paragraph you say to grind by mining? If mining becomes your main way of leveling, you now in fact mine more than you did in the old system.

BTW if you're "grinding mining to get good at it" you're doing it wrong, honestly. Any "Grinding" of mining I did in A16 was just to get the materials I need, I rarely went out of my way to get mining level ups just for the sake of getting mining level ups. Any grinding I might have done only happened once I got the Auger - at which point, I guarantee getting mining maxed out in A16 is 10x easier than A17, especially on MASOCHIST *cough* I mean vanilla A17 where you need 10,000+ xp per level up

Additionally, in A17 you now must waste precious points to get mining skillups, and if mining becomes your main source of exp, yes, you'll definitely be grinding mining far more than A16 because now you would use mining to not only get better at mining but also EVERYTHING else lol.

Grind 2 weeks to get good at guns. Grind 2 years to get good at healing yourself. Loot constantly for a week to finally be able to loot better. Stand in barbed wire for 4 hours to get good at damage reduction".
Nobody said A16 system was perfect. It definitely could have been improved. I would have much preferred to see an improvement on the A16 system than have it scrapped and replaced.

And again, if you're grinding, that's on you. No one is forcing anyone to grind.

Grind was not magically removed in A17. You still grind. Just in a different and much more boring way.

It SEEMS like grinding is reduced in A17, merely because it is streamlined, to where you can get all skills just from killing zombies or mining. Streamlined =/= time efficient and also =/= fun. Streamlined in fact reduces the point in doing a lot of different things, and lends itself to doing one or two things (back to zombie killing, or mining).

I can level up a ton faster by hopping in a small mine than I would killing zombie hordes now. You now get rewarded for playing the game, rather than doing mindless-repetitve chores now
And just killing zombies and mining as the only two main ways to exp is not repetitive?

Again I would agree some of the A16 system could have been improved to reduce the feeling that you "Had" to grind to get skills up, and that they should have improved that instead of scrapping it. Even so, you got rewarded for more than just zombies and mining, which had a satisfaction to it. Now you level everything up with a "single" exp bar. I get it, a lot of games do that, but after experiencing LBD in A16, I find this incredibly dull. TFP went above and beyond with the LBD system, it was a very unique system that I have never seen before, very creative, so it was a big shock that they just ditched such a creative and interesting system. I guess the thing is I have been around the video game block for 2 decades now so I'm very picky about my games. I tend to gravitate towards very unique games, not the ones that take a cookie cutter approach, so it saddens me to see cookie cutter features start to crop up.

Perhaps you like the mindless ease of just leveling up your character. I mean, that's a personal taste, and it's clear that this is your preference. At the end of the day that's what it boils down to. It's simple and easy, only have to do one thing. Maybe others like this too, which is why some like the A17 system.

For me, that's not my taste. I LIKE to have to do a lot of things. It keeps things interesting for me. Also there is a huge loss of immersion for me to be able to level things up not related to what I'm immediately doing. It does sound like we'd both agree that one should only need to "play the game" to level everything up. That's why I do say, the LBD system could have used improvement (to avoid the scenario of hugging a cactus for 4 hrs to level up armor for instance lol).

Luckily I recently found a LBD mod to use for A17, which somewhat satisfies me for now. Just glad mods are a thing with this game, so I can still at least somewhat play the way I want.

 
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Regarding point 2, Roland has already given a lengthy explanation of why the zombies are the way they are and that they will be made to act like zombies again at some point. Why this isn't on the 'known issues' list is the question.
3-5 are my opinion, but I suspect it is a widely shared opinion. It's certainly the shared opinion of 33 of my Steam friends who used to play regularly, but now don't.
I have 62 friends that used to play 7D2D and now almost none of them do, (To some extent I've personally played with almost every one of those in a seed, not necessarily in a group or anything but have gameplay interaction with.

The way I see it, if there were that many people who used to play 7D2D almost every day, then around Alpha 16-17 all of those players stopped, I would say its due to poor gameplay decision changes.

There's something wrong with this picture, what I see is a game very well designed for Multiplayer and PVP but is steadily being groomed towards not being any of that.

The ones that I do see play from time to time are just exploring the updates, then usually run back off to their current game of choice.

This is why I get so ticked off when there isn't any logical love given to MP or PVP, or people keep giving those same inane answers of "Its a SP game." (Its really not) This game might be a single player game to some, but its fundamentals, core design and mechanics are for a multiplayer game.

I just wish they would stop breaking the game so badly with every update, they have to keep taking steps back.

 
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  1. The old grind is gone. Get used to it. It was a bad system that didn't fit the way the devs wanted the game in the long run.
Considering MM said we'd be getting more of an RPG-like system and is a known Skyrim fan... which has a learn by doing system... I would have to say I disagree.

Maybe you have inside info, but that's not how it was presented to the players over the course of A17's development and the preview videos released.

But then, TFP also believe food/water on the HUD isn't needed and yet it's one of the first things modded back in... but the zombie HP bar was fine until folks complained. ;)

 
Considering MM said we'd be getting more of an RPG-like system and is a known Skyrim fan... which has a learn by doing system... I would have to say I disagree.
Maybe you have inside info, but that's not how it was presented to the players over the course of A17's development and the preview videos released.

But then, TFP also believe food/water on the HUD isn't needed and yet it's one of the first things modded back in... but the zombie HP bar was fine until folks complained. ;)
I hope you're right, but if that's true, why spend a year developing a brand new system and completely scrap the old? Is the A17 perk system somehow a "building block" upon which they plan to apply LBD to, somehow?

Yeah the no food/water meter makes zero sense lol.

Why did people complain about zombie HP bar? That sounds useful to me.

 
I hope you're right, but if that's true, why spend a year developing a brand new system and completely scrap the old? Is the A17 perk system somehow a "building block" upon which they plan to apply LBD to, somehow?
Yeah the no food/water meter makes zero sense lol.

Why did people complain about zombie HP bar? That sounds useful to me.
One of the complaints is that the bar was too arcadey...

I don't like it myself, but I LOVE it for testing things out. So handy when mod balancing.

As for LBD.... this is in the vanilla progression.

Code:
<skills min_level="1" max_level="1">
That has made me wonder if the system just isn't finished yet... which I REALLY hope is the case rather than a concious decision to remove it.

 
Field of view fix. This was in a post very early in A17 but I cant remember who posted it, sorry.

Open console and type:

sg OptionsFieldOfViewNew XX (XX should be changed to 75 ish)

Unfortunately you have to do it every time you start a game.

Also, tonight I crafted a level 6 mining helmet, donned it and pushed "f". No light came on. Put my old level 2 mining helmet which I found in a car back on, pushed "f"....light. So i enabled dm menu and took a level 6 mining helmet out of creative menu. Pushed "f"....no light. Strange, anyone else having this problem?

 
No, it was well stated we were all sick of two things:

That is why we all stopped playing.

I am not like others who falsely say their opinions are the ones of everyone else.
Seems a tad contradictory there... ;-)

Still to address the OP's complaint, my view is much the same as Sylens. #1 is a temporary thing until 17 goes full on stable, and #'s 2 through 5 aren't "issues" but design decisions (good, bad or otherwise).

 
To those saying LBD was ultimate i will tell you this: After the initial 1-3 games in A15-16, every new game i played had the same moment when i had to craft a shovel and dig ground in order to advance mining. Sure, i could level up and invest skills, but way faster (and saving on the skill points) was to grind away to level 10 (if i remember clearly) to be allowed to invest into "gathering more from mining" perk. EVERY SINGLE TIME.

This was due to wanting to get more resources from any veins and boulders and practically was one of my many main focus points. Sure, i could level up mining (it was called mining tools) by using an iron fireaxe at the least, but that would come later on, just like the iron pickaxe. This was the decision of either spend time to gather more resources on lower mining or spend time grinding to get more resources later on.

On the other hand, i MUST ADMIT that it gave a sense of purpose, where i knew i could spend time on mining to get mining, using knife to get better perks for it, spend time on looting to get better loot (yet it advanced way too slow IMHO and was not immersive), etc. Now i'm simply doing many different things and invest points...

Oh wait, advanced crafting (science) could be unlocked ONLY by investing points in it...

I WOULD like some form of LBD be added back, but i would want this to be more thought over, better planned and feel more intuitive, not forcing players to "grind some basic levels with 1-2 tools" so you could be at the very least mediocre at things.

 
Diminishing returns would solve most problems in the LBD system - they did consider them afaik for a while, but I don't know why they never implemented them.

 
Science was crafting bandages and medkit stuff, gas if i remember correctly, damn its been awhile since then. I would love to see LBD back, but I want it as exploitable at it was before. :p So I can rocket up and skill everything to 100 fairly easily. It really wasnt bad if you knew the tricks and took advantage of them.

Ok maybe a little less exploitable. I didnt perceive it as being too hard or repetitive. Skilling stuff up was fun imo.

 
I kinda want a system where it's literally both LBD and Point spend. Where skills have an action that they individually gain XP, but you also get skill points to essentially fast track some aspect of what you're wanting to do.

That and some of the Int Gated stuff lowered... dramatically. Specifically, Iron. The Int requirement on getting to Iron is just stupid IMO.

 
I have said it before. Dream senario!

LBD on attributes.

Skillpoints are gained by days survived and death buff pauses poins for a few days.

Books give permanent perk level.

 
Can anyone test to see if theyre having trouble destroying terrain blocks with dynamite and explpsive charge? I dug a mine near my house and when I tried using explosives to clear space none of the blocks were hurt by the explosion.

 
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