QOTW: What's your favorite feature from the 7 Days to Die 3.0 Update?

The choices.
Pretty much that. The customizability. I'm happy that almost everyone can dial in on the game experience they want. I can have zombies that hit harder without having significantly more HP. I love Headshot finisher as a concept (but hate that it extends into non-infected animals:Snakes). I love being able to nerf the trader, or able to adjust the loot in meaningful ways and so much more.
 
It's almost sad, in a way, that game development has come to this. Once upon a time, studios created and produced a game; sold the game; and whatever people didn't like about or had trouble with about the game, they just had to live with unless the studio supported mods.

Now, players have to set up games according to their exact specifications. Else, they're "bad" games that don't cater to their specific whims and wishes -- their preferences, iow. How much more narcissistic and entitled can it get? Of course, I downloaded Josh Sawyer's hardcore mode for FNV. Why would I not? Else, FNV would have been just another game for the "masses" with "mass" appeal. (Ever think of why we're thought of as "masses" by the powers that be btw? Objects to be acted upon? There is a reason and it's not a good one.)
 
Once upon a time, studios created and produced a game; sold the game; and whatever people didn't like about or had trouble with about the game, they just had to live with unless the studio supported mods.
Once upon a time, studios created and produced a game; sold the game; and whatever people didn't like about or had trouble with about the game, they just had to live with. Full stop. Nothing about the game would ever change after that point. Ever.

I loved the heck out of Atari's Adventure. Heck, I enjoyed ET. But I'm pretty sure that right now I'm having the most fun I've had with video games. Not just this game, but video games in general.
 
Sandbox settings. After all the years getting told that more options would confuse people, it´s a bit of a surprise tbh.

Now we just need to be able to adjust wandering horde size and frequency and the option to have all zombie types in them and i am really happy.
 
It's almost sad, in a way, that game development has come to this. Once upon a time, studios created and produced a game; sold the game; and whatever people didn't like about or had trouble with about the game, they just had to live with unless the studio supported mods.
uuuuuuuh i'mma tell you right now i remember the nineties and there was nothing studios could do to keep people from modding games without their blessing and in 1996 the tradition had already been long established and storied
 
I'm pretty sure that right now I'm having the most fun I've had with video games. Not just this game, but video games in general.
Glad to hear it. I still prefer slightly older games with mod support for a variety of reasons with the very rare exception. Customizability is great for games. That's why the modding community took off. But I'm sick to death of player (so-called) "game reviews" like those you see on YouTube that are actually: "Wah! This game isn't catering to my every whim. Therefore, it's a bad game. Don't buy it!" I'd say that constitutes about 98% of player "game reviews", but you can't trust the so-called professional reviews, either. If they aren't being paid to say nothing but positive crap, they're afraid they'll lose their early access keys and perks if they provide a genuinely objective review.

You can usually tell from the thumbnail whether or not it's going to be one like that, thank goodness, but the only way to get a feel for whether or not a game is for you is to play it yourself these days or watch a little Let's Play, spoilers and all.
 
The magnitude system and it's accompanying combining station. Even if none of the tons of toggles weren't added, I'd be very happy with the magnitude system. Goes a way towards alleviating the most annoying part of playing on insane: The super tanky hp sponges for zeds.
 
Glad to hear it. I still prefer slightly older games with mod support for a variety of reasons with the very rare exception. Customizability is great for games. That's why the modding community took off. But I'm sick to death of player (so-called) "game reviews" like those you see on YouTube that are actually: "Wah! This game isn't catering to my every whim. Therefore, it's a bad game. Don't buy it!" I'd say that constitutes about 98% of player "game reviews", but you can't trust the so-called professional reviews, either. If they aren't being paid to say nothing but positive crap, they're afraid they'll lose their early access keys and perks if they provide a genuinely objective review.

You can usually tell from the thumbnail whether or not it's going to be one like that, thank goodness, but the only way to get a feel for whether or not a game is for you is to play it yourself these days or watch a little Let's Play, spoilers and all.

I've never found game reviews to be actually useful, but Youtube has definitely made them worse.

For me, what I've found works best re: enjoying video games is to stay away from the products of major studios. The more polished a game is, the less I'm going to enjoy playing it.
 
I've never found game reviews to be actually useful, but Youtube has definitely made them worse.

For me, what I've found works best re: enjoying video games is to stay away from the products of major studios. The more polished a game is, the less I'm going to enjoy playing it.
By review, I'm not talking about whether or not someone liked it. I'm talking about getting a feel for a game and whether or not it's for you before you buy it. It's player "reviews" (that aren't) and sheer entitlement I was ranting about, though misleading marketing on the part of publishers is just as bad. I'll watch a bit of a Let's Play, spoilers and all, to do that before I plunk down money on one, it's gotten so bad. A demo would be better, but there aren't that many of those for the kinds of games I like to play.
 
I found a change (not really a feature) in 3.x that I wasn't expecting that I like. It's that lockpicking no longer resets the timer each time a lockpick breaks if the timer is below a certain amount. In the past, the largest locked containers had a reset time of around 4 seconds, give or take. So if the lockpick broke at 2.2 seconds, it would reset to somewhere around 4 seconds and keep doing so (if it was less than around 1 second remaining, the lockpick wouldn't break). This made it feel like you were wasting lockpicks when they kept breaking and never making any progress. I've broken over 20 in a row in that last few seconds. It was really frustrating.

But now the timer doesn't reset. If the lockpick breaks at 3.5 seconds, you start back at 3.5 seconds with the next one. If that breaks at 3.3 seconds, you start there with the next. So you're always making progress unless the lockpick breaks instantly, which can of course happen. I find it is a lot less frustrating than in the past. So although not technically a feature, it is a change that I greatly appreciate.
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uuuuuuuh i'mma tell you right now i remember the nineties and there was nothing studios could do to keep people from modding games without their blessing and in 1996 the tradition had already been long established and storied
Yes, but it was also far more difficult to find such mods. At least in the 90s. The internet was still very new and search engines were not always great at finding things. For many people, mods didn't exist except with a very limited number of extremely popular games. Today, mods are everywhere and easily accessible. They are also much easier to use in most cases, making them something that even novice gamers can use.
 
I'd love a sleep possibility. I play at Insane with Feral sense always on and especially at the beginning of games I typically huddle at the top of my base just waiting for the break of dawn.
 
I'd love a sleep possibility. I play at Insane with Feral sense always on and especially at the beginning of games I typically huddle at the top of my base just waiting for the break of dawn.
Unlikely to happen (see the current post about this). Games that have this tend to be very frustrating as you have to get every player to sleep at the same time if you want the time to go by quickly.

You can always decrease the length of nights and then even if you won't go out at night, you won't have to wait long.

Also, what does that have to do with this topic? This is about what new features people like in 3.0. If you want to suggest something new, posting it in Pimp Dreams will get you the visibility. This is just a fun type of topic that PocketNinja has been doing and may not even be read by the devs.
 
Unlikely to happen (see the current post about this). Games that have this tend to be very frustrating as you have to get every player to sleep at the same time if you want the time to go by quickly.

You can always decrease the length of nights and then even if you won't go out at night, you won't have to wait long.

Also, what does that have to do with this topic? This is about what new features people like in 3.0. If you want to suggest something new, posting it in Pimp Dreams will get you the visibility. This is just a fun type of topic that PocketNinja has been doing and may not even be read by the devs.
Apologies, I was not paying attention to the topic title and just responded to then ongoing discussion.

My favorite feature is the ability to customize so much of the game.
 
Apologies, I was not paying attention to the topic title and just responded to then ongoing discussion.

My favorite feature is the ability to customize so much of the game.
No problem. I was just pointing out that you'd get better visibility there than here. :)

Plus, you might want to chime in on the thread about sleeping since it's already an ongoing discussion (or at least a start to one).
 
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