PC Some A17 thoughts

I loved playing in the sandbox when I was a kid... and sand boxes do have walls... but I don't remember having to dig 10 piles of sand with my bare hands before my plastic shove was unlocked... Or smash 100 potato bugs before I could use the pale... or smash another 100 potato bug before I could play on the swing... or another 100 bug to use the slide... or a 100 more to build a sand castle with water... OR HAVE TO GO INTO THE SHED TO GET GASOLINE AND BURN THE SANDBOX DOWN TO CONCRETE TO ENJOY MYSELF...
Sorry, Fallout 4 transference... not 7 Days fault... just some old bile belching up...
And you still can....it's called creative mode. It's a survival/sandbox game which requires both progression and freedom. There is no way to allow full sandbox (freedom) without progression/gates if you want to include the survival aspect. The great thing about it is you are allowed to change settings and or mod almost anything you want to make it fit your playstyle.

 
And you still can....it's called creative mode. It's a survival/sandbox game which requires both progression and freedom. There is no way to allow full sandbox (freedom) without progression/gates if you want to include the survival aspect. The great thing about it is you are allowed to change settings and or mod almost anything you want to make it fit your playstyle.
Level gates are required for the survival aspect to work? So... The Forest isn't a survival game? The Long Dark isn't a survival game? Planet Explorers... Planet Nomad... Subnautica has no gates, but it does have that annoying search for wreckage thing... Even My Summer Car has survival aspects, modern day ones, but still... I could probably go on...

My point is, there is no reason for gates... none... even 7 Days didn't really have them at one time, so I can put 7 Days on that list there above... So I'm not sure what your point is? That I should stop complaining and do whatever you say I should do to enjoy the game?

OH! Don't Starve has no gates, it has research, but no gates, you can craft anything when you get the right resources... so that includes the Raft, State of Decay, I forgot DayZ before, STALKER!

So you're suggestion is that I mod the game to match my playstyle... Why can't I just play Oxygen Not Included, Mist, which I actually haven't played yet...

Damn, I forgot my point, or your point... or the point... What was the point again?

 
By golly, I just though of another one, no level gates, grind-y as hell... you can literally do anything if you have the resources... and they crawled out of controversy to fix their game... No Man Sky.

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Stranded Deep

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Force of Nature which I just realized I have... Novus Inceptio... The Solus Project...

 
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We wanted zombie loot to be rare but good instead of walking trash bags. Nobody liked looting 100 bodies after the horde or cleaning up corpse blocks. If the virus is as dangerous as it is, then you wouldn't want to saw them up and use their bones for fear of infection. I don't recall them ever looting any zombies in the walking dead which has been considered the lore to go by from many customers.
Nobody? There you go again assuming everyone thinks like you do. I personally loved looting zombies and cleaning up the massacre. Chopping up a corpse had a Witcheresque element to it which I found appealing. I haven't watched the Walking Dead in a while, but I do recall on more than one occasion them covering themselves in zombie guts to be able to walk freely through a horde. The lore was that everybody was already infected. It just took dying to trigger the zombie mode.

Its better to get out there and find what you need, it always has been. I find needs engaging. Before it was meals on wheels and they brought you all the junk and food you needed. A horde should diminish your supplies and weaken your base and threaten your life, not enrich it. Its a survival game with RPG elements, and you should have to go find the things you need to survive. Of course you can farm and become somewhat self reliant, but you need to go out and scavenge like in TWD to get what you need.
Wow, did people really rely on zombie hordes for loot? I find that difficult to believe, but who knows, different people like to play the game in different ways. And why not let them? Seems to me you guys want to funnel people into playing it the way you think it should be played, and that is what the issue with A17 seems to be for most complainers. You've removed choice. In A16, nobody HAD to loot zombies and clean up corpses if they didn't want to. Personally after Horde Night, I couldn't get to all the corpses quick enough before they despawned.

 
And you still can....it's called creative mode.
Don't be condescending.

It's a survival/sandbox game which requires both progression and freedom. There is no way to allow full sandbox (freedom) without progression/gates if you want to include the survival aspect.
A16 did a pretty good job.

The great thing about it is you are allowed to change settings and or mod almost anything you want to make it fit your playstyle.
So can you, and by the poll you're in the minority.

 
Personally, I'd do away with all loot from zombies. Leave some on Bandits when they come in, and I'd also remove all XP from Zombies (and Bandits) and all level gates too.

Then I'd revert it back to a "learn by doing" system.

Once the game goes gold, I'll be seeing just how close I can mod it to that vision, but until then I'm happy to try out the systems as the Pimps implement them and get a solid opinion before modding the gold version to my own preferences.

 
I've played that way since alpha 1 so I didn't have any huge problem. I use towers with iron walkways to the other towers with a sea of spikes down below and my main base will be connected to it with pillars and more iron walkways, like a suspension bridge. The first 7 days I'll only have one tower but I add another each horde night and move my stuff to more secure locations as time goes on and leave that first tower as my forge area.
Bear in mind that the following is only from early game, and after the first couple experimentals I stopped trying to make a melee base for first or second blood moon horde nights.

What I really enjoyed about base building in A16 was knowing that I could build a melee base that was _likely_ to survive; with only maybe a game days worth of resource gathering.

Now I certainly knew how to build one that was easily going to make it. So yes, could be argued that it was 'too easy to be 100% safe'.

The very basic mechanic of the player changing their position resulting in the z's moving also, allowed the player to actively manage some of the danger/damage.

Building a very small 5x5 limited that, though it was still useful.

I've read that faatal is working on the AI, relating to all the z's ganging up on a single spot, and I think that could be a real game changer.

The defense you outline above is one that I prefer not to employ. I like the melee bases & the risk. I enjoy the hairy moments when you're trying to decide if you can attempt to repair a block on the edge of failure, or can you lure them just far enough away.

I posted an early failure and you replied, which I appreciated btw, that I needed wood spikes at least 5 or 6 deep all the way around. I did that on the next build. And it certainly made a big difference. The resource/time cost was huge however, and the result was less xp than a small wandering horde (early game, mainly bow, spikes claimed most kills).

Now I certainly haven't tried all of the ideas I've thought of, and I especially haven't tested building a basement crafting area as I used to. I just really don't want to lose all my stuff, heh, but maybe it's doable by recessing storgae boxes/forges/mixers into the floor.

Where that all left me was that it was a really large commitment of time & resources attempting to build a base early on, unless you were willing to exploit the AI, which I'm loath to do.

Now, in b240, with the changes to Traitor & being able to harvest some Concrete & Cobblestone Rocks, I decided to build a tower base for day 7. 5x5 by 4 high. Between Traitor & harvesting I was able to have 3-high concrete for exterior and cobblestone for inner, 2nd layer. Lots of mining w Stone Axe and 'rushing' the Forge allowed a double ring of Iron Spikes at base. Day 7 horde was pretty trivial due to low GS, due to rough start, hunting & mining. Not much looting.

--Btw later looting of pretty much everything around the western lake in Nav and the pawn shop & bakery east of traitors resulted in an Iron Shovel & a Claw Hammer, no Pickaxe or Fireaxe. And none for sale at 2 Traitors. Only got them at lvl 20 by making them.

So yes it's certainly possible to make early bases in b240. Even non-maze ones. Not sure if a melee base would have worked. It did seem that the z's could be 'led' around a bit by moving around the perimeter on the overhanging wood bars, so maybe?

== I'll be honest and admit to being inclined to min/max. Part of the 'fun' of a game to me is getting good at it, and that's almost certainly going to involve finding, and using the levers it offers up. So, for right now at least, only my curiosity led to me build a day 7 horde base. I used basically all of my resources on a structure that will get used once or twice more. And there was certainly no 'profit' in doing so, game wise. I would have been 'smarter' to have simply avoided the horde night in the numerous ways available atm.

<> I know you & the team are working on a lot of different things, and yet you're still making time for these forums. It is with that very much in mind that I've attempted to respond to your earlier question. I only hope that some of it makes sense, and that it doesn't read as complaining or pig-headed.

 
If I had the purple crayon, I’d remove xp from everything and then award 1 point per day survived. If you die you get no point for that day.

I’d really be interested to see what people would do and how they would play if there was no xp. Probably like everyone did from Alpha 1-10.

 
Level gates are required for the survival aspect to work?
Damn, I forgot my point, or your point... or the point... What was the point again?
Your point was that 7 Days to Die doesn’t need level gates. The problem is that level gates are not a foreign concept to most classic RPGs. This game is a survival game but it is also an RPG and tower defense all in a voxel world— so mining and building.

Sandbox.....is going to have to be it’s own mode since that concept clashes with a formalized game with rules and restrictions. Creative mode is the sandbox mode pure and simple.

Now you named a whole slew of games that are survival but not rpg’s that don’t use gating of some sort to save better powers for higher leveled characters. 7 Days to Die is survival and rpg so delaying powers to be awarded as achievements for reaching milestones we’ll call levels is very very common.

I’m not arguing for level gates please know. I just want the conversation to be honest and this game does share genre elements with other games (electronic and pen and paper) that decidedly do Gate.

 
I’m not arguing for level gates please know.
I'd love to be able to suggest a way to do away with level gates, go totally "learn by doing", and not see everyone sitting in their bases at night spam crafting stone axes like we all used to. The problem with such a system is the need to do away with crafting XP as well, otherwise, just as we all did a couple of alpha's ago, everyone would be sitting in their base at night spam crafting a gizallion stone axes.

So, my "theoretical" sweet spot would be:

0 xp for zombie kills, bandit kills, indeed, zero xp.

No loot drops from zombies, rare, but high value loot drop from bandits.

Skills are increased through use only (meaning no skillups from crafting).

 
Nope. Building is fantastic. Tbh I think the ones who complain just don't like change. I've yet to see a reasonable argument for the call to nerf zombies vs bases.
You and I agree on a lot, but this we don't. Building is terrible now that it takes zero thought and design to come up with an efficient base. I know, everyone will come with the blah blah stand on box in A16. Still, in A16 there was surface deposits of all resources to make bullets (except brass, but that's not needed for shotgun turrets). Atleast in A16 we leveled at a decent pace when getting the resources together, and building actually leveled us as well. Also, not every design in A16 had to have either a funnel or staircase to dropoff.

 
I agree with you, the goal is to survive but at no point has the goal for me been to get XP. I find the progression quite enjoyable and rewarding, but I've never been a min/max kinda of player.
I also agree with you that "SOME" (and by some I mean the same) people have been bemoaning over and over and over and over, day after day the same tired argument which is basically A16 was better than A17. For the love of all that is holy the game you enjoyed (A16) is still available to play if you do not find A17 enjoyable. Why so much vitriol about it when you can still play it they way you want?
The problem is not that A16 is still available, any of us that enjoyed it more would gladly go back if the updated graphics, quests, and POIs were added it to.

 
If I had the purple crayon, I’d remove xp from everything and then award 1 point per day survived. If you die you get no point for that day.
I’d really be interested to see what people would do and how they would play if there was no xp. Probably like everyone did from Alpha 1-10.
I really like this idea

 
If I had the purple crayon, I’d remove xp from everything and then award 1 point per day survived. If you die you get no point for that day.
I’d really be interested to see what people would do and how they would play if there was no xp. Probably like everyone did from Alpha 1-10.
hmmm, this does sounds interesting...

 
If I had the purple crayon, I’d remove xp from everything and then award 1 point per day survived. If you die you get no point for that day.
I’d really be interested to see what people would do and how they would play if there was no xp. Probably like everyone did from Alpha 1-10.
Superb idea

 
Your point was that 7 Days to Die doesn’t need level gates. The problem is that level gates are not a foreign concept to most classic RPGs. This game is a survival game but it is also an RPG and tower defense all in a voxel world— so mining and building.
Sandbox.....is going to have to be it’s own mode since that concept clashes with a formalized game with rules and restrictions. Creative mode is the sandbox mode pure and simple.

Now you named a whole slew of games that are survival but not rpg’s that don’t use gating of some sort to save better powers for higher leveled characters. 7 Days to Die is survival and rpg so delaying powers to be awarded as achievements for reaching milestones we’ll call levels is very very common.

I’m not arguing for level gates please know. I just want the conversation to be honest and this game does share genre elements with other games (electronic and pen and paper) that decidedly do Gate.
Gating somethign is not a bad thing but it can be bad if its done wrong.

You say 7days to die is a RPG , ok lets look at other RPG like Skyrim.

You get XP you level you get better. But most RPG have one big Problem with all this Gates and getting better same as 7days.

In 7days i get 1 Skillpoint and add it to perkHammerForge and like a big miracle i know tons of new recipes, but how did i learn this recipes?

And that is the big Problem i have with all this Skillpoint and XP stuff.

Project Zomboid has a different Approach you read a book for this skill to learn stuff. Thats a good way to do it.

Why not make something like that for 7days too?

Keep Perception, Strenght, Fortitude,Agility and Intellect as main Skills, unlock some basic recipes from start and add back Skillbooks and Schematics but connect them to the Main Skills.

So Player find a Book with Schematic for Forge and Anvil but to "understand" this book he need Intellect of 2 before he can activate it but will not unlock the recipes.

This would still have Levelgates at same time bring back Skillbooks and Schematics and would also give people one reason more to go out and loot and give them some sort of reward .

Also it would make the Players and the Skills and Recipes more different. Someone at lvl 20 could already know how to craft a Chem Station another one at Lvl 20 dont know cause he did not find the recipe .

 
Gating somethign is not a bad thing but it can be bad if its done wrong.You say 7days to die is a RPG , ok lets look at other RPG like Skyrim.

You get XP you level you get better. But most RPG have one big Problem with all this Gates and getting better same as 7days.

In 7days i get 1 Skillpoint and add it to perkHammerForge and like a big miracle i know tons of new recipes, but how did i learn this recipes?

And that is the big Problem i have with all this Skillpoint and XP stuff.

Project Zomboid has a different Approach you read a book for this skill to learn stuff. Thats a good way to do it.

Why not make something like that for 7days too?

Keep Perception, Strenght, Fortitude,Agility and Intellect as main Skills, unlock some basic recipes from start and add back Skillbooks and Schematics but connect them to the Main Skills.

So Player find a Book with Schematic for Forge and Anvil but to "understand" this book he need Intellect of 2 before he can activate it but will not unlock the recipes.

This would still have Levelgates at same time bring back Skillbooks and Schematics and would also give people one reason more to go out and loot and give them some sort of reward .

Also it would make the Players and the Skills and Recipes more different. Someone at lvl 20 could already know how to craft a Chem Station another one at Lvl 20 dont know cause he did not find the recipe .
Because people will then complain about RNG. When "luck" controls your progression people get cranky too. We've seen that before many times with the forge ahead book, calipers, minibike book etc.

 
If I had the purple crayon, I’d remove xp from everything and then award 1 point per day survived. If you die you get no point for that day.
I’d really be interested to see what people would do and how they would play if there was no xp. Probably like everyone did from Alpha 1-10.
I have suggested and are trying to mod a similar concept.

Attributes are earned by doing.

Ex using stone axe gives xp in strength, stamina and intelligence.

Perks are QoL and points are earned by days survived. Upon death you get negative count down so it will take two days to earn a point again.

Regular xp and levels influence only game stage.

And books are back in loot table for lucky skill points.

 
I’m not arguing for level gates please know. I just want the conversation to be honest and this game does share genre elements with other games (electronic and pen and paper) that decidedly do Gate.
What is your definition of an RPG? Or rather, your gold standard? Is it Fallout? Than I would say 7 Days is about on par... but is it Final Fantasy? It's been a looooooooong time since I played FF1, but I don't remember level gates. Yes, there was fire1, fire2, and so on, but you got access to those if you had the gold, and reach the area, AND the monsters progressed with you. The only "gate," was "Evolving," or whatever they called it, from your childish form, to your adult form... then you could use the second half of the spells and armour. Vampire the Masquerade? Yes, the game had a point system, but no level lockouts... You could literally dump every point you have into mental and knowledge, or you could max out talents like intimidate and stealth... and the pen a paper version? It was up to the dungeon master what he wanted to do... and if he tried to level gate someone, he'd be getting his soda poured down his pants.

Planet Explorer is almost identical to 7 Days to Die in many respects... It's an open world voxel game with the ability to mine resources, build bases and defences and vehicles, and it *is* an RPG because you're literally playing a role... and it has tower defence elements, and lore... the only difference is, the block sizes are smaller, vehicles are created the same way as bases, it's based in the distant future and sci-fi-y, and there are a tonne more NPCs.

But if you think 7 Days isn't like Planet Explorers; then what about Planet Nomads or No Man's Sky? (Side note... it feels so strange using No Man as a positive example.) Again, base building, enemies, vehicles, open world, crafting, no real tower defence... but still very similar.

The Forest... Not a voxel, but you do gather resources, build bases, setup defences for onslaughts, you craft, you have a stats system, but they're all under the hood...

If still... you insist 7 Days is so vastly different from those examples, that they cannot compare, and different rules or concepts or progression is warranted because of how dissimilar they are... then sir, we have nothing to talk about, because you're not being objective...

I wish I had more to say, but I don't... if you can't compare 7 Days... then it's incomparable, and can't take inspiration, or lessons... or warnings, from anything.

 
Because people will then complain about RNG. When "luck" controls your progression people get cranky too. We've seen that before many times with the forge ahead book, calipers, minibike book etc.
Sure i know then people woudl also complain cause its luck thats why i think some basic recipes should be unlocked from beginning, cause its hard to believe that a 100% stupid person would survive zombie attacks ^^

Would also be possible to add boht ways so people can decide on game creation which way they want.

Or add the needed Functions to the game so this can be modded.

Currently i can bring back Skill books and stuff but i cant add custom Descriptions to Skills or Items or Blocks.

So if i i add a new Skill with 5 Levels no Player could see what brings lvl 1 or lvl 2 of this skill.

And that should be not that hard for the Pimps to add some code to allow something like CustomDescr="YXZ" for items, blocks, skills and other stuff.

 
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