TWORDY
Scavenger
Hello.
STEALTH
First, I would like to address stealth and how to possibly make it more relevant and fun. It would be nice to walk slowly (with stealth feature, you know that yellow eye activated) but on the straight legs. For me it's always better to have the higher ground, better view rather than simply crouch. Stealth feature with upright posture while walking slowly by holding Left Alt might be a cool feature. Easy to implement I guess.
In addition perking stealth would make players footsteps more silent while walking, running and sprinting. The player could silently open chests with loot and have less probability to trigger zombies, alert nearby enemies by doing so.
PENETRATOR
I believe this feature should be gated only by ammo type and weapons by itself rather than having it as a perk. Seems more reasonable for me and its relatively easier to quantify penetration assigned to weapon and ammo, armour and material as a whole and its nature.
RELOADING THE WEAPON
Please do not make a character slow down even further while walking and reloading at the same time. This particular mechanics in 7DTD feels clunky (at least to me) compared to many other games I've played so far. I don't want to bash the game itself but the current reload mechanics feels overcomplicated and the character without leveled perk just simply stutters. I would only enable reloads while running as an available perk. Why do we have to make our lives even harder, guys, please...
//////
PROGRESSION SYSTEM
What had been cool about >learning by doing progression system< back in previous alphas was the possibility to progress at any weapon, at any given time. Right now certain weapons are gated behind 5 grand abilities/skills same as other perks.
What I would love to see is basically a completely new approach, that would enable more flexibility when it comes to choosing from weapon/armour set, abilities, perks according to player likings.
In the end, such a solution might lead to a unique game style by granting the players absolute freedom of choice. By doing so, each weapon, melee, or rifle would have a separate skill tree, independent from other major skills. Other perks would be scattered among other trees respectively. Such change could possibly make it easier to balance the game as a whole by the devs. Newly created perks might have been introduced (independently!) faster, without worrying about balancing each 5 skill charts at the same time. Instead of some sort of excel framework as it is present now, skill trees could have been introduced a long time ago. Please devs, consider giving more freedom to players in this regard.
///
So here is the example. I will try to present more specificaly where I'm heading with this later. I will try to give an idea. Probably with this system players would have to be granted skill points more often. Thanks to this solution anything that might be easily gated behind skill points or learn by doing a progression system might be reintroduced as well as an optional game mode!!! So instead of clogging perks behind 5 skills, I would strongly suggest studying this. I would rather see small clusters of this sort. It would be easier to draw this.
Players could reach 125 health or stamina by just perking (devs could gate it behind skill points).
>Increased 105 health would require 1 skill point, 110 - 2 skill points, 115 - 3 skill points, 120 - 4 skill points, 125 - 5 skill points. Total of 15 skill points to be invested.
>Increased 105 stamina would require 1 skill point, 110 - 2 skill points, 115 - 3 skill points, 120 - 4 skill points, 125 - 5 skill ponts. Total of 15 skill points to be invested.
The same can be done with health and stamina regeneration, even combined at the same time.
Fists or Leather/Iron/Steel Knuckles. Easy to unlock due to game staging. Any other melee weapons would require a total of 15 skill points invested.
>Fists LVL1 - 1 skill point, LVL2 - 1 skill point, LVL3 - 1 skill point, LVL4 - 1 skill point, LVL5 - 1 skill point. Total of 5 skill points to be invested to max out the Fists.
Here is another example of Pistols and SMGs as basic weapons. This particular weapon could be perked by players faster due to its basic use and early game stage.
>Pistolero quality LVL1 - 1 skill point, LVL2 - 1 skill points, LVL3 - 1 skill point, LVL4 - 1 skill point, LVL5 - 1 skill point. Total of 5 skill points to be invested to max out the pistol.
But to perk up Revolvers, Shotguns, Assault Rifles, Sniper Rifles would require more steep progression. Here is one of the Examples.
>Shotgun quality LVL1 - 1 skill point, LVL2 - 2 skill points, LVL3 - 3 skill points, LVL4 - 4 skill points, LVL5 - 5 skill point. Total of 15 skill points to be invested to max out the pistol.
So here is an example of perception from Profits of Overall Perception (if I translated it correctly). Just another example.
>Infiltrator quality LVL1 - 1 skill point, LVL2 - 2 skill points, LVL3 - 3 skill points.
This might be sorted into Weapons clusters as Malee and Rifles clusterphack. Some Survival, Health, Scientific, Technological cluster. This would be more elegant in my humble opinion.
I have no idea how to nicely bind this information into nice tress or square boxed icons as presented above (in similar fashion to DMX mod), or how to make it look and function nicely, but its just an idea that potentially could grant players more flexiblility and slightly less linear choice. Merely a concept that might work.
So yeah, each ability might have been progressed pretty much independently without worrying about stiff 5 major skills as Fortitude etc.
//////
BALANCING THE GAME
I will do a simple math.
Right now.
Geared player with 200HP, best set Armour possible, Assault Rifle with perked 50% more damage on quality AK (please make the bonus work only against undead/zombies, not players), HP ammo, attachements that grant higher ranged damage instead of something else.
VS
Naked player with 100HP entered a server and just found a blunderbuss...
The game seems simply too steep for PVP in my humble opinion. Not mentioning desyncs, netcode that asks for better times, slightly misleading animations.
///
I would like to see max 125HP, best set Armour, Assault Rifle that doesnt add any dmg bonus when it comes to its quality against at least players, HP ammo that works as HP ammo, attachments that grant better visually looking scopes, grips that improve weapon stability and control, suppressors, muzzles. Extended dedicated mag sizes, heavy barrel, stocks etc for each weapon to be found independently. Simply mods that doesn't just increase damage. Just wisely balance the game with armour and ammo type, please, I beg You devs.
Then what should happen is a waaay better-balanced game, something easier to read through and less sponge bobby gameplay. Easier to count bullets spent on the enemies equals less frustration. Please have mercy and look into this.
Fire exchanges can be made less steep. Some bonuses might be added to the fight against Zombies or AI. I would only keep damage bonuses to melee weapons and to bows and crossbows to make the game less running and gunning to be perfectly honest with You guys. That would encourage ppl to knock enemy players with a freaking Pan out of the sudden so the player gets killed after 2-3 hits.
//////
COLLECTING CLUTTER
Some of the stuff found in the backpack could be revised also. Car radiators might have been stacked up to 15 instead of just 5 as someone mentioned before on the forum. I have no bloody idea why do we have to collect 3 different types of brass, then scrap it in inventory for hours instead of bringing it into a Workbench and scrap it there at once as God commanded himself (have mercy over my soul). I don't know why do we find let's say around 5 to 20 lead in cupboards instead of a pile of cables (I believe everyone has got it somewhere under the bed) in order to scrap it into lead or plastic then or both resources at the same time (why not). The amount of lead that can be found around POIs makes me depressed and I simply remove this staggering amount out of my inventory. I would really appreciate it if someone looked into this. Stacking ammo is a bit of a nightmare during Blood moons. I hope the new system will improve ammo management in some way.
//////
IMPROVING VISUAL LOOK THAT SELLS THE GAME
It's refreshing to see a nicely textured hand with a beautifully casted shadow on it (well done in Alpha 19.4). M60 looks exceptionally well, someone who has created a skin for this particular weapon should get a pay rise. I cannot say this about other weapons which have rather a low res rusted texture. Please, guys, work on weapon textures especially Tactical Rifle and Automatic shotgun. Pump shotgun and Auger needs to be redesigned and retexturized. Some melee weapons look stunning with some of the dedicated mods. I hope with time all weapons will receive dedicated mods specifically for weapon type/family, or strictly for a given weapon so players could clutter themselves with mods rather than weapon parts.
I would like to see more scopes for weapons and holo attached independently. Holo on Tactical Rifle and Sniper Rifle looks stunning, I would only hope to attach them interchangeably rather than having them exclusively for each gun. The automatic shotgun holo looks kind of meh... please redesign it or attach the same holo from Sniper Rifle. Seriously holo from Sniper Rifle looks kickass 10/10.
Please add some vertical recoil to Assault Rifle. Doesn't have to be huge but some initial kick upwards at least after shooting more than 4 bullets. It's gone right now. Experiment with this.
I would increase the texture size of skybox or leave it under Terrain Quality. Nice skyboxes make a game look better instantly. Please work on foliage especially grass and small bushes that feel way outdated, not to mention some other plants. It's kind of strange to see the same tree planted by a player after few days. Some variety and work on trees and overall biom look is always something exciting to see.
POIs look exceptional when it comes to complexity. Someone could work on visual look, textures, geometry a little bit. Some parts of feel like graphics around some earlier years in their complexity. Some interior art director would be great. Please update the bed and lamp sometime.
//////
I hope someone reads through my post. 7DTD is exceptional. Some of the things that make this game special. Feels more or like lifetime service. Some of the games like HoI4 and CoH2 receive updates after years too. 7DTD is a great game but some changes to keep players busy would be great. Thank You everyone.
STEALTH
First, I would like to address stealth and how to possibly make it more relevant and fun. It would be nice to walk slowly (with stealth feature, you know that yellow eye activated) but on the straight legs. For me it's always better to have the higher ground, better view rather than simply crouch. Stealth feature with upright posture while walking slowly by holding Left Alt might be a cool feature. Easy to implement I guess.
In addition perking stealth would make players footsteps more silent while walking, running and sprinting. The player could silently open chests with loot and have less probability to trigger zombies, alert nearby enemies by doing so.
PENETRATOR
I believe this feature should be gated only by ammo type and weapons by itself rather than having it as a perk. Seems more reasonable for me and its relatively easier to quantify penetration assigned to weapon and ammo, armour and material as a whole and its nature.
RELOADING THE WEAPON
Please do not make a character slow down even further while walking and reloading at the same time. This particular mechanics in 7DTD feels clunky (at least to me) compared to many other games I've played so far. I don't want to bash the game itself but the current reload mechanics feels overcomplicated and the character without leveled perk just simply stutters. I would only enable reloads while running as an available perk. Why do we have to make our lives even harder, guys, please...
//////
PROGRESSION SYSTEM
What had been cool about >learning by doing progression system< back in previous alphas was the possibility to progress at any weapon, at any given time. Right now certain weapons are gated behind 5 grand abilities/skills same as other perks.
What I would love to see is basically a completely new approach, that would enable more flexibility when it comes to choosing from weapon/armour set, abilities, perks according to player likings.
In the end, such a solution might lead to a unique game style by granting the players absolute freedom of choice. By doing so, each weapon, melee, or rifle would have a separate skill tree, independent from other major skills. Other perks would be scattered among other trees respectively. Such change could possibly make it easier to balance the game as a whole by the devs. Newly created perks might have been introduced (independently!) faster, without worrying about balancing each 5 skill charts at the same time. Instead of some sort of excel framework as it is present now, skill trees could have been introduced a long time ago. Please devs, consider giving more freedom to players in this regard.
///
So here is the example. I will try to present more specificaly where I'm heading with this later. I will try to give an idea. Probably with this system players would have to be granted skill points more often. Thanks to this solution anything that might be easily gated behind skill points or learn by doing a progression system might be reintroduced as well as an optional game mode!!! So instead of clogging perks behind 5 skills, I would strongly suggest studying this. I would rather see small clusters of this sort. It would be easier to draw this.
Players could reach 125 health or stamina by just perking (devs could gate it behind skill points).
>Increased 105 health would require 1 skill point, 110 - 2 skill points, 115 - 3 skill points, 120 - 4 skill points, 125 - 5 skill points. Total of 15 skill points to be invested.
>Increased 105 stamina would require 1 skill point, 110 - 2 skill points, 115 - 3 skill points, 120 - 4 skill points, 125 - 5 skill ponts. Total of 15 skill points to be invested.
The same can be done with health and stamina regeneration, even combined at the same time.
Fists or Leather/Iron/Steel Knuckles. Easy to unlock due to game staging. Any other melee weapons would require a total of 15 skill points invested.
>Fists LVL1 - 1 skill point, LVL2 - 1 skill point, LVL3 - 1 skill point, LVL4 - 1 skill point, LVL5 - 1 skill point. Total of 5 skill points to be invested to max out the Fists.
Here is another example of Pistols and SMGs as basic weapons. This particular weapon could be perked by players faster due to its basic use and early game stage.
>Pistolero quality LVL1 - 1 skill point, LVL2 - 1 skill points, LVL3 - 1 skill point, LVL4 - 1 skill point, LVL5 - 1 skill point. Total of 5 skill points to be invested to max out the pistol.
But to perk up Revolvers, Shotguns, Assault Rifles, Sniper Rifles would require more steep progression. Here is one of the Examples.
>Shotgun quality LVL1 - 1 skill point, LVL2 - 2 skill points, LVL3 - 3 skill points, LVL4 - 4 skill points, LVL5 - 5 skill point. Total of 15 skill points to be invested to max out the pistol.
So here is an example of perception from Profits of Overall Perception (if I translated it correctly). Just another example.
>Infiltrator quality LVL1 - 1 skill point, LVL2 - 2 skill points, LVL3 - 3 skill points.
This might be sorted into Weapons clusters as Malee and Rifles clusterphack. Some Survival, Health, Scientific, Technological cluster. This would be more elegant in my humble opinion.
I have no idea how to nicely bind this information into nice tress or square boxed icons as presented above (in similar fashion to DMX mod), or how to make it look and function nicely, but its just an idea that potentially could grant players more flexiblility and slightly less linear choice. Merely a concept that might work.
So yeah, each ability might have been progressed pretty much independently without worrying about stiff 5 major skills as Fortitude etc.
//////
BALANCING THE GAME
I will do a simple math.
Right now.
Geared player with 200HP, best set Armour possible, Assault Rifle with perked 50% more damage on quality AK (please make the bonus work only against undead/zombies, not players), HP ammo, attachements that grant higher ranged damage instead of something else.
VS
Naked player with 100HP entered a server and just found a blunderbuss...
The game seems simply too steep for PVP in my humble opinion. Not mentioning desyncs, netcode that asks for better times, slightly misleading animations.
///
I would like to see max 125HP, best set Armour, Assault Rifle that doesnt add any dmg bonus when it comes to its quality against at least players, HP ammo that works as HP ammo, attachments that grant better visually looking scopes, grips that improve weapon stability and control, suppressors, muzzles. Extended dedicated mag sizes, heavy barrel, stocks etc for each weapon to be found independently. Simply mods that doesn't just increase damage. Just wisely balance the game with armour and ammo type, please, I beg You devs.
Then what should happen is a waaay better-balanced game, something easier to read through and less sponge bobby gameplay. Easier to count bullets spent on the enemies equals less frustration. Please have mercy and look into this.
Fire exchanges can be made less steep. Some bonuses might be added to the fight against Zombies or AI. I would only keep damage bonuses to melee weapons and to bows and crossbows to make the game less running and gunning to be perfectly honest with You guys. That would encourage ppl to knock enemy players with a freaking Pan out of the sudden so the player gets killed after 2-3 hits.
//////
COLLECTING CLUTTER
Some of the stuff found in the backpack could be revised also. Car radiators might have been stacked up to 15 instead of just 5 as someone mentioned before on the forum. I have no bloody idea why do we have to collect 3 different types of brass, then scrap it in inventory for hours instead of bringing it into a Workbench and scrap it there at once as God commanded himself (have mercy over my soul). I don't know why do we find let's say around 5 to 20 lead in cupboards instead of a pile of cables (I believe everyone has got it somewhere under the bed) in order to scrap it into lead or plastic then or both resources at the same time (why not). The amount of lead that can be found around POIs makes me depressed and I simply remove this staggering amount out of my inventory. I would really appreciate it if someone looked into this. Stacking ammo is a bit of a nightmare during Blood moons. I hope the new system will improve ammo management in some way.
//////
IMPROVING VISUAL LOOK THAT SELLS THE GAME
It's refreshing to see a nicely textured hand with a beautifully casted shadow on it (well done in Alpha 19.4). M60 looks exceptionally well, someone who has created a skin for this particular weapon should get a pay rise. I cannot say this about other weapons which have rather a low res rusted texture. Please, guys, work on weapon textures especially Tactical Rifle and Automatic shotgun. Pump shotgun and Auger needs to be redesigned and retexturized. Some melee weapons look stunning with some of the dedicated mods. I hope with time all weapons will receive dedicated mods specifically for weapon type/family, or strictly for a given weapon so players could clutter themselves with mods rather than weapon parts.
I would like to see more scopes for weapons and holo attached independently. Holo on Tactical Rifle and Sniper Rifle looks stunning, I would only hope to attach them interchangeably rather than having them exclusively for each gun. The automatic shotgun holo looks kind of meh... please redesign it or attach the same holo from Sniper Rifle. Seriously holo from Sniper Rifle looks kickass 10/10.
Please add some vertical recoil to Assault Rifle. Doesn't have to be huge but some initial kick upwards at least after shooting more than 4 bullets. It's gone right now. Experiment with this.
I would increase the texture size of skybox or leave it under Terrain Quality. Nice skyboxes make a game look better instantly. Please work on foliage especially grass and small bushes that feel way outdated, not to mention some other plants. It's kind of strange to see the same tree planted by a player after few days. Some variety and work on trees and overall biom look is always something exciting to see.
POIs look exceptional when it comes to complexity. Someone could work on visual look, textures, geometry a little bit. Some parts of feel like graphics around some earlier years in their complexity. Some interior art director would be great. Please update the bed and lamp sometime.
//////
I hope someone reads through my post. 7DTD is exceptional. Some of the things that make this game special. Feels more or like lifetime service. Some of the games like HoI4 and CoH2 receive updates after years too. 7DTD is a great game but some changes to keep players busy would be great. Thank You everyone.