The LBD theyre introducing isnt what I wanted or had in mind.

At least with the books you need to explore and make some plans on where are the best places to find what you need.
I'm not even against recipe unlocks, but outside of books, there's Every reason to go out and loot crap. You find "doing the same thing over and over again" tedious/grindy; I find "looting a thousand magazines, again" preventing me from starting new playthroughs. I tried with 2.5. I played for a day, haven't gone back yet.

We're different. This is a small start for an underground base, ready to collapse, dug by that stone axe:
1768780785521.png
 
I don't think I could have gotten all that cobblestone without mining honestly.
That's been my experience as well. Not much mining, but maybe 3000 each to get the approach to a converted POI; zombie height blocks of a portion of the POI; and potential fight windows upgraded to cobblestone and enough ammo to last the night when melee stamina runs out and/or to get zombies who stop to beat on blocks instead to get moving again. That's also counting small, day 7 horde bases built from scratch. There's not enough in loot or pallets to properly prepare unless you stake out a a couple warehouses or other POIs with a lot of pallets on your own if not relying on trader odd jobs to get you there in my experience in which event, you may as well do a little mining instead. Much easier and less time consuming than fighting off zombies to get to pallets when you have more interesting things to do and, at about that amount, possibly a little or a lot left over for other things such as the forge.

I'm sure everyone's experience is different, even depending on RWG layout and RNG, perhaps even every time. I must say, though, I don't understand the distinction being drawn between pounding/shoveling away on an stone or ore node and pounding/shoveling away on pallets, much less the "grind" for magazines. Depending how you look at it, progression of any kind can be viewed as and/or feel like a grind. Playing without testing, my test for a game is whether I can pick up what I need along the way in the course of normal gameplay. If I can't, I feel it's a grind. If I can, I feel it isn't.

I don't understand the disdain for learn by doing to level skills as opposed to learn by reading for crafting, etc., but I'm trying.
 
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I don't understand the disdain for learn by doing to level skills as opposed to learn by reading for crafting, etc., but I'm trying.
LBR incentivizes exploration and you have to go around in potentially unsafe areas to get the books (e.g.: Crack a Book stores, city streets), while LBD just incentivizes dumb repetition. I'm not saying you can't just play organically and level up with LBD, you can, but in that case you're not making active choices like you do when you assign skill points after a level up.

With skill points, like Roland mentioned before as well, you can totally correlate your actions to what skills you level up. It's up to you.
But you also have the freedom to pick something else that you need at the time and don't want to grind or you didn't have time to do.

I've tried to explain this several times to several people here, but apparently this is hard to understand for LBD fans. ;)

@Jeraal :
You don't need to put a negative reaction every time I write, everybody knows you're an LBD fanboy and I'm a Skill Points fanboy! :sneaky:
 
I find "looting a thousand magazines, again" preventing me from starting new playthroughs.
And what is the difference between that and LBD grinding? None.

I would argue that shooting a thousand zombies to level up your weapon should prevent you starting a new game.
On top of that imagine how grindy is having to kill again zombie over and over with different weapons if you need to level up more than one!

"Oh, I just killed 10000 zombies and I finally I can use my club with decent skill! ... Ok, now let's start this over again for my shotty, and then for my bow! ... Oh my gosh! Do I really have to go through this grind again?"
(your reply would probably be that you won't need to kill that many zombies, just a few ... but then LBD wouldn't make sense anymore, wouldn't it?)

You see my point? You just have gameplay fatigue. It has nothing to do with the magazines in my opinion.
Changing to LBD won't solve your problem.
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I have a big pile of dirt on my yard, and a little pile. I grab a handful of dirt from the big pile and toss it on the little one. My neighbor peeks over the fence and says to me "You don't Have to stand on the big pile." You're making as much sense as my imaginary neighbor.
If you can't understand what is the correlation between your statement and what I said i don't know how to explain it to you, sorry. 🤷‍♂️
 
And what is the difference between that and LBD grinding? None.
If there's no difference, then I suppose you can't hate one and like the other.. neither can I? How is this even a discussion?

If you can't understand what is the correlation between your statement and what I said i don't know how to explain it to you, sorry. 🤷‍♂️
Dear Commander Adama, you should well know that gravity wells are escapable; only the ones large enough to form black holes, aren't. Do you not?
 
I've tried to explain this several times to several people here, but apparently this is hard to understand for LBD fans. ;)
Can't say I appreciate the insinuation considering I picked up this game with Alpha 21 and have never played the old, exclusively LBD system, but whatever. I can assure you, I have no preference for one over the other, especially exclusively, for this game because when it comes to "choice and consequence," I care only about the actual choices and consequences of the cRPGs of old that significantly change the game world as well as the fates of characters and consider choice of weapons, etc. neglible because they're usually all designed to be as equally effective as possible with buffs and nerfs going on interminably. It's where people come by the impression that modern RPGs are "dumbed down."

Either way, you're "grinding" skills whether during the course of normal gameplay or via some weird tactic to optimize the fun out of games. Preferring one over the other and, of course, "perks" is a different story fused with skills and attributes, atm, in 7 Days with the friction points noted, e.g. heavy incentivation to use specific weapon combinations whether you want to or not. Hard to have a conversation about it when it's all smushed together like that. I do know the merging of skill and perks in modern RPGs don't sit well with many, especially as you have to spend points in point systems to take perks you don't want to get to the perks that you need and/or do want as in Skyrim and FO4. Strange example, I know, considering so many hate the game for different reasons, but FO76 actually has a much better perk system, specifically geared for specialization, than FO4.
 
If there's no difference, then I suppose you can't hate one and like the other.. neither can I? How is this even a discussion?
That comment was directed AT YOU, it doesn't apply to me since for me THERE IS a difference.
I see you're either distracted when replying to me or simply not all there enough to understand my points... I prefer to think the first. ;)
 
That comment was directed AT YOU, it doesn't apply to me since for me THERE IS a difference.
What difference does it make who it was directed at? None.
See how that leaves no room for interpretation?

Expanding:
Aimed at me:
There's no difference between the two, so I can't hate one and like the other. But I do, so there obviously is a difference, I wouldn't be Able to hate just one otherwise.
Aimed at you:
There's no difference between the two, so you can't hate one and like the other. But you do, so there obviously is a difference, you wouldn't be Able to hate just one otherwise.

See how the expanded version still makes no sense?
 
What difference does it make who it was directed at? None.
See how that leaves no room for interpretation?

Expanding:
Aimed at me:
There's no difference between the two, so I can't hate one and like the other. But I do, so there obviously is a difference, I wouldn't be Able to hate just one otherwise.
Aimed at you:
There's no difference between the two, so you can't hate one and like the other. But you do, so there obviously is a difference, you wouldn't be Able to hate just one otherwise.

See how the expanded version still makes no sense?
I will try one more time to explain something that should be simple to a convoluted mind...

You're not an AI, ate you? Because the way you understand things seems to completely disregard context and perspective.
Personal preference (emotional/irrational) and technical/gameplay difference (objective), are two very different things.

When directing my comment at you, I was referring to YOUR personal preference. So, YES, it does make a difference who it was directed to.
You made a comment stating you are frustrated by the LBR mechanics, because hunting for books is boring/grindy (whatever).
I replied that (implied technically) there's not difference since LBD is also configured to be grindy by definition, regardless of preference.

In any case, I'm sorry, but I won't be replying to you any further, I think we both wasted a lot of time not understanding each other.
But I'm sure you're the superior intellect, so I'm actually doing you a favor by withdrawing from the conversation. ;)
 
When directing my comment at you, I was referring to YOUR personal preference.
And you told me that I'm WRONG in my personal preference. If you expect me to take that at face value, then I don't know what to tell you. If you wanted to know why I dislike magazines, you could've asked, I'd have told you. Instead you told me I CAN'T dislike books, because LBD can be described as grindy as well. I don't know if it's English or logic that I'm trying to teach you, but ...

Because the way you understand things seems to completely disregard context and perspective.
The only way I can understand things is the words you post. If you post nonsense, I'll reply with mildly hostile nonsense.
 
They should at least make LBD actions for weapons skill. I have no problem with skill points but I hate thie stinky mp attribute system locking down the builds. The old system was so much more open.
 
TFP is in a risky position right now.
The jars seemingly have brought a good number of players back. But the hate and rage is still out there and there are new games from them on the horizon. I don't think it would be good to have the stink of animosity lingering when the new games get launched.

Personally I've been very satisfied since I started playing back in A21. I don't give a schnitz about the LBD, the BBC, the XYZ or the EIEIO. I went back and played A16 for 50+ hours. It sucks. It is an overall suckass experience. It was depressingly boring, and I'm on a high dosage of SSRIs. All the things that people like about it (and I liked a lot of those things as well) was so insignificant to the overall experience.

With that being said...I think TFP should give the community what it wants. There should be a separate sandbox mode with the LBD, the non digging zombies, reduced screamers, no quests, no trigger spawns, and everything else you see on Reddit.

Keep the story mode on track the way it's going, just allow for a separate sandbox mode that gives those with the loudest voices and the itchiest of downvote trigger fingers exactly what they want. The future depends on it.
 
TFP is in a risky position right now.
The jars seemingly have brought a good number of players back. But the hate and rage is still out there and there are new games from them on the horizon. I don't think it would be good to have the stink of animosity lingering when the new games get launched.

Personally I've been very satisfied since I started playing back in A21. I don't give a schnitz about the LBD, the BBC, the XYZ or the EIEIO. I went back and played A16 for 50+ hours. It sucks. It is an overall suckass experience. It was depressingly boring, and I'm on a high dosage of SSRIs. All the things that people like about it (and I liked a lot of those things as well) was so insignificant to the overall experience.

With that being said...I think TFP should give the community what it wants. There should be a separate sandbox mode with the LBD, the non digging zombies, reduced screamers, no quests, no trigger spawns, and everything else you see on Reddit.

Keep the story mode on track the way it's going, just allow for a separate sandbox mode that gives those with the loudest voices and the itchiest of downvote trigger fingers exactly what they want. The future depends on it.
Isn't rage and hate pretty much characteristic of the "gamer" community at this point? Never ceases to amaze how many players claim they love a game and somehow think that justifies trashing the developers of that very same game. Twisted doesn't cover it.

I completely understand the anger and frustration over the predatory industry practices that have taken over the triple A space, resulting in poor quality, "lifeless," "soulless" game design. It needs to be countered as does the centralization and homogenization, imo, but some appear to think that anger and frustration is applicable and justifiable everywhere, the indie space included.

I get the impression, correctly or incorrectly, that TFP doesn't want to be thought of as an indie. Some people do equate that with amateurish and inexperienced. Honestly reminds me, though, of my boss at a small, family-owned business. There were nine of us, yet he'd consistently claim to clients there were 30 or 40 or more. Had a sign on his desk that read: “If you can't dazzle them with brilliance, baffle them with bull■■■■.” (W.C. Fields) I tried to get him to see the benefits of being a small, family-owned business. People also tend to associate that with quality and compassion in an age when corporate behemoths rule the world. Moms & Pops; brick and mortars; all seem to be going the way of the dodo bird because they just can't compete with the purchasing power and convenience of the behemoths, which have hollowed out our local and regional communities, now resulting in a movement toward "rebuilding" local, living economies. Same goes for indies, which are getting by on a wing and a prayer.

It's a mad, mad, mad world.

There are decisions TFP have made I wouldn't agree with, but it's their game and (overused term that it is) their vision. Some will like the end product; some won't. And I think it's great they're taking community feedback into account, but -- again -- that should never dictate or even "democratically" decide the direction of a game, period. That's the game developers' province.

And that's all I'm going to say about that before I really get wound up.
 
There are decisions TFP have made I wouldn't agree with, but it's their game and (overused term that it is) their vision. Some will like the end product; some won't. And I think it's great they're taking community feedback into account, but -- again -- that should never dictate or even "democratically" decide the direction of a game, period. That's the game developers' province.

And that's all I'm going to say about that before I really get wound up.
Since after 2.0 the developers have made a lot of good decisions, and we can see that the tension has dropped a bit after 2.5. Honestly, I like the direction they’ve taken. Earlier I was quite toxic when I first started writing on the forum, but now I’m excited about what we’re going to get. I understood that I can’t have everything, and I accept that. Obviously, like everyone else, I’d like to have a lot of things, but I don’t intend to be negative just because of my personal wants.
I like the changes they made and how they reacted to the overall hate they handled it very well. The game still has a lot of things that I really like, and I’m not going to point fingers at those few small things that I personally don’t like, because there are too few of them. I trusted the developers whether they will do “learn by doing” or not, at this point I don’t really care. I will even accept learn by reading for combat skills as we have now even though I like learn by doing, I don’t think it works well for most people and it isn’t as flexible or convenient as learn by reading. The game has too many cool things in it for me to think about it negatively.
I soaked in a lot of that negativity from the hate coming from people, and it discouraged me from the game, but I can see that the game is going in a good direction and I’m calm about it.
 
but it's their game and (overused term that it is) their vision.
That's a tricky concept.

In music there's a condition called "demoitis".

This is when an artist gets their song finished and they don't like it because they lived with the demo for so long that they can't get past it. I believe that is applicable to a degree in the gaming world. It can be very dangerous to give the public something that is unfinished because there is a good chance many of them will fall in love with it and not like it being changed, even if it's broadly inferior.

It's a similar thing for a franchise like Call of Duty. It's a catch 22. People don't want things to be the same every time, but when they change things (such as jet packs) then people hate it. It results in only incremental changes for subsequent sequels, resulting in gaining the reputation of "putting out the same game every year".

Then we come down to ownership. I love the Beatles. I love the Long and Winding Road. But the production on that record was not Paul McCartney's intention. In the 90s they released a stripped down version of it more in line with what Paul initially wanted. I don't like it. But Beatles' fans will say it's the superior version because that's what Paul wanted. I don't give a ■■■■ what Paul wanted. The original is MY record now. Once you release something, it's really no longer yours, and I've heard other music artists acknowledge that.

Now, a game is a little different, but not wholly. It's a balancing act between what the devs want and what the players want. And it's probably 60/40 players over devs.
 
That's a tricky concept.

In music there's a condition called "demoitis".

This is when an artist gets their song finished and they don't like it because they lived with the demo for so long that they can't get past it. I believe that is applicable to a degree in the gaming world. It can be very dangerous to give the public something that is unfinished because there is a good chance many of them will fall in love with it and not like it being changed, even if it's broadly inferior.

It's a similar thing for a franchise like Call of Duty. It's a catch 22. People don't want things to be the same every time, but when they change things (such as jet packs) then people hate it. It results in only incremental changes for subsequent sequels, resulting in gaining the reputation of "putting out the same game every year".

Then we come down to ownership. I love the Beatles. I love the Long and Winding Road. But the production on that record was not Paul McCartney's intention. In the 90s they released a stripped down version of it more in line with what Paul initially wanted. I don't like it. But Beatles' fans will say it's the superior version because that's what Paul wanted. I don't give a ■■■■ what Paul wanted. The original is MY record now. Once you release something, it's really no longer yours, and I've heard other music artists acknowledge that.

Now, a game is a little different, but not wholly. It's a balancing act between what the devs want and what the players want. And it's probably 60/40 players over devs.
I agree with much of this, your analogy falls a little flat (for me) because these guys ARE the artist and someone else did not mix the "final cut"...in fact the "final cut" of this game has yet to be recorded and mastered, but, the meat of it stands. The fans fell in love with what they had...and then the "vision" changed...and then THAT "vision" changed. If anything, the biggest problem I see, is that they have let perfection be the enemy of something good. Instead of adding to what they had, they change direction...then change it again...while NOT ADDING the bigger elements people have been waiting for (bandits and story) which, to some, makes it LOOK like, every change in direction is a desperate bid to give themselves even more time to try and figure "it" out.

Some might say "that's EA for you".

I thought the bulk of all that had been worked out BEFORE they did the re-release to console...not that "we'd" be going thru the same processes again...that's where my frustrations is. That this half of a game has been reworked soo many times at the expense of actually finishing it.
 
TFP is in a risky position right now.
The jars seemingly have brought a good number of players back. But the hate and rage is still out there and there are new games from them on the horizon. I don't think it would be good to have the stink of animosity lingering when the new games get launched.

Personally I've been very satisfied since I started playing back in A21. I don't give a schnitz about the LBD, the BBC, the XYZ or the EIEIO. I went back and played A16 for 50+ hours. It sucks. It is an overall suckass experience. It was depressingly boring, and I'm on a high dosage of SSRIs. All the things that people like about it (and I liked a lot of those things as well) was so insignificant to the overall experience.

With that being said...I think TFP should give the community what it wants. There should be a separate sandbox mode with the LBD, the non digging zombies, reduced screamers, no quests, no trigger spawns, and everything else you see on Reddit.

"and everything else"? They would have to add a massive amount of mostly new features (since their code basis changed a lot they would mostly not be able to simply use the old code, they would have to implement many of them from scratch), would have to integrate lots of **alternative** GUI elements to support those different methods and worst of all balance that again:

If they add everything in just one option they would not appease players who want a different set of old features, also some would contradict each other
If they add every feature with its own option, balancing that would be a total and impossible nightmare. And you can bet that the critics want those features balanced as well, see the discussion about the jar slider.
 
that they have let perfection be the enemy of something good. Instead of adding to what they had, they change direction...then change it again
It's just an impression and could be completely off the mark, but I've said myself TFP seems to have allowed perfectionism to get the better of them at some point and that the creative tug of war between a minority of players and TFP over base building, especially -- that actually resulted in some improvements to the game -- seems to have turned toxic at some point, i.e. ceased to be a creative tug of war and became a war of control over. Appearances, however, can be deceiving. So, I don't take my impressions for absolute truth and consider any and all speculation just that. And speculation on the part of the vast majority of community members has been anything but generous or compassionate toward TFP, imo.

As playtesters, all we have are appearances and impressions to go on, none of which will be confirmed or denied by TFP, and the roadmap TFP have published is in keeping with the description of the game in the Kickstarter campaign whether that's the game some wanted/expected to come out eventually or not. Despite the setback with 2.0, which was arguably rushed for whatever reason, they appear to be back on track even if it's not the track many in the community want the game to be on.

Criticism -- of the game -- is quite a different thing than the "trashing the developers" phenomenon I'm seeing everywhere. I think the "change direction, then change it again" comes down to one as yet to be implemented aspect of the game: story mode. Some survival games, e.g. Subnautica, intertwine their (usually forgettable, imo) stories into a static game world/map. Others, e.g. Green Hell, developed a story mode completely separate from a static map. 7 Days has RWG to contend with. My feeling, which again could be wrong, is that TFP initially set out to incorporate the story mode into the map(s). Ergo, static traders, even in RWG, presented according to which traders/biomes are affiliated with which factions, Duke's or Noah's; biome progression (at least, in part); etc.

Again, I could be completely off the mark, but I further get the impression TFP have realized it's not necessary to so interwine the story with the map(s). It could be a separate mode altogether, e.g. Green Hell's, or could be confined to Navezgane or could be approached any number of other ways than un-randomizing RWG and un-sandboxing the game. Are they in the process of separating what they've developed of the story mode from the maps so we can have our cake and eat it, too?

Certainly, none of us know. Only TFP knows and they're not talking about that. So, speculation is going to be all over the place and most of it is going to be dead wrong just as speculation about yours or my or anyone else's character and intentions are usually dead wrong.
 
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