Things I want changed. PART5

eganonstwr

New member
My english is not good so try to understand.

MORE SOUL LESS MIND. WHEN YOU FOLLOW MIND IT ENTANGLES YOU AND WE GET WHAT WE HAVE RIGHT NOW.

IN EARLY ALPHAS WE HAD SOUL AND IN LATER ALPHAS @%$# PROGRESSED ALONGSIDE THE SOUL AND OVERWHELMED IT.

Dear developer i understand that youve gone too far to be able to change core gameplay mechanics, so i will just SCOLD YOU, point your mistakes and teach you a lesson in case you decide to develop a new game.

First of all this current gameplay mechanic is bull@%$#. Game encourages linear progress over creativity. I wont point the exact details(or maybe bring some examples), i just want you to think. Dudes, this game is sandbox and its voxel based mechanics tells everything about it. Scavenging is good when its interesting. Your randomized loot makes almost no difference what POI you are looting. So if scavenging takes significant place in the game then delete randomgen maps, leave only handcrafted navezgane and handcraft the 7 days to die world the way that evey POI is unique, every biom is unique and pave the way for NPCs and story. Because randomgen wont allow you create unique stories.

Your zombie traps suck. They are completely useless. One green zombie can destroy blade trap on insane difficulty. This is insanely stupid. Imagine now horde night how many green zombies will attack you. Traps must provide solid protection even wood spike traps, and do not break so easily. So building just a base with fences and some traps to have some fun is a clearly stupid idea because zombie can enter your zone in just a few seconds. So you need to build a 5 layered steel ugly base just to feel protected and for that you need to read incredible amount of books to unlock steel crafting moving you to almost endgame. Come on dude zombie is just a meat it cant break iron fences or even wood. Have you ever considered the thickness of one wood block when you allowed zombies destroy it with couple of hits ? I know what you gonna say, "its just a game not reality" or "our approach makes sense because if zombies cant destroy wood then theres no need for concrete and game will become boring no challenge". "no challenge"? seriously ? You need to loot for materials, like you salvage... not for the books that you need to read 100 times to gain something. Leave a couple of schematics for complicated craft in book stores and thats it with books. So as for the progress, first you can put wood planks clumsily without nailgun to nail them, with glue, and zombies can break it. But when you achieve mastery and get proper tools you can create a wood block that is as solid as steel and zombies wont be able to destroy it.

Now wood harvesting. i wont even tell you, you know how stupidly it was implemented. Like one hit gives you 3 wood, so i can stick 10 piece of wood and create wood shape helpers and then another 10 which i gathered from branches to create solid wood block which feels like its been cut from a log and turned into planks to create it. Dudes Game must be interactive, a little bit logical to feel yourself immersed into it, not a cybersport when only your hands play. Your current approach is from rookie to mafia boss. When i play first i kill enough zombies to levelup and unlock couple things. Like in real world i wouldnt do that. Zombies are something you should avoid not a training dummies. And a simple fence should provide solid protection for you and your teammates from them.

SO MANY THINGS TO SAY I DONT EVEN KNOW THIS IS ENOUGH OR NOT. IF I REMEMBER NEW THINGS I WILL SURELY BE GLAD TO TEACH YOU FURTHER. NOW BE CONTENT WITH WHAT IVE PROVIDED YOU.

With love YOUR TEACHER.

 
I'm reminded of the Monty Python "Dirty Hungarian Phrasebook" sketch: "My hovercraft is full of eels." There must be some joke translator online that adds hostility, well AI could certainly do that. Oh, there is! https://anythingtranslate.com/translators/hostile-translator/

Translated to Nice by ChatGPT:
 

More Soul, Less Mind. When we rely solely on logic and rigid structure, we entangle ourselves in limitations—resulting in the very experience we now have.

In the early days of development, the game was imbued with soul. However, as time went on, mechanical progression took precedence, overshadowing the spirit of creativity and immersion.

Dear Developer, I understand that you have journeyed too far down this path to make sweeping changes to the game’s core mechanics. So instead, I offer this as constructive guidance—insights that may prove valuable should you embark on a new project in the future.

Firstly, the current gameplay structure feels restrictive. The game encourages a linear grind over the boundless potential of creativity. I won’t list every specific flaw (though I could), but instead, I urge you to reflect. This is a sandbox game, its voxel-based world an open invitation to limitless possibilities. And yet, scavenging, a core element, often feels uninspired—randomized loot diminishes the significance of exploration. If scavenging is to remain a central pillar, consider shifting away from procedurally generated worlds. Imagine a handcrafted realm, where each POI holds its own identity, every biome tells a unique story, and the world feels alive with NPCs and rich narratives. Random generation cannot weave a world with meaningful tales.

On Defenses & Base Building:

The traps designed for protection are woefully inadequate. A single formidable zombie can decimate a blade trap on the highest difficulty—how, then, can one expect to withstand an entire horde? Traps should offer genuine fortification; even the humblest wooden spike should have resilience. As it stands, a simple base with traps is meaningless—one must construct an imposing, layered steel fortress merely to feel safe. But such a path demands an exhausting grind for knowledge, pushing meaningful progression too far into the late game.

Should the living dead—a force of mindless flesh—really have the strength to shatter iron fences or even solid wooden barricades with ease? Have you considered the true thickness of these materials? A more organic progression would see players begin by crudely nailing together wooden planks, fragile at first. But with mastery, the same wood could be fortified into something as strong as steel—a true testament to craftsmanship.

On Resource Gathering & Immersion:

The process of gathering wood, an act so fundamental, lacks the weight of reality. A single strike yields but a few pieces, yet somehow, those fragments magically transform into perfectly crafted wooden structures. There should be a sense of interaction, of transformation, that grounds players within the world rather than making resource collection feel like an abstract numbers game. A survival game should immerse the player, not reduce the experience to a mere test of efficiency.

On Combat & The Role of Zombies:

Zombies, the ever-present threat, feel less like terrifying foes and more like mere stepping stones for progression. Slaying them should not be a means to gain power—it should be an act of desperation and necessity. A simple wooden fence should offer a sense of safety, a moment of respite, rather than crumble under a few careless strikes. The thrill of survival lies in careful planning, in evasion, in treating the undead as the danger they are—not as mere training dummies for leveling up.

There is so much more I could say, so many areas where the game could shine brighter. But for now, I will leave you with these thoughts. Should I recall further insights, I will gladly share them, in the hope that they might inspire you.

With respect and a touch of love,
Your Teacher.

 
Again?  Caps and such topic titles and rude/troll-like comments will not get you any support for your suggestions.  At this point, it isn't even worth reading your suggestions unless you can start being mature in what you write.

 
Again?  Caps and such topic titles and rude/troll-like comments will not get you any support for your suggestions.  At this point, it isn't even worth reading your suggestions unless you can start being mature in what you write.


Yeah, the titles have been a pain for a while. Fixed the thread titles, but somewhere missed part 4.

 
Back
Top