PC Things you miss AND don't miss from the old alphas

I DO NOT MISS:

- The crappy janky old armor and clothes, except the fact we had 5 armor parts instead of 4, but everything else looks 100 times better in V1.

- Empty jars

- Empty cans

I WOULD LIKE TO SEE AGAIN (I never played with that but looks interesting):

- Having separate armor/cloth for upper body and lower body = 5 armor pieces instead of 4.

- More of the old zombie models, maybe with some rework to make them look a little nicer, although we have many of them back in some mods/overhauls already.

- Learning by doing. The same, we have it back in some mods, but still would be nice with proper balance in base game.
I would love old zombies and learn by doing and 5 armor slots 

Hat 

Chest 

Gloves 

Pants 

Boots

But the learn by doing. I think it should be a hybrid of all the systems we had 

 
• Meat having a smell 
I haven't played the version where this was implemented. But I wouldn't mind such changes as an option.

• More furniture being craftable 
I don't see the point in this. You can't interact with the furniture. What's the point of this variety?

• Old zombies like farmer, cowboy and cheerleader, nude walker, etc 
Yes, I miss some of them. Especially the football players who often knocked me down.

• Findable gold, silver and diamond ore deeper underground 
Why? If nothing can be created from them, then these resources are worthless. We are in a world of survival, not bank employees.

...Throwing my Spear! Really wish this was back in the game - not modded or anything.
And you find yourself unarmed. I didn't use it because of this throwing, I threw it a couple of times by accident, forgetting that the spear doesn't have a power attack, but has a throw.

 
don't see the point in this. You can't interact with the furniture. What's the point of this variety?
Just to decorate.  Like sighs, Scrap metal plating, paintings, etc 

Why? If nothing can be created from them, then these resources are worthless. We are in a world of survival, not bank employees.
Main reason Is to find diamond for diamond tipped and gives a reason too dig deeper 

 
Having just worked on a number of old POIs to bring them up from A16/A17 to current to satisfy some player nostalgia, I'd say what I don't miss is the empty appearance to the POIs and having fewer block choices.

 
Having just worked on a number of old POIs to bring them up from A16/A17 to current to satisfy some player nostalgia, I'd say what I don't miss is the empty appearance to the POIs and having fewer block choices.
I don't miss it nether however I do miss the old look of diresvill. The look was way better then it is now.  

I wouldn't mind if we got copy pasted pois but with different layouts and Loot. 

Like say you got a suburban house and looks the same and there are 6 copy's. But each one has a different entrance. Or maybe put it all in one cube

Too add a few more even tho I wasn't around for some of these. 

More meat types

The generic armors like cloth, military, iron. But I think the system we have is better as special sets 

Old zombies like Steve, cheerleader, farmer, etc

 
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...and you find yourself unarmed. I didn't use it because of this throwing, I threw it a couple of times by accident, forgetting that the spear doesn't have a power attack, but has a throw...
One spear throw to the head was enough to kill most zombies, and on my brother's recommendation I had three of them on my tool belt. It felt so rewarding to spear-kill a zombie to the head this way. A far greater problem, I think you'll agree, was the spear would occasionally drop through the world and vanish... a glitch somewhere.

But I don't get it why normal attacks and power attacks can't simply be tapping or holding the attack button (mouse or gamepad, your choice), leaving the other for various forms of aiming or other alternate attacks - including readying your spear to throw. As with the grenades you need to prime them with one button and throw them with the other, the same could be done with spears: normal attack or power attack by pressing or holding attack, then hold aim to ready, attack to throw and hold it to throw it harder.

 
One spear throw to the head was enough to kill most zombies, and on my brother's recommendation I had three of them on my tool belt. It felt so rewarding to spear-kill a zombie to the head this way. A far greater problem, I think you'll agree, was the spear would occasionally drop through the world and vanish... a glitch somewhere.

But I don't get it why normal attacks and power attacks can't simply be tapping or holding the attack button (mouse or gamepad, your choice), leaving the other for various forms of aiming or other alternate attacks - including readying your spear to throw. As with the grenades you need to prime them with one button and throw them with the other, the same could be done with spears: normal attack or power attack by pressing or holding attack, then hold aim to ready, attack to throw and hold it to throw it harder.
I think a varrant like a throwing spear would be cool kinda like Grenades 

 
@OneManStanding You just gave me a thought that I over looked.

I went the other way and cloned the stone spear class once and named the throw-able one

stone javelin, and gave it the ability to throw, and left the other the same, and then tinted

the string. So I don't make the same mistake. I have not lost one yet, to the old glitch.

Although they will sometimes disappear if some of  the different  zombies deres before I 

remove it. I enable it with every mod I play.

 
One spear throw to the head was enough to kill most zombies
This is sometimes a problem. The zombie can swing to the side or crouch.

In general, I would prefer to have 2 types of spears in this case. After all, we have 2 types of bows, bows and crossbows. It would probably be nice if we had 2 types of spears: spears and darts. And darts would have a stack of 10. Then it would make sense. Spears would have a normal and power attack, and darts a normal attack and a throw.

 
I miss the variety of bases you used to be able to make. Now most of the base designs are centered around make zombie get to x point, then fall off and run back again.

 
I miss the variety of bases you used to be able to make. Now most of the base designs are centered around make zombie get to x point, then fall off and run back again.


Just out of curiosity, how much of that was being a newer player and not really understanding how the zombies acted?

I ask because as I look back at earlier versions that's the question that makes me pause. I don't know that I really understood what early zombies were doing. I certainly didn't have access to (or didn't care to watch) YouTubers who have done a bunch of analysis and figured out the optimal. When I was playing the early versions I was pretty dumb about my bases. In fact, I recall spending much of my first weeks trying to get a stable source of water and food, not really having time for preparing for the horde.

At this point, I can play the game without a horde base and have no trouble surviving a horde night, so I understand a lot more.

These ultra-effective horde bases -- where they run to point X and fall off -- turns the game into an XP factory. They're so well optimized that you can run up the number of zombies really high and not be challenged. I can applaud the intellect and design that went into them. They're also boring after the first few times.

So maybe I could get behind some zombies taking a different approach -- attacking what you're standing on until you're at the same level as they are -- Demolition zombies just blowing themselves up when standing near your tower. But then folks are going to start complaining that zombies are structural engineers.

So, if you want variety, I suggest forcing yourself in to situations where you have to improvise. That is, randomize the horde night and make the notification of a horde be very late in the day. Also, refuse to use the same horde base twice.

 
I miss the variety of bases you used to be able to make. Now most of the base designs are centered around make zombie get to x point, then fall off and run back again.
My brother liked making bases that did that - exploit the zombie pathing. It's pretty effective and, as you've said, many people use variations of it. At one point we took over a school for a horde base and he build multiple mini-horde ramps around the outside so we could switch from one to the other as they got overrun. The zombies, however, in a streak of brilliance, decided it would be better to chomp through the wall of the school and attack from inside -- meaning we ended up holding off the horde from the outside, which was a very weird experience. It was like the zombies had the horde base and we were trying to keep them inside it.

Overall this kind of thing i easy to build and good to start with. Personally, got bored of it and elected to only design things which would be fun for the zombies to chew on and epic to defend. Survival isn't my top priority. One of them was a pretty big castle, four curtain walls around a central four-turret keep: it held up for three nights until three bomb zombies ripped the guts out of it. The new one I'm working with is more like a bunker - entirely concrete, it's a pillbox on the surface with a ladder right down through various floors and defensive points below. My one crutch is back-to-back double concrete bars to hold back the horde.

 
myrkana said:
I miss the variety of bases you used to be able to make. Now most of the base designs are centered around make zombie get to x point, then fall off and run back again.
I'm personaly doing a variation on that: Get'm in line and punch their eyeballs out with a spear while being paralysed, with the option to crawl back to my desk when they fall out of line. Early game with a few hatches in the floor to get the agroed zeds attention with my bow, now building a bit higher to avoid that agro against my blocks. Inspite of drowning in ammo no fan of guns, only serious turret in use is against birds in the rooftop garden, other turrets for emergency only and I hate the collateral damage 🫠

Meanwhile slowly working on a cave base in a mountain but not sure how that will turn out.

 
I miss: Learn by doing as the current magazine and perk system is complete trash, I miss sandbox elements like being able to make a underground base if you wanted to being viable. I miss the old gun system as it was nice finding a gun with better parts to upgrade the gun you have. I miss the garden hoe was funny how tfp was like "It won't work technacally to hoe the ground like you used to so you have to use these stupud farm plots" 2 days later modder releases a mod that lets you hoe the ground TFP said was techancally impossible to do that works flawlessly. I miss proper progression, or well, I should say the game never had any proper progression of the biomes ever. People don't leave the forest because you can craft pretty much every item  in the game without ever leaving the forest, THATS the progression problem, and why no one goes to other biomes, the 2.0 update is just stupid as its going to make it even MORE annoying to go to other biomes so even LESS people will bother now. TFP needs to redo the entire item/crafting system and give each biome its own unique resources, that can only be found there to make that tier of gear, however you also have to balance this so you can't just run into wasteland on day 1 to get the top materials and make the top gear. I also miss the hatchevator, that thing was great for underground bases, but sadly the bug that allowed it to work was the same bug that let zombies pass thru solid walls so it was a unfortunate bit of collertal damage. I also miss water jars, as its stupid your char basically eats the jar after you drink from it and that it cannot be reused. I also miss the game being fun, the current perk and magazine system is aweful and just take alot away from the game, especially weapons being stat locked was a big nono, many general perks like miner 69'er, motherload etc should be uncoupled from stats and added to a general perk pool, which is something 2.0 is going to have, we can only hope they put general use perks like that inside it. The game is not a rpg its supposed to be a sandbox and it currently has way to many restrictions on things.

Other issues is some stats are just a waste of points because the perks it has in it are very niche or not very useful. Like Str currently has some of the most useful perks in the game: miner 69'er, motherload and master chef as these perks are always useful. As well as solid melee choices and iirc shotguns are also str.

As for things I don't miss: well there isin't much here, before they put it back I would have said the burnt biome, as even today the burnt biome serves no real purpose and has no real reason to exist even in 1.3. There is nothing unique to that biome, and no real point for it to exist, kinda like the plains biome, it never really had a purpose.

What the game needs: redone progression and items and crafting where each biome has its own tier and loot/crafting recipes, and you have to make stuff from the previous biome to be able to access the next safely, to prevent people from just going there on day 1. EG Wasteland could have radiation pollution and you need to find something in a lab in the snow biome to gain protection from that for entrly level area's and then to go deeper you need to upgrade that protection with materials from wasteland. Look At Valheim as a prime example how to do biomes right. You try to go into the snow biome in valheim without proper protection from the cold? your char literally dies in like 30 seconds. All you can do at first is very short runs into it, to try to kill enemies for their skins to make proper anti-cold gear. No one goes out of the forest really in 7dtd because there is 0 reason to, you can craft every single item in the game except one without leaving the forest, the only item you can't is gas because oil shale only spawns in the desert, but one mining trip to the desert is prob all u need for an entire run. There is just no incentive to go to other biomes as there is no real need to. Sadly TFP for some reason does not seem to realize this core problem and keeps refusing to fix it. Making the biomes more annoying to go into is not going to get more people to go into them, its going to do the opposite and make even less people wanna bother.

 
I sometimes miss the random noises. Remember the crying baby. It seemed so out of place to me really but man did it creep me out lol.

Probably just the fact that it was something in the background. Just busy noises. Having no sounds at all would just be boring.

Don't know if I miss the bees/hornets? but I do know that to this day the biggest jumpscare I got in this game is from one.

 
I sometimes miss the random noises. Remember the crying baby. It seemed so out of place to me really but man did it creep me out lol.

Probably just the fact that it was something in the background. Just busy noises. Having no sounds at all would just be boring.

Don't know if I miss the bees/hornets? but I do know that to this day the biggest jumpscare I got in this game is from one.


I could go for more random noises. I'd love the "what was that?" effect. These could even be existing game sounds, positioned in the distance, off to one side, etc.

 
I could go for more random noises. I'd love the "what was that?" effect. These could even be existing game sounds, positioned in the distance, off to one side, etc.


I would love it if the random noises represented anything that was in the game. The "crying baby" effect wasn't bad, but without any babies in the game, it seemed like it was just put in to be "spooky."

EDIT: A lot of the POIs have "visual storytelling" where the POI itself gives players an inclination of what happened there. It would be cool if there was some kind of "audio storytelling" that did the same thing. Like, during horde nights there could be a sound of survivors being killed en mass, or something.

Anyway - one thing I do actually miss is "dumb" zombie AI, where they would just run straight to where you were on the X/Z plane, and if they couldn't reach you, just destroy whatever was around. Obviously the AI can't just be that, but adding that back in for some of the "grunt" zombies would be cool.

 
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