PC This game is emergency lacking in QoL changes (List)

They could make chainsaws lose durability significantly faster when attacking zombies but have them actually deal a decent amount of damage to zombies.

or they could make it so they have a jamming mechanic where they get clogged with flesh and it takes several seconds to un-jam them. So they do a lot of damage but randomly get jammed for like 5 or so seconds making them a bit risky to use.

Also, I agree that the gear crafting system is mostly useless since you will receive/find gear that is better than what you can make most of the time. They probably should lower the quality level of the rewards traders offer and they should add unique bonuses that can only be found on gear that you craft. For example you could craft a spear with a built in attack speed bonus. Or a higher chance to dismember a zombie, or knockdown, or knock back, etc.

 
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  • Can't skip the night before 4:00 am
  • Can't find maps that opened the main map
  • Most of iron sights is weird and unlogical
  • Can't fast-travel from trader to trader
  • Sight does not hide when aiming
  • The scope covers the entire screen with black area like a game from 2003
  • Getting water was made complicated for some reason, just because.
  • Artificially limited skill tree
  • Awful Learning by Reading
  • You can't see a damn thing indoors even in the daytime
  • Night/early morning sounds and enemy spawning sound cannot be switched off
  • You cannot select the update level of the unit (instead of a building block to a cobblestone or concrete or metal)
  • You can't take away blocks, or change their shape
  • Many items cannot be removed after placing
  • The lamps are unbalanced and shine like the sun.
  • You can't put a merchant's hours of working
  • The map does not automatically cognize locations and their names except for merchants
  • When creating labels, you can't hide them from the map so that they are visible only in the list
  • Once a label has been created, you cannot change its name
  • The game should kill the last zombie that delays the quest. Or add normal 3D sound positioning
  • A chainsaw is useless in battle, it doesn't stun any damn enemies.
  • Characters always have the same animation and food item
  • Characters cannot craft an industrial generator



  • Read and unread magazines should be marked with more than just an icon. But also a color
  • Modification journal are not obviously indicated by another icon other than a small book in the corner.
  • The game does not allow you to throw things away except by dragging things outside the inventory border, instead of pressing RMB and the conditional Shift/Ctrl
  • Can't craft dye, you have to scavenge it from random clothes



  • If you "trace" the item's crafting, it closes the merchant's active target. And doesn't track more items. For example, I want to craft two pieces of transportation. And to craft it, I have to focus on one part, then track and craft the other. What prevents to make a slideshow where the player can track up to 5 crafts at the same time. At the same time not to close the main goal, again a task from the trader?
  • Can't hide difficulty of POI/Biome in settings
  • Can't pick up quality of items in creative menu
  • Some door frames have strange values to repair
  • Spikes hitboxes is janky, same goes with window glass
  • Zombies could attack you through door, melee are not able to hit though hole in door
  • Fast-healing have unmentioned downsides
  • Inventory locking is unintuitive
  • Stealth is janky and useless in most cases.



  • Many blocks have strange hitboxes when you can't shoot/use melee in the hole so you hit block itself. But in movement they are right
  • Craft menu does not show all the crafts, you have to use the search
  • The electrical system needs a little tweaking
  • The game gives players level 6 items by loot/from a merchant. While items that can be crafted by a player up to Max 5 LVL makes collecting magazines pointless. Since the player may accidentally find a weapon that will be more effective than basic crafting. And will be infinitely repaired regardless of its number of repairs.
Been on the forums for awhile, ill bite and try to be as truthful/unbiased as i can about what i think the answers/reasons are. And i believe from other posts ypu have sent, you are wanting to keep it "vanilla no mods" for answers. Some questions/complaints i dont understand so ill leave them out.

- cant skip the night before 4 AM: sleeping and other things have been talked about and nixed. I believe the game is supposed to be about "time management" but also "making you sit there waiting is a thing if you have nothing to do" as a way to have you plan specific nighttime tasks... or get bored and venture outside when its more dangerous. But yeah "skipping time" is not a planned thing.

- iron sights weird: lots of complaints about this, for those that notice it

- cannot fast travel between traders: this has been sort of hinted at being a possibility, i believe. The new helipads at the  traders may be part of it.

- aight does not hide while aiming: people have complained. No plans to change i know of

- getting water was made complicated: personally i wish it were harder to get, but yeah they felt it was too easy before. Lots of posts about the reasons. The change seems to have made a 50/50 split of forum users hating/liking it.

- awful learning by reading: the "learning by doing" was nixed a long time ago, for several reasons. The reading i feel is to make the progression slower. Lots of love/hate for it, but its extended my "early game" by a lot of days.

- cant see a damn thing indoors: the vanilla game settings isn't very dark, but yeah they dont want you having great indoor/outdoor visibility. I believe this is why the night vision goggles are still in the game. 
- cant select the update level of the unit: yeah, and i cannot see this changing as in the game there is only 1 block upgrade and downgrade path. So its hardcoded to be block A upgrades to block B i believe. The "fix" for this (kinda) are the recipes to just craft the block you want vs upgrading. Of course that assumes you are building vs upgrading an existing building.

- cant take away blocks or change their shape: i believe they want you to be "time management punished" for having to build/destroy so if you don't plan ahead (for a horde) suffer more. You shouldn't be able to jump in a building and reinforce/rebuild super fast. You should plan ahead days/hours before horde nights. This is also probably why picking things up (like the forge, workbench) have timers: you cannot go fast when there is a time crunch, actions have some consequences.

- lamps are too bright: yeah i agree the lighting is weird. Many people have wished to be able to change the lighting. 
- cant put merchants hours of working: i think because merchants area is indestructible/safe, they don't want you hiding put there at night.

- read and unread magazine color: yeah, tons of people complaining about this. It wouldn't surprise me if this is fixed when they do the UI update (which i heard was planned). This also applies to several UI / map things you said: valid concerns/complaints about labels and such, but they haven't messed with the UI in a long time.

- game does not allow you to throw things away...: there is a "drop" on most things? Like the "d" button when the item is selected? Anyway: if its not always there: some of the buttons/actions for items in inventory (drop/wear/scrap/eat?) are different for some items. If this is not a "we will fix it with ui update/final polish" i feel its on purpose to mess with you. Like the "oops i ate glass" issue has been around for awhile and i feel kinda left there on purpose to make you pay attention and also to trip everyone up a few times for ha ha factor. The game is quirky like that, and im not sure if its on purpose or not "for funsies"

- cant craft dye: yeah that is weird.it does make you work a lot harder to get all the colors you want, like finding a color is a little present. Scavenging from clothes IS weird. Its possible they havent changed it because its part of the "character armor updates" 

- spike hitboxes is janky...: i have seen several posts about janky hotboxes, and the fix for it is to olen a bug report anout it. The devs seem to eventually get to fixing the hitbox if they agree. The spikes are bery... full of holes so maybe its more performant (less triangles?) to not have the hitboxes be more perfect for these. BecUse players can put down hundreds of these blocks

- zombies can attack through door: yeah, i feel this is an issue because of the voxels, and i feel they aren't going to fix it... but maybe they will?

- stealth is janky and useless: lots of complaints. Not sure of any status but they seem to eventually get around to fixing stuff like this in some manner.

- electrical system issues: yeah, its weird. But my best guess is that they have built it to be "easy/low overhead to calculate electrical loads and stuff to get some electrical goijg", so we get the oddities we see. in the old console versions i believe electrical was nerfed, and in online games they seems to often have rules about electrical/solar usage because of the computational load it puts on the game. For whatever reason its in the state its in. I haven't heard of any plans to change/update it.

long story short: i can never tell what quirks are "on purpose" or "ha ha we like it this way" or "its  functional enough for now". Obviously we have to wait for gold, but its always good to post annoyances so hopefully the devs will add it to their list. But 7 days is (imho) its own beast and not run by a normal game studio catering to the standard demographics, so they kinda do whatever they want. The "rule" TFP seems to have is "fun is priority over realism or other things" but: fun for whom? TFP ultimately gets that decision and sometimes i think they like "fun" to be "you get some punishment because the fun is in the struggle or surprise elements". But they are also working on a voxel based game (with stability calculations) and many times i have read this is a limitation to the game that they have to work around. So i feel a lot of QOL have been "neglected" until the end as they consider that "polish but if left put oh well".

additionally: i also feel that, because they allow modding to be done so easily, they are less focused on all the "little things" and just figure modders will fix them if its annoying enough to enough people. Like the "unintuitive inventory locking": they had to make a choice (locked or unlocked) and they figure the community will "fix" it with mods of they disagree with the defaults as likely there is no right way that pleases everyone.

 
Been on the forums for awhile, ill bite and try to be as truthful/unbiased as i can about what i think the answers/reasons are. And i believe from other posts ypu have sent, you are wanting to keep it "vanilla no mods" for answers. Some questions/complaints i dont understand so ill leave them out.

- cant skip the night before 4 AM: sleeping and other things have been talked about and nixed. I believe the game is supposed to be about "time management" but also "making you sit there waiting is a thing if you have nothing to do" as a way to have you plan specific nighttime tasks... or get bored and venture outside when its more dangerous. But yeah "skipping time" is not a planned thing.

- iron sights weird: lots of complaints about this, for those that notice it

- cannot fast travel between traders: this has been sort of hinted at being a possibility, i believe. The new helipads at the  traders may be part of it.

- aight does not hide while aiming: people have complained. No plans to change i know of

- getting water was made complicated: personally i wish it were harder to get, but yeah they felt it was too easy before. Lots of posts about the reasons. The change seems to have made a 50/50 split of forum users hating/liking it.

- awful learning by reading: the "learning by doing" was nixed a long time ago, for several reasons. The reading i feel is to make the progression slower. Lots of love/hate for it, but its extended my "early game" by a lot of days.

- cant see a damn thing indoors: the vanilla game settings isn't very dark, but yeah they dont want you having great indoor/outdoor visibility. I believe this is why the night vision goggles are still in the game. 
- cant select the update level of the unit: yeah, and i cannot see this changing as in the game there is only 1 block upgrade and downgrade path. So its hardcoded to be block A upgrades to block B i believe. The "fix" for this (kinda) are the recipes to just craft the block you want vs upgrading. Of course that assumes you are building vs upgrading an existing building.

- cant take away blocks or change their shape: i believe they want you to be "time management punished" for having to build/destroy so if you don't plan ahead (for a horde) suffer more. You shouldn't be able to jump in a building and reinforce/rebuild super fast. You should plan ahead days/hours before horde nights. This is also probably why picking things up (like the forge, workbench) have timers: you cannot go fast when there is a time crunch, actions have some consequences.

- lamps are too bright: yeah i agree the lighting is weird. Many people have wished to be able to change the lighting. 
- cant put merchants hours of working: i think because merchants area is indestructible/safe, they don't want you hiding put there at night.

- read and unread magazine color: yeah, tons of people complaining about this. It wouldn't surprise me if this is fixed when they do the UI update (which i heard was planned). This also applies to several UI / map things you said: valid concerns/complaints about labels and such, but they haven't messed with the UI in a long time.

- game does not allow you to throw things away...: there is a "drop" on most things? Like the "d" button when the item is selected? Anyway: if its not always there: some of the buttons/actions for items in inventory (drop/wear/scrap/eat?) are different for some items. If this is not a "we will fix it with ui update/final polish" i feel its on purpose to mess with you. Like the "oops i ate glass" issue has been around for awhile and i feel kinda left there on purpose to make you pay attention and also to trip everyone up a few times for ha ha factor. The game is quirky like that, and im not sure if its on purpose or not "for funsies"

- cant craft dye: yeah that is weird.it does make you work a lot harder to get all the colors you want, like finding a color is a little present. Scavenging from clothes IS weird. Its possible they havent changed it because its part of the "character armor updates" 

- spike hitboxes is janky...: i have seen several posts about janky hotboxes, and the fix for it is to olen a bug report anout it. The devs seem to eventually get to fixing the hitbox if they agree. The spikes are bery... full of holes so maybe its more performant (less triangles?) to not have the hitboxes be more perfect for these. BecUse players can put down hundreds of these blocks

- zombies can attack through door: yeah, i feel this is an issue because of the voxels, and i feel they aren't going to fix it... but maybe they will?

- stealth is janky and useless: lots of complaints. Not sure of any status but they seem to eventually get around to fixing stuff like this in some manner.

- electrical system issues: yeah, its weird. But my best guess is that they have built it to be "easy/low overhead to calculate electrical loads and stuff to get some electrical goijg", so we get the oddities we see. in the old console versions i believe electrical was nerfed, and in online games they seems to often have rules about electrical/solar usage because of the computational load it puts on the game. For whatever reason its in the state its in. I haven't heard of any plans to change/update it.

long story short: i can never tell what quirks are "on purpose" or "ha ha we like it this way" or "its  functional enough for now". Obviously we have to wait for gold, but its always good to post annoyances so hopefully the devs will add it to their list. But 7 days is (imho) its own beast and not run by a normal game studio catering to the standard demographics, so they kinda do whatever they want. The "rule" TFP seems to have is "fun is priority over realism or other things" but: fun for whom? TFP ultimately gets that decision and sometimes i think they like "fun" to be "you get some punishment because the fun is in the struggle or surprise elements". But they are also working on a voxel based game (with stability calculations) and many times i have read this is a limitation to the game that they have to work around. So i feel a lot of QOL have been "neglected" until the end as they consider that "polish but if left put oh well".

additionally: i also feel that, because they allow modding to be done so easily, they are less focused on all the "little things" and just figure modders will fix them if its annoying enough to enough people. Like the "unintuitive inventory locking": they had to make a choice (locked or unlocked) and they figure the community will "fix" it with mods of they disagree with the defaults as likely there is no right way that pleases everyone.
Such a W for community to just saying to mod the game instead of fixing problems. Its not a freaking panacea people

 
Such a W for community to just saying to mod the game instead of fixing problems. Its not a freaking panacea people
Yes its a broad brush response at times, but when the request is for changes related to personal preference in niche applications, vice integral game play mechanics its appropriate.

 
Exactly.  Just because one person likes something doesn't mean everyone else does.  Because this game combines many genres, you are going to see a very wide ranging view of where this game should go.  The easy ability to mod this game makes it a great option for people who want to play they have "their way" instead of the way the devs designed it. 

If there is a mechanic or preference that seems very popular, then it would be something the devs might consider.  But if it is niche or controversial or something they aren't interested in, you are going to look to mods.  If that isn't something you want to do, then you either need to accept the game the way the devs choose to design it or move onto a game more suited to your tastes.

We are also far too close to gold to expect any significant changes to the game beyond what is already on their list.  Maybe some ideas will be considered for after gold.  And I don't mean 1.0 because that apparently isn't gold to them and is just to appease Sony or Microsoft.

 
Such a W for community to just saying to mod the game instead of fixing problems. Its not a freaking panacea people


Yes and no. I mean, if we're talking about the community you likely won't get agreement on what the problems are. If the Devs embraced your list and implemented everything there would be folks complaining about problems. You make your case just like the rest of us. The Devs take some of it, ignore some of it. You can mod around their decisions, or not.

 
If there is a mechanic or preference that seems very popular, then it would be something the devs might consider.


Even this can be problematic. I'm not saying they wouldn't consider making a very popular feature from a very popular mod part of the native vanilla experience, but people need to remember that the dev's purpose is not just to craft a game with great features but also to craft a great vanilla platform for modding. From the very start they wanted this project to be a springboard for modders and they really do want it to be a rich vanilla base upon which modders can add their own flavors. If they do their job right then we get lots of overhaul mods that are different and unique from each other. If they go too far in adding fan-favorite flavors from a popular mod then every overhaul mod will just feel like variations of that mod since that mod is the new base.

Every time I hear someone complain that the game is so basic compared to this mod or that mod and that the devs are getting out-done by the modders who are doing really special things to push the creative envelope of the game, I smile and think: Good Job TFP. That's some great vanilla you made.

 
Even this can be problematic. I'm not saying they wouldn't consider making a very popular feature from a very popular mod part of the native vanilla experience, but people need to remember that the dev's purpose is not just to craft a game with great features but also to craft a great vanilla platform for modding. From the very start they wanted this project to be a springboard for modders and they really do want it to be a rich vanilla base upon which modders can add their own flavors. If they do their job right then we get lots of overhaul mods that are different and unique from each other. If they go too far in adding fan-favorite flavors from a popular mod then every overhaul mod will just feel like variations of that mod since that mod is the new base.

Every time I hear someone complain that the game is so basic compared to this mod or that mod and that the devs are getting out-done by the modders who are doing really special things to push the creative envelope of the game, I smile and think: Good Job TFP. That's some great vanilla you made.
On this side I could be wrong, as before I expected the vanilla version of the game and developed by the developers as it is now. That is, an unpolished platform for improvement for modding community. But then again, where is Steam Workshop?

 
On this side I could be wrong, as before I expected the vanilla version of the game and developed by the developers as it is now. That is, an unpolished platform for improvement for modding community. But then again, where is Steam Workshop?


Steam Workshop is primarily a way for the community to easily download mods and has little do with modders making mods. The evidence of this is all of the mods we already have and without Steam Workshop being some kind of requirement.  In fact, I'd go so far to say that from the modder's perspective Steam Workshop will be more of a PITA than an assistance.

But as to your question of where it is you need only look at the primary source document that accompanied the 1.0 announcement to know precisely the plan for Steam Workshop and so I must wonder whether there was some other purpose in your asking the question.

 
In fact, I'd go so far to say that from the modder's perspective Steam Workshop will be more of a PITA than an assistance.


Perhaps, but I hope not. If it can handle dependencies and correct installation, it will take some of the support load off of the modders. It would also mean people don't have to search 3 websites and the forums to find the mods.

That is, an unpolished platform for improvement for modding community.


I disagree with this opinion. The TFP development practices and slow prototyping approach is working well. Mods will always have the advantage of scratching an itch and making something better for whoever installed it, but there will always be people -- a majority of people -- who don't install that mod because it wasn't an issue to them. I would argue modders aren't attracted to bad games; they're attracted to good ones.

 
Perhaps, but I hope not. If it can handle dependencies and correct installation, it will take some of the support load off of the modders. It would also mean people don't have to search 3 websites and the forums to find the mods.

I disagree with this opinion. The TFP development practices and slow prototyping approach is working well. Mods will always have the advantage of scratching an itch and making something better for whoever installed it, but there will always be people -- a majority of people -- who don't install that mod because it wasn't an issue to them. I would argue modders aren't attracted to bad games; they're attracted to good ones.


This game has a foundation that has been unironically made easy to mod. Plus the game has for very many years had a real sandbox where everything can be broken, and taken apart for resources. That works fine. And hopefully the hands of TFP won't change what worked. Like water, for example.

If a game has a very horrible list of customization options when creating a world, then that's one serious problem. Again, I wrote a couple things in my post about missing things in the UI that can be easily changed via mods that change files in the /config folder. As a player who originally logged into the game, I play vanilla. And after sorting out all the mechanics I want to cry)))

I'll take Unturned and Project Zomboid again as a comparison. Both are in the same sandbox setting mechanics. They have 5-7 times more settings than in 7DTD if you don't count manual editing in /config folder.

There's literally a thread from reddit 9 hours ago about what players don't like about 7DTD, why am I even ranting about it here

Screenshot_4.png

 
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Like seriously this is the best source for feedback. What's stopping developers from listening?

Damn it, LISTEN to the players for a minute. I feel offended because a lot of the things that are said on reddit affect me. I'd sit there right now and take individual comments and write here what I agree with people there.

 
Like seriously this is the best source for feedback. What's stopping developers from listening?

Damn it, LISTEN to the players for a minute. I feel offended because a lot of the things that are said on reddit affect me. I'd sit there right now and take individual comments and write here what I agree with people there.


They do listen. However, the minority complaining isn't the voice of the majority. They had in-game tracking that told them how many people played one way or the other. They could see what % of their players were using mods, and which ones were the most popular. They can get direct metrics from Steam on who is playing solo, co-op, or on servers, and could see the previous personal data from server data as well.

Just because you are loud, does not mean you are right, or that you speak for the majority.

Also, don't assume that just because the developer doesn't make a change, or makes an adverse change, that they are not listening. They have their own plans and goals for what the game is supposed to be like. Sometimes a change is just a steppingstone to further changes down the road on a much wider scope.

Remember, you aren't the one developing the game. It isn't your project. 

 
Like seriously this is the best source for feedback. What's stopping developers from listening?

Damn it, LISTEN to the players for a minute. I feel offended because a lot of the things that are said on reddit affect me. I'd sit there right now and take individual comments and write here what I agree with people there.
What makes you think they haven’t listened? Why are you so certain they haven’t looked at Reddit, Steam, here, Twitter, discord, streamers, and fan sites and read comments?  
 

If all you want them to do is listen for a minute then I can assure you that they have done so many many times over. That doesn’t mean they will agree that jars should come back or that progression should be a hybrid between learn by doing and learn by reading, or that changes that make the game more conducive to a min/max efficiency gameplay style should be prioritized, or that changes that make the game primarily balanced for high population PvP servers should be implemented. 
 

Your comments all seem to assume that the version you are playing (A21) is essentially what is going to be released as 1.0. It’s not. You are playing a 9 month old obsolete version of the game. You don’t know what has been polished over the last 9 months. We will all find out in a few weeks.  Your entire list of gripes is for a version that will forever reside in the Steam beta branch after 1.0 releases. 

I’ve played the most recent build and can see evidence that the devs have heard the feedback and made adjustments accordingly. They haven’t abandoned their designs but they’ve made adjustments to address community concerns. The game still may not be to your liking after 1.0 but you can be at peace that the devs listened for several minutes to your precious Reddit (among other feedback sources) when making their design choices. 

 
If a game has a very horrible list of customization options when creating a world, then that's one serious problem.


I'll take Unturned and Project Zomboid again as a comparison. Both are in the same sandbox setting mechanics. They have 5-7 times more settings than in 7DTD if you don't count manual editing in /config folder.


I would certainly appreciate more options in world generation and game configuration choices presented to me by the UI when starting a game, but I disagree the current state is "one serious problem." I think your position in this case is overly dramatic, but it's easy to get the wrong impression from people's writing. I'd no doubt understand your position better if this were a conversation over beers.

Again, it's easy for me to unintentionally misread you, so my apologies if that is the case. Your chosen method of persuasion seems to be to attempt to convince the Devs they are out of touch and incompetent and that if they'd only listen to you, then you would set them straight. I'm not trying to put words in your mouth. I'm echoing what I think I'm hearing you say in the hope that it might be useful to you.

There's literally a thread from reddit 9 hours ago about what players don't like about 7DTD, why am I even ranting about it here


I can't speak to why you are, as you put it, ranting here. Please know that I'm happy you've come and are expressing your opinion even if I disagree with some of it.

I'm not trying to discount Reddit. I read Reddit and Steam daily and chat there sometimes. But, in my opinion, both Reddit and Steam are more likely to whip up a frenzy over misinformation and misinterpretation. To me, this TFP forum is more likely to yield reliable information and is usually a more congenial place to chat.

 
Your comments all seem to assume that the version you are playing (A21) is essentially what is going to be released as 1.0. It’s not. You are playing a 9 month old obsolete version of the game. You don’t know what has been polished over the last 9 months. We will all find out in a few weeks.  Your entire list of gripes is for a version that will forever reside in the Steam beta branch after 1.0 releases.


You're certainly correct, that vast majority of us speak of A21 as that's what we've got. Still, I'd hesitate to imply anyone's list of A21 gripes is pointless. It sort of begs the question: "After how many weeks/months into playing A22/1.0 do opinions about it become moot because A23 is being developed?"

 
You're certainly correct, that vast majority of us speak of A21 as that's what we've got. Still, I'd hesitate to imply anyone's list of A21 gripes is pointless. It sort of begs the question: "After how many weeks/months into playing A22/1.0 do opinions about it become moot because A23 is being developed?"
Cute response and I won’t claim any definitive cutoff point other than saying A21 feedback was most helpful and relevant while A21.x updates were still being pushed out, still very important for months after that as devs would be making balance changes and looking at feedback for what they wanted to do for 1.0, but probably least important just 3 weeks before the next major update. I feel pretty secure in saying that when streamer weekend is taking applications that at that point it’s more useful to just see what the new update brings. 

 
I would certainly appreciate more options in world generation and game configuration choices presented to me by the UI when starting a game, but I disagree the current state is "one serious problem." I think your position in this case is overly dramatic, but it's easy to get the wrong impression from people's writing. I'd no doubt understand your position better if this were a conversation over beers.

Again, it's easy for me to unintentionally misread you, so my apologies if that is the case. Your chosen method of persuasion seems to be to attempt to convince the Devs they are out of touch and incompetent and that if they'd only listen to you, then you would set them straight. I'm not trying to put words in your mouth. I'm echoing what I think I'm hearing you say in the hope that it might be useful to you.

I can't speak to why you are, as you put it, ranting here. Please know that I'm happy you've come and are expressing your opinion even if I disagree with some of it.

I'm not trying to discount Reddit. I read Reddit and Steam daily and chat there sometimes. But, in my opinion, both Reddit and Steam are more likely to whip up a frenzy over misinformation and misinterpretation. To me, this TFP forum is more likely to yield reliable information and is usually a more congenial place to chat.


I guess I'm really overdramatizing things since I hold everything close to my heart. And I'm basing this on the experience I've had with other games where I didn't feel as much discomfort as I did with 7DTD. Which is probably why the game seems to have fundamental problems.

 
I feel pretty secure in saying that when streamer weekend is taking applications that at that point it’s more useful to just see what the new update brings. 


Heh, yeh. Okay, that makes a nice line. Time to go shred all of my A21 gripes. :)

 
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