Thoughts on 2.0 (Dev stream)

I'm definitely going to try it out because I do want some kind of increased survival challenge added to my game. I just wish they wouldn't have removed temperature changes for snow and desert. That ongoing challenge to manage heat and cold was kinda cool. I'll just have to reserve judgement until after I've checked it out.
 
Oh a Carnival POI would be so fun! Even a theme park too, I would love to see that! 🥰 It would be the perfect POI for the zombie clown I made for my "ZombiePack" mod, all the variant colors of clowns spawning in there, haha, fun and terrifying at the same time.

If it is not included as official I hope some of the awesome POI builders we have in the community makes one 💜. Pretty please hehe 😋.

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As someone who just went through Lies of P: Overture and loves Left 4 Dead 2, a Carnival POI would be awesome.
 
I have been playing 7Days since Alpha 3. While I am sure I will take my share of "bashing" for my opinion, please remember that it is only my opinion and I'm not asking you to agree with me.

I miss the days when it was truly terrifying to go into the city, not because it was over loaded with zombies, but because the ones that were there were strong and scared you enough to make you leave and come back another time to loot. I miss how you needed to find a place to stay at night because if you didn't, they found you and you ~shrugs~ you died! ~lol~

I have also loved a lot of all the new options and directions over the years. Progression levels, certain items readily available in specific biomes, vehicles, and the way your toon learns, horde nights evolution, and so much more.

With all the previews of Storms Brewing 2.0, I'm excited, but also very disappointed. I love the introduction of storms, and the damage you can potentially take with them. This seems to be a very realistic condition that would happen if we "lived" this life for real. I'm happy to see them rework the skills tree, expanding it, and allowing for fine-tuning of your toon's skills, no matter if you play in a group or alone.

What I don't like is seeing monsters come into the game. This is supposed to be a zombie apocalypse game, not the latest rendition of sasquash, and the mummy. I'm all for irradiated zombies, blobs, irradiated animals, bandits, traders who shoot you if you piss them off, refuse to trade with you period if they don't like you ~shrugs~.

I started playing this game because it was about surviving. I kept playing this game because if you were good at it, you could eventually begin to thrive at surviving. I want to keep playing this game because it pushes me deeper into despair (bandits, gangs, thugs) with the hope that if I work hard enough for it, I can continue to thrive at surviving the next horde in 7 days.
 
Just some feedback for 2.0. Feel free to add one
  • General perks are great but a few more generic perks that are nice to have would be nice like a discount miner 69er or salvage operations, etc

  • Biome progression is great! But Allow us to turn off loot cap and keep the hazards of the biome.

  • New wildlife I've spotted in the pine forest! But maybe coyotes would be neet to see imo

  • The new zombie spawns new cool but there are way too many biome zombies. The burnt biome? Fine but why are there a billion frostclaws? Rip lumberjacks I would tone it down and also spawn more specials and even Varrants in the wild, Like ferals during the day in the desert. Cops, etc. Make the wild more dangerous. Maybe wild screamers??.

  • Some of the strength mastery perks are kinda crap. Like the mining tool one. Maybe with any strength base weapon.
  • Intellect 2 hit stun is good but the last one kinda beats it and makes it worthless. Maybe a chance to set targets on fire?

  • Pack mule is really strong. Especially if you can get it capped at level 5 strength. I would string it out to 8 or even 10

  • Some of the perception perks aren't as good/op as some of the others. The Steel one is great but some of them like getting money from beds should be placed in a book series that helps with Scavenging. Like wasteland guide

  • A positive note: sledges look fantastic now and the books really help.

  • I haven't seen all the new ADSing but if they are all fixed then it will be great

  • This one Is kinda old but like what @Old Crow has said before. All the armor needs to be more specialized. No same buffs or crappy buffs like ranger gloves or farming gloves.

  • New elemental zombies are great but it should have ones like that for all tiers like normal and feral
I'll update the rest later
 
I just watched one of the videos released by a creator about the update in detail, and I think I'm looking forward to it even more. Apparently dire wolves won't be spawning in early hordes, the radiated mushrooms make you trip out, and the trickling zombie spawn mechanic actually seems really cool. New wildlife is also muy bueno :cool:
 
I watched some play today. At the moment the only thing I feel like commenting on was I think it is weird the insects from the plague dude can cause injuries like a concussion. Can they break arms too?
 
I watched some play today. At the moment the only thing I feel like commenting on was I think it is weird the insects from the plague dude can cause injuries like a concussion. Can they break arms too?
I think they can and they also infect you more I love the bugs!!! I just wish they were used more like bee hives or he summoned like 4 at a time when feral/rad/whatever
 
The way I view it and this is def minority personal. If the gating, or limiting or directing
whichever word suffices, in this fashion now causes this much concern, then no matter how
positively people have advocated for a story, and bosses. Running the story gauntlet especially
in a game that has been so freely open all of these years, is possibly going to cause a some meltdowns.

I posted a hypothetical diagram of the differences a while back. I look at the things they are doing
as trying to go from open sandbox to introducing storyline elements. In every game I have played
progression started me off as a scrub, I could explore a bit but it still came down to me being at a
deficit when facing each boss, each chapter, which is going to be a choke point. Then it opens to allow
building arms, next set of quests and powerups then next boss, rinse and repeat until you face the main
one.

The next step would be to add Bosses or Guardians at the end of each of the trials, Be it in the open, or in
a high level over powered POI. They are sort of there now Spitter, Frostclaw. Minors being ferals, cops, screamer.

So I try to play it for where it's heading not for where it's at. Sure things need to be adjusted to make it feel smoother
over a larger scale of the player base, but if it had been done perfectly, day one, then it would be finished, and many
of the code inserts that allow the abilities we have now would not exist including the most excellent mods. That would suck.

If they can now add the missing bosses, and not tank FPS i say Hoorah.

PS: I can repost the difference pick if wanted, if not it's archived.
 
Oh a Carnival POI would be so fun! Even a theme park too, I would love to see that! 🥰 It would be the perfect POI for the zombie clown I made for my "ZombiePack" mod, all the variant colors of clowns spawning in there, haha, fun and terrifying at the same time.

If it is not included as official I hope some of the awesome POI builders we have in the community makes one 💜. Pretty please hehe 😋.

View attachment 34506
Made a post about this and more would love feedback and support XD. https://community.thefunpimps.com/t...t-suggestions-for-7-days-to-die-part-1.43107/ and https://community.thefunpimps.com/t...t-suggestions-for-7-days-to-die-part-2.43108/
 
Other than picking up your badge, traders aren’t at all involved with biome progression. I wouldn’t call it trader centric by a long shot.

You can safely ignore all traders except for four 1-minute instances in your entire play-through and still keep biome hazards in your game.

Roland, you know very well the game has lost sandbox feel over time. It has been trader-centric since the implementation of trader quest progression.

Certainly, there are work arounds but that is not really the point.

Players that enjoy a little sandbox non-trader centric role play and immersion are just left with work arounds and/or mods. A similar non-biome progression gate could have been implimented with some form of upgradable protective gear. A book series, or schematics, to allow biome protection without hardcoded biome progression. There are more options than binary options available.

Again, I am sure modders will come through at some point but this is still a serious missed opportunity for TFPs and the vanilla game, IMHO.
 
I don't know about that. I do quests in the beginning just because I like them, but I play it as sandbox for the rest of the game and could do so from the beginning. Traders aren't required. If you don't want to use them, don't. It really isn't that hard to just ignore them. But a lot of people don't have self control and so will always use the trader because it is more efficient for progressing even if they don't like using the trader.
 
I don't know about that. I do quests in the beginning just because I like them, but I play it as sandbox for the rest of the game and could do so from the beginning. Traders aren't required. If you don't want to use them, don't. It really isn't that hard to just ignore them. But a lot of people don't have self control and so will always use the trader because it is more efficient for progressing even if they don't like using the trader.

Once again, there are work arounds but that is not the point.

If a players wants the vanilla biome progression they have to visit traders, yes for a only brief second, but they still must. All I am saying is the Biome progression could have been implemented in a much better way to satisfy more players than just TFPs Trader-Centric vision.

Simply not having to visit a trader to complete the lame badge challenge would have been a start.
 
Once again, there are work arounds but that is not the point.

If a players wants the vanilla biome progression they have to visit traders, yes for a only brief second, but they still must. All I am saying is the Biome progression could have been implemented in a much better way to satisfy more players than just TFPs Trader-Centric vision.

Simply not having to visit a trader to complete the lame badge challenge would have been a start.
I suppose. But you're going to have to lean on mods if you want to never see a trader. They are going to tie even more things to the traders with the bandits update and story update. I really don't see why that needs to be an issue, though. If you aren't taking quests from traders or buying from traders (you have the choice not to do those things), then traders aren't OP. And going to a trader to complete the challenge doesn't take away from the sandbox part of the game.
 
That isn't a normal way for games to handle such things. If you are capping loot somewhere, then everything caps there so there is a clear indication to move on instead of a confusing situation of not knowing why you can't find better equipment while still having harder enemies.

Argh!

I will give it one honest okay through and probably wait for mod.

<==Of the openworldsandboxtribe
Post automatically merged:

That isn't a normal way for games to handle such things. If you are capping loot somewhere, then everything caps there so there is a clear indication to move on instead of a confusing situation of not knowing why you can't find better equipment while still having harder enemies.

Argh!

I will give it one honest okay through and probably wait for mod.

<==Of the openworldsandboxtrib
 
You have to look at the game with fresh eyes. To those of us who played the game with no loot caps it feels punishing to now have those things but for a brand new player who never played the game any other way, loot caps are exactly the type of exploration incentive that will make the game fun. When they learn that the burnt forest will have better loot and then the desert will have even better loot and then the snow biome will have even better loot and then the wasteland will have even better loot they will want to go to those places with higher risk for the higher rewards.

It is possible to shake off the old way and embrace the new. Some people are able to do it better than others. If it is impossible for you then you can turn off the biome progression and still have the storms. But if you can manage to forget about how it used to be there is a lot of fun and the idea that as you explore into the more dangerous areas you will find better loot really is a much better mechanic than being able to find everything everywhere.

The other plus to this is that people can more easily control the way they play the game. If I want to mostly craft everything then I can stay in the forest and find books that will eventually push my ability to craft beyond the loot caps so I won't be finding stuff that is better than I can craft and I can play a very crafty style game. But if I like finding the good stuff and don't necessarily care about crafting my own gear or don't want to wait until my crafting ability progresses via magazines then I can push ahead into the tougher biomes and find loot beyond what I can craft and play a more scavenger centric game.
I agree with the sentiment, but a few caveats.

Loot caps are not, IMHO, what make exploration fun in a sandbox game such as this and I think that is evident enough with the feedback from the community both on you-tube and on the forums. What does make exploration fun is encouraging players, not through hard caps, but through adventure. Exploration is fun because you are excited to see new things, new biomes, etc. There in lies the issue. There is nothing really new in the biomes save for 1 new enemy in the desert and snow biome (a step in the right direction mind you).

The other issue is the lack of interest in a lot of the biomes for many. Also, some prefer the look of the Forest and don't like the high tinting of the Burnt Forest or Wasteland as an example. I think both of those biomes could use some overhaul in their aesthetics. This is subjective, but that is another reason why loot caps shouldn't exist in the way they do currently.

I think whenever you reach the next biome tier (in this case whatever represents the badges) the previous biomes should then match your current biome tier (badge). So if I were to unlock the equivalent of the Wasteland Badge and have all the badges the Forest Biome and all other biomes should match the loot stage. I don't see a need other than arbitrary to force people to play the rest of the game in the Wasteland. You can keep some semblance of progression without forcing people out of viable biomes. You can say whatever colorful language you want at the end of the day it is disadvantageous for the average player to build in the forest biome at game stage 300.

Also, smoothies and badges don't seem to be the correct way of going about it. Change the badge slot to a biome gear tab and use quests/rare reward items to fill the gear. For example you could use a Thermal Suit with 4-5 pieces, Radiation Suit, Hazmat Suit, and U.V. Clothing or something to that effect.

Furthermore, I would make such gear be progressive as in a little investment can allow you to visit for a run, a moderate investment can allow you to live there with downsides (such as needing more water/food) and a full kit would allow you to live there freely with no weather limitations.

This combination of gear combined with questing/looting would make it more logical and impactful. It would make more sense and would increase the duration of stay in each biome to get an actual reward, not something that can be accomplished in 30 minutes. Furthermore, since you could still play in the biome, but with restrictions it wouldn't hinder free progression nearly as much as the current model.

Now let's talk about the storms. They seem very neat. If you could see them. Having to hide inside removes the fun of storms to a degree. You can do one of two things IMO. The first is to keep the duration and appearance similar and have them show up more frequently but only last a small duration. The difference is that the gear you get would mitigate and eventually remove the damage taken. At worst your visual acuity would be hindered and possibly movement speed. In this way you can actually see the storms and play inside them without having to hide in a hole or house. The second would be to increase the severity of the storm as it goes on and at maximum threshold it deals damage and you need shelter, but the storm is longer in duration and rarer in occurrence. In this way you still get to participate in more of the weather phenomenon and only have to hide in actuality for some of the storm's duration.

All of this combined would be my dream fix for the new content. As it stands now the storms seem to be tolerable but, I will always have biome progression off because I don't enjoy all of the biomes equally. The Wasteland being the worst aesthetically for me anyway. I know I can toggle it off but I still think the core concepts have value they just could be better implemented.
 
I agree with the sentiment, but a few caveats.

Loot caps are not, IMHO, what make exploration fun in a sandbox game such as this and I think that is evident enough with the feedback from the community both on you-tube and on the forums. What does make exploration fun is encouraging players, not through hard caps, but through adventure. Exploration is fun because you are excited to see new things, new biomes, etc. There in lies the issue. There is nothing really new in the biomes save for 1 new enemy in the desert and snow biome (a step in the right direction mind you).

The other issue is the lack of interest in a lot of the biomes for many. Also, some prefer the look of the Forest and don't like the high tinting of the Burnt Forest or Wasteland as an example. I think both of those biomes could use some overhaul in their aesthetics. This is subjective, but that is another reason why loot caps shouldn't exist in the way they do currently.

I think whenever you reach the next biome tier (in this case whatever represents the badges) the previous biomes should then match your current biome tier (badge). So if I were to unlock the equivalent of the Wasteland Badge and have all the badges the Forest Biome and all other biomes should match the loot stage. I don't see a need other than arbitrary to force people to play the rest of the game in the Wasteland. You can keep some semblance of progression without forcing people out of viable biomes. You can say whatever colorful language you want at the end of the day it is disadvantageous for the average player to build in the forest biome at game stage 300.

Also, smoothies and badges don't seem to be the correct way of going about it. Change the badge slot to a biome gear tab and use quests/rare reward items to fill the gear. For example you could use a Thermal Suit with 4-5 pieces, Radiation Suit, Hazmat Suit, and U.V. Clothing or something to that effect.

Furthermore, I would make such gear be progressive as in a little investment can allow you to visit for a run, a moderate investment can allow you to live there with downsides (such as needing more water/food) and a full kit would allow you to live there freely with no weather limitations.

This combination of gear combined with questing/looting would make it more logical and impactful. It would make more sense and would increase the duration of stay in each biome to get an actual reward, not something that can be accomplished in 30 minutes. Furthermore, since you could still play in the biome, but with restrictions it wouldn't hinder free progression nearly as much as the current model.

Now let's talk about the storms. They seem very neat. If you could see them. Having to hide inside removes the fun of storms to a degree. You can do one of two things IMO. The first is to keep the duration and appearance similar and have them show up more frequently but only last a small duration. The difference is that the gear you get would mitigate and eventually remove the damage taken. At worst your visual acuity would be hindered and possibly movement speed. In this way you can actually see the storms and play inside them without having to hide in a hole or house. The second would be to increase the severity of the storm as it goes on and at maximum threshold it deals damage and you need shelter, but the storm is longer in duration and rarer in occurrence. In this way you still get to participate in more of the weather phenomenon and only have to hide in actuality for some of the storm's duration.

All of this combined would be my dream fix for the new content. As it stands now the storms seem to be tolerable but, I will always have biome progression off because I don't enjoy all of the biomes equally. The Wasteland being the worst aesthetically for me anyway. I know I can toggle it off but I still think the core concepts have value they just could be better implemented.

Thanks for your feedback.

To your points, I agree that for a pure sandbox game the restrictions run contrary to what people are used to. I believe that the default version of the game is steadily moving away from a pure sandbox experience towards more of an adventure style game with RPG elements and some sandbox elements. You can always change settings in order to make the game more like a sandbox such as turning off biome progression, turning on creative mode, adjusting block damage, etc. But the days of the game being primarily a sandbox are past. As the game becomes more and more complete there will be rules and restrictions to facilitate balanced gameplay.

As far as tinting and aesthetics of the biomes, that is really a subjective and personal thing. Many don't like them? Sure...but many do and I know that many like to play exclusively in the wasteland.

Regarding loot caps I still say that the only people who will ever be bothered by them are those who are doing things like reading the patch notes. The average player who starts playing next month for the first time isn't even going to be aware of a loot cap change. Their only experience with the game will be to discover through exploration that different biomes have better stuff but also tougher hazards. Looking at all the mechanics to a game under the hood is interesting but can wreck your fun in certain instances and this may be a case of that.

If the devs decide to do something like you suggest in a future iteration I would be pleased to have the badge change to some kind of gear that offered progressive protection instead of instant 100% protection. That's an excellent suggestion and maybe a mod will come of it at the very least.

About the storms, they are new and the screen warns you to get inside and wait it out but.....you CAN ignore the warning and play in the storm anyway. I have done so and spent meds to maintain my health. I'm not saying we should always stay out in storms and eat bandages and first aid kits like candy but the idea that our only gameplay option when a storm starts is to hide and wait it out in a hole is very flawed. Interestingly, 11 years ago when the game itself was new there were people who complained about the day night cycle because they insisted that the only gameplay option during the night was to hide in a secure location and wait for dawn.

So I understand why there is a lot of feedback this first week about how storms force us to hide for 5-7 minutes but I suspect as time goes on and people experiment and push boundaries that they imagined were there but actually weren't we will see fewer and fewer complaints that the storms force us to hide and wait with no way to play outside during them. I suspect some who turned them off will turn them back on after they read or watch others handling the storms fine and not hiding in holes and going AFK for 5 minutes.

And who knows? Maybe new outfit mods will be released in a 2.x update that will give partial damage mitigation to storms. Maybe some of your dreams will come true as development continues. This is the first version of storms and biome progression and not necessarily the final version.
 
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