Time to reflect

Charger265

Refugee
Well i am posting here in a final last hope that the devs may read and compile everyone's opinions.

There has been a lot of noise going on over the last few weeks. In my opinion this has steamed from years of player neglect.
With almost a decade in 7DTD and it being my most played game by a lot my personal experience with the game in its current state is really not enjoyable.
The original vision which i signed on for was an open world survival game with no limitations on how you play. Sadly this is not that game today. To me this has turned the game into an arcade FPS zombie game.

Before you jump the gun hear me out as i will also include some suggestions for how to improve the experience and remember this is only my opinion.

I would like to think i understand a lot of the changes they have implemented was to reduce the learning curve to new players, stop exploits improve content and a plot/story. But in reality i dont...
It would be interesting to understand what data they used to grade/rank the feedback to prompt these changes because for a long time the same issues keep coming up in forums, private chats, discord and the likes. For a very long time we the players have felt that TFP's have actively gone out of their way to restrict how we play and do the exact opposite of the suggestions offered to make the game more enjoyable. (Oh and dont forget the promises "NPC's)

Lets start with my biggest gripe. Progression, skill trees and perks
To have any chance of progressing with the bioms and zombie strength you need to specialize in a skill tree due to the additional buffs you get from each perk in that tree. This works well in a 5 party co-op as each person can specialize in each area. But look what that does... Locks you into a play style that is predefined. This goes against a lot of the marketing and dev talks (from the past) where they spoke about playing the game how you like as a player.

Locking perks behind trees - This restricts player freedom. For example i would like to have a character build of knife, machine gun and tools. Game dev's say no you cant. You must play the tree we have set for you.

Locking progression behind books - I cant tell you how much i hate the way this has been implemented as you also need to spend points in the area you want to progress in just to get the probability added to the loot table. But you cant add skill points because the progression tree and its perks system punish you for diversifying.
Then the whole progression is resting on RNG to get to your end goal. RNG is great for finding that special weapon or treasure map but here really does not suit.

This is where the "Learn By Doing" argument comes into play vs Book system. Each system can and will be exploited.
Example- current book exploit- Forced play path to Interlect, book worm, mailboxes, nerd armour. Ok dont want that build. Your punished!
LBD- crafing that one item over a thousand times.. (past builds) now stoped by tool parts or gun parts. Od standing in a corner running nowhere for athletics.
Does not matter what you do to combat exploits it will always happen.

Exploits - As with above there is no way to stop people who exploit the game mechanics. 10 million minds is always going to be one step ahead of the dev team.
The issue i have here is that by taking the stance that all exploits should be removed including choice in how you play the game has resulted in all but "The Fun Pimps" play styles being removed. The freedom to play as you like has now change to "you must follow this path"

I feel a lot of this has been impleneted for the new play to reduce the learing curve.
The learning curve for new players was steep and this put a huge number of player off the game. There would be two directions to look at this, one to reduce the complexity or provide better instructional information (tool tips, tutorials, ect). I feel they have removed a lot of the complexity to the game mechanics locking you into a play path yet at the same time added complexity with zombies who have engineering degrees making the 7 day horde a nightmare to understand, all while doing nothing for tutorials.

The Town Hall that TFP's had last week was a good sign they might just listen to the players a little. But unfortunally it took a massive revult and the steam review system to prompt it. Further more they have only touched on the implementation of 2.0 with weather and badges but didnt address the core fundermentals which the game was originally buiilt and sold on. I dont have high hopes they will address any of these issue

Remember its not my game... Im just a player. The only power i have is play or dont play. (Dont make mods, Dont run servers for players) Dont support the product.
I dont want that. TFP's dont want that. But i am only 1 and its only my opinion.

I would not be playing 7DTD if it was not for the overhaul mods out there. In reality its the modders that are keeping the core player base and the hours played TFP's brag about....

I personally want to see this game succeed. I have been on TFP's train for almost a decade now and i dont want to get off.. But i have that dreaded feeling its about to crash hard.

Note: Be respectful and constructive in your replies. If you show respect so will i.
 
I play solo on insanity and don't feel that I have to follow a specific path. I try out different perks, different builds, different strategies, and it is all fun. Perhaps there is one single way of spending skill points, or playing the game, that is better than others, well, I don't know and I don't care and I don't think the vast majority of players will care about that either. It sounds like more a problem to people who have spent the game a lot or like to study the mechanics and systems to "win the game".

I do agree that with the high amount of magazines found in mail boxes it does present an alluring option to players to just spend time going through cities looking for mail boxes to quickly advance. If it was up to me, the likelihood of finding a magazine in a mail box would be greatly reduced.
 
I do agree that with the high amount of magazines found in mail boxes it does present an alluring option to players to just spend time going through cities looking for mail boxes to quickly advance. If it was up to me, the likelihood of finding a magazine in a mail box would be greatly reduced.
I don't agree that this is a problem. You need a lot of magazines, and in mailboxes, in addition to them, there are also books, and over time they begin to duplicate. And the loot in the boxes does not restore, unlike other containers. You can speed up a little at the beginning, but then you will still have to go to the merchants for magazines.
 
I don't agree that this is a problem. You need a lot of magazines, and in mailboxes, in addition to them, there are also books, and over time they begin to duplicate. And the loot in the boxes does not restore, unlike other containers. You can speed up a little at the beginning, but then you will still have to go to the merchants for magazines.
It is a problem to me because I don't enjoy spending time rummaging through dozen upon dozens of mail boxes for easy magazines while playing multiplayer. I'd much prefer if there was no incentive for me to do it this way and instead the quickest way to progress would be doing something that is fun or natural, like exploring POIs, doing quests, building a stronghold to hold off the next blood moon horde, or just fighting zombies. Sure, I can choose to just not do it -- and just pass by all these mail boxes -- but when playing multiplayer it is harder because each player wants to advance as quickly as possible.
 
It is a problem to me because I don't enjoy spending time rummaging through dozen upon dozens of mail boxes for easy magazines while playing multiplayer. I'd much prefer if there was no incentive for me to do it this way and instead the quickest way to progress would be doing something that is fun or natural, like exploring POIs, doing quests, building a stronghold to hold off the next blood moon horde, or just fighting zombies. Sure, I can choose to just not do it -- and just pass by all these mail boxes -- but when playing multiplayer it is harder because each player wants to advance as quickly as possible.
Are you playing on a PvP server?
When playing on a PvE server, on the contrary, it is more profitable to let other players go ahead. And then just buy everything you need from them, doing what you like.
 
You’re absolutely right this system is garbage. I agree that the best approach would be learn by doing + reading books parkour or running or handling weapons should develop when you actually do them. For example: more shooting should increase damage and reduce recoil.Crafting skills like cooking or weapon crafting should be developed through books, like now up to level 100, reducing crafting time and improving quality.And every weapon should get a sneak attack damage bonus if used from stealth like bows and knives already do. It adds consistency and rewards a stealthy playstyle.That would be the ideal system though it’d need some work to feel logical.
 
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Are you playing on a PvP server?
When playing on a PvE server, on the contrary, it is more profitable to let other players go ahead. And then just buy everything you need from them, doing what you like.
I either play solo or set up my own server for my friends to play multiplayer.
 
Maybe we can fix this by getting rid of the perk trees and making them all generic so you just pick the ones you want. This still leaves us with having to loot a lot of books which I don't like.
 
Just remember that guys 7 Days to Die has many problems caused by bugs in the code. The game runs on an old, heavily modified Unity engine that is very difficult to optimize. Systems like zombie AI, physics, networking, and graphics are tightly connected, so changing something in one place can easily break something else. Even a small update can cause new bugs or worsen performance. The game’s code has been developed over 13 years, and during that time The Fun Pimps often wrote new systems from scratch instead of fixing existing ones, leaving old code behind. As a result, the game is full of outdated, unused code fragments that can still affect how it works. This mess leads to chaos, makes testing difficult, and causes constant bugs. For example, since the release of version 2.0, there have been many new bugs, like zombies literally “splitting apart” when they run or passing through buildings. This still hasn’t been fixed because these problems are no longer simple to solve. Everything is interconnected, and there are no quick fixes. So don’t expect fast changes right away patches will be slow because after so many years, changing anything in this codebase is like repairing a skyscraper without blueprints. The further you go, the harder it gets.
 
The game runs on an old, heavily modified Unity engine that is very difficult to optimize.
You are wrong. The developers said that they are updating the engine and in connection with this they have to rewrite quite a lot of code. Yes, the old functions are there, but they are trying to rewrite them. The same temperature and armor painting were disabled due to the need to completely rewrite the code.
 
Rewriting and fixing 13-year-old code takes a lot of time and effort. Because of that, the developers can’t just make lots of other changes at the same time they have to focus on updating and stabilizing the core systems first. It’s a huge task, and that’s why some features are missing or broken temporarily while they work through the code rebuild.
 
Rewriting and fixing 13-year-old code takes a lot of time and effort. Because of that, the developers can’t just make lots of other changes at the same time they have to focus on updating and stabilizing the core systems first. It’s a huge task, and that’s why some features are missing or broken temporarily while they work through the code rebuild.
So for this reason 2.0 came out half a year late from the planned schedule according to the roadmap. Yes, the amount of work there is huge.
 
The updates themselves are nothing for them, but doing anything with that 13 year old code is a real challenge.
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Rewriting the code of a 13 year old game is, I think, more than a year of work. And on top of that, they keep releasing updates from time to time so rewriting the code while also making other changes at the same time is no small task.
 
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