To the devs. Concerns about game direction

Archael

Refugee
Transmission Recovered: Survivor Log #47
Date unknown. Location: Somewhere between Perishton and Navezgane Highway.


To those still listening…

To those who built the world before it burned…

I don’t know if you still monitor these frequencies. I don’t know if this will reach you. But I’ll leave this here anyway. For history. For hope. For the ones who remember what this world used to be — or what it could still become.

I’m not alone out here. Not entirely. There are others. Not many. Maybe just voices on the wind, maybe ghosts in broken radios.
We’re the ones who still believe. The ones who remember when this place was more than a loot-run between trader hubs. When survival meant struggle — not just shooting. When crafting mattered. When building meant something.


Thank you for the last transmission — your "livestream," as you called it. Some of us tuned in, even out here, crouched in shadows. We heard you. And we saw you looking into the issues. That matters.


But it’s not enough.


I don’t speak for everyone. I don’t even know if they’re still alive. But I speak as one of the few — the stubborn, quiet ones who stayed after the fires cooled, after the cities fell, after the sky stopped turning blue. The ones who fell in love with the raw, brutal promise you made once — a survival crafting game in a dying world.


Now… it's becoming something else.
A looter shooter. A cycle of missions and bullet storms. A theme park for the ■■■■ed.


And yes — it's your world. You forged it. But it's ours too. We paid for it with coin, time, blood… and faith.
Please don’t forget the bones you built it on.




Traders…
Where do they get their supplies? Who do they trade with? Who protects their walls while the rest of us starve, fight, and dig through rubble? It breaks immersion. It breaks reality.
Let them stay in your "story mode" if you must — but give us an option to disable them in survival. Let us find quests the old way… scraps of paper left in forgotten cars, notes nailed to doors… the way it used to be.




Legendary Weapons…
We already scavenge for everything. Adding unique, uncraftable guns only pushes crafting deeper into the shadows. If you must add them, then let us build them — not just find them.
Give us rare blueprints. Unique components. Skills that matter. Let the gunsmiths and tinkerers have their glory, not just the looters and raiders.




Magazines and Skill Progression…
The “learn by doing” system had flaws, sure. But this?
Now it’s all:
Quest → POI → return → repeat.
And we call that progress?


What about the miner who never leaves his cave? The hunter who avoids cities? The builder who never fires a gun?
Should they be punished for not grinding POIs?


Why not learn by using?
Use an item → understand its weaknesses → craft a better one.
Simple. Logical. Organic. No spam. No exploits. No running in circles for loot you don’t need.
Just survival. The way it was meant to be.




Food. Farming. The Small Things.
Why is the best food locked behind loot tables? Why is every path forced through the same narrow funnel: loot, loot, loot?
Farming is shallow. Cooking is basic. Survival feels like an afterthought.


This world used to be dangerous.
Now it's just busy.




I’m not angry. I’m not bitter. But I am tired.
And I’m still here.
Digging. Hunting. Waiting. Hoping.


If you’re still listening, then maybe there’s still a chance.
Maybe the next patch won’t just bring new toys… but bring balance.
Bring choice.
Bring survival back.


We remember what this world once was.
And what it still could be.


— A survivor.
 Still crafting.
 Still building.
 Still hoping.
 Even now.


Dear The Fun Pimps,


I’m writing on behalf of a community of players. Perhaps not the entire player base, perhaps just a small part of it — but a part that exists, that cares, and that still holds affection for the game we bought long ago and came to love.


First and foremost, thank you. Thank you for your recent livestream and for addressing some of the concerns the community has raised. It means a lot to know that you’re listening.


But that’s not the whole story.


I can’t speak for every player — in fact, I won’t even presume to speak for all of us who still see 7 Days to Die as the “survival crafting game” you once described it to be. Instead, I will speak for myself — as a passionate fan and as someone who represents a small but loyal group of like-minded players.


Right now, crafting and survival elements have been — quite ironically — pushed to the margins, in favor of what feels more like a looter-shooter experience. Yes, it's your game. You can steer it in any direction you wish. But I’m asking you, respectfully: please don’t take it away from us — from the community that fell in love with the sandbox survival game it once was, and still wants it to thrive.


We want a sandbox. We want crafting. We want survival. Narrative elements and questing are welcome — as additions, not as replacements.


There are a few specific points I’d like to raise, beyond what was mentioned in the livestream:




1. Traders break immersion.
In a true post-apocalyptic world, where do they get their resources? Who do they trade with? Is there a functioning economy with trade routes and settlements of hundreds off-screen? If that’s part of a story mode — great. But in sandbox survival, could you please at least add the option to disable traders? Let quests return to being notes found in the world, like in the old days — ah, the nostalgia.




2. Unique Weapons.
I understand the concept. But right now, looting is already overly rewarding. Adding legendary weapons will only push crafting even further down the ladder. Remember: this game is called a survival crafting game — and that’s what attracted a loyal fanbase in the first place.
What if unique weapons could be crafted too — just differently? You’d need to find the schematic, gather rare or unique components, and — only if you’ve leveled the right skill — assemble them into legendary weapons. That way, we reward exploration, crafting and specialization.




3. Magazines and Skill Progression.
I understand why "learn by doing" had to be removed due to exploits. But a loot-based magazine system is also flawed — unless the intended gameplay loop is just:
quest → POI → return quest → repeat.
But where’s the sandbox? Where’s the survival and crafting? Right now, that loop dominates all progression. You barely need anything outside of it. Maybe every few weeks you craft a level 6 item of max tier.


Even crafting itself requires looting — for parts, for recipes, and for books with key perks.
What if we returned to a learn by using model? If using an item improved your understanding of its flaws, letting you craft better versions over time? It wouldn't be exploitable like the old "craft 10,000 stone axes" method, and it would allow players — like miners or hunters — to progress naturally through their chosen playstyle, without being forced to run POIs they don’t enjoy.




There are also other survival elements worth revisiting:
Food, meat types, recipes… why are the best options locked behind loot? Once again, everything seems tied to looting. It narrows playstyles and kills diversity. Farming, for example, is shallow and unsatisfying — though that’s an area that could be improved long-term.




Once again — thank you. Thank you for caring, for listening, and even just for reading this post to the end. You’re doing a great job in many ways, but I truly believe the game is heading in the wrong direction. It’s becoming something it was never meant to be — or at least, not what we fell in love with.


With respect,
A player who still cares deeply about 7 Days to Die.

Edit: also, biom progression could be made more organic, natural, but thats minor issue.
 
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I could not have said it better. I was speaking with a friend who I ( and the game, because I made him play mine and he was addicted to it ) got to buy his first PS4 and this game alone because of the way it used to be. I suggested he go watch JaWoodle and Guns Nerds, and Steel video on the current status of the game. He has not gotten a PS4 or the new game because of the way it has changed. I did, but I am a kinda sentimental weirdo. I have fun with it, but I can't stand that it has become a semi Borderland semi Fallout game. Both of those were good for what they were. I can't stand the fact that if I have the right amount of coins in my pocket and chew the right gum or ingest the correct item, then I can jump off a building into a trader and he will give me a discount if I point my gun at him. They started with the "Nail some Chicks" challenge and said HEY MORE OF THAT! Yeah, my focus when surviving a zombie apocalypse is to find a nail gun and chase a meth chicken through an infested town. Sure, things change in a disastrous situation, but I don't want to combine a Hobo Stew, 6 Chrysanthemum, and 15 mechanical parts so I can become invisible for 5 minutes. Got a great base set up for your first horde night? Good for you now go to the next biome and do the same before the next because you can get better loot there. Rinse and repeat. I enjoy the new game, but I was infatuated with the original.
 
I have been playing for awhile now and personally look forward to every update even this current one i'm enjoying the game it was a learning curve yes it has some bugs like any other new release but in time they fix them but why is so many putting the game down
 
I have been playing for awhile now and personally look forward to every update even this current one i'm enjoying the game it was a learning curve yes it has some bugs like any other new release but in time they fix them but why is so many putting the game down
The game has shifted from a sandbox crafting survival experience to something more like a looter shooter.
But that's not even the main issue.

The real problem is that the original vision — a true sandbox survival game — was a promise.
Many of us trusted the developers to stay true to that vision.
And now that the game is moving in a different direction, that sense of broken trust is what fuels the frustration.
 
I am alright with a toggle for traders, but I hard disagree on legendary weapons being craftable. Crafting is too easy as it is and encouraging people to go find the rare loot is nice as it provides an end-game of sorts.

The miner who never leaves the cave would never level up outside of mining in the old system so I suppose he's screwed.

Sandbox doesn't mean cater to every single playstyle it means the freedom to do whatever you want but don't expect the same level of enjoyment.

I can run in Ark and not tame dinos. Don't demand the developers make the game easier for those with no dinos.
 
I have been playing for awhile now and personally look forward to every update even this current one i'm enjoying the game it was a learning curve yes it has some bugs like any other new release but in time they fix them but why is so many putting the game down
I agree with what Archael posted in response. I am glad you enjoy it, I sincerely mean that, and to the tens of thousands of others who are enjoying it as well. I am one of them. However, I was much more interested in the initial directive of the game back in Alpha 16. ( I think that was the build ) where it was much closer to realistic ( yes it is a video game and yes it is a zombie apocalypse ) survival. The majority of items you needed could be crafted and those that couldn't were available to find or purchase. The current version limits the amount of crafting necessary. Now every POI is basically a "maze" that you need to follow. And I know they are making changes to the biome progression area but that alone to me shows where their objective is. It is less survival, less crafting and less open world play your way than I had hoped it would have become at this point. Just my two cents.
 
The game has shifted from a sandbox crafting survival experience to something more like a looter shooter.
But that's not even the main issue.

The real problem is that the original vision — a true sandbox survival game — was a promise.
Many of us trusted the developers to stay true to that vision.
And now that the game is moving in a different direction, that sense of broken trust is what fuels the frustration.
Ideally, the original vision would have been completed and the casual looter shooter set aside for a new project. But, of course, a new project would require a new concept, assets and development from scratch along with a new and sizeable budget. If they chose to transform this one instead, they might at least have packaged the elements they've removed over the years into a survival or sandbox mode accessible from the main menu along with a story mode. Then, most of the community might be happy. I can understand why some might see it as a betrayal of trust or confidence, but I'm not sure the decision can't be attributed to relative inexperience and, of course, not thinking in terms of modes from the outset because modes would not have been necessary originally.
 
The game has shifted from a sandbox crafting survival experience to something more like a looter shooter.
But that's not even the main issue.

The real problem is that the original vision — a true sandbox survival game — was a promise.
Many of us trusted the developers to stay true to that vision.
And now that the game is moving in a different direction, that sense of broken trust is what fuels the frustration.
If you want to be 100% accurate it went sandbox survival horror -> sandbox survival craft -> sandbox(ish) looter shooter with basebuilding and crafting.

Thousands backed the sandbox survival horror game with crafting elements. I can definitely understand the frustration. Especially with the genre change happening at least twice. 5 times if you want to count the progression changes.
 
I am alright with a toggle for traders, but I hard disagree on legendary weapons being craftable. Crafting is too easy as it is and encouraging people to go find the rare loot is nice as it provides an end-game of sorts.

The miner who never leaves the cave would never level up outside of mining in the old system so I suppose he's screwed.

Sandbox doesn't mean cater to every single playstyle it means the freedom to do whatever you want but don't expect the same level of enjoyment.

I can run in Ark and not tame dinos. Don't demand the developers make the game easier for those with no dinos.
You said crafting is too easy thus looting unique legendary weapons is better. But isn't this even easier than what I have proposed? You still have to loot to find not one finished weapon, but to find recipe and special materials or parts, then (or as a req to finding this) you have to have enough skill and then combine those parts into legendary unique.
And yes, crafting is too easy, but this is also a problem I would love to see being resolved. And it's easy because of magazines combined with general current game loop.
I agree that miner who never leaves mine should have limited experience, I never said he shouldn't. But it should be somehow possible as for sandbox. Let him learn recipes for new mining tools via using those tools. But if he never leaves mine, he will struggle for finding mats necessary to craft those. But at least he is not forced to find magazines with tons of other magazines.
Game should give lot of tools for play, this is what sandbox is about. But doing trader quests over and over is not lot of tools, especially that in POIs You have everything You need, and more , including raw resources that should be only harvested and finished items that should be only crafted.
 
You said crafting is too easy thus looting unique legendary weapons is better. But isn't this even easier than what I have proposed? You still have to loot to find not one finished weapon, but to find recipe and special materials or parts, then (or as a req to finding this) you have to have enough skill and then combine those parts into legendary unique.
And yes, crafting is too easy, but this is also a problem I would love to see being resolved. And it's easy because of magazines combined with general current game loop.
I agree that miner who never leaves mine should have limited experience, I never said he shouldn't. But it should be somehow possible as for sandbox. Let him learn recipes for new mining tools via using those tools. But if he never leaves mine, he will struggle for finding mats necessary to craft those. But at least he is not forced to find magazines with tons of other magazines.
Game should give lot of tools for play, this is what sandbox is about. But doing trader quests over and over is not lot of tools, especially that in POIs You have everything You need, and more , including raw resources that should be only harvested and finished items that should be only crafted.
Making the loot table with a low percentage drop in random position in the map non biome specific for all legendary items would solve all issues with this I think.

This was never supposed to be a "survival craft" game where you craft everything. It wouldn't even make sense. Yes having the option to do this is great and having it as deep as it was before is obviously the preference for most players but having it be the only viable option isn't logical for the setting. It's a zombie apocalypse so we as players need to cut down trees and build wooden bows when cars, POIs, bags and zombies should be dropping weapons and all other items? That sounds more immersion breaking than having it strictly done via the RPG mechanics.


You say the crafting is too easy. Many players are saying the crafting is too slow now and requires too many resources. Can't please everyone.
 
I hard disagree on legendary weapons being craftable. Crafting is too easy as it is and encouraging people to go find the rare loot is nice as it provides an end-game of sorts.
I already hate that I have to spend so much time looting for magazines. Adding Legendary weapons that will force me to do even more looting (that I don't want to do, I want to gather/build) sucks. My end game is building big cool bases.
 
I already hate that I have to spend so much time looting for magazines. Adding Legendary weapons that will force me to do even more looting (that I don't want to do, I want to gather/build) sucks. My end game is building big cool bases.
From my understanding they're not supposed to be a collect-a-thon gotta catch em all type of thing. But more of something to reward players with unique items that way you're not just gathering the same things over and over. It's a dopamine drip.
 
The game has shifted from a sandbox crafting survival experience to something more like a looter shooter.
But that's not even the main issue.

The real problem is that the original vision — a true sandbox survival game — was a promise.
Many of us trusted the developers to stay true to that vision.
And now that the game is moving in a different direction, that sense of broken trust is what fuels the frustration.

From as far back as 2013 a lot of the stuff added was on the kickstarter. The problem is that it took so long and was a sandbox for so long people forget that it had planned originally to have story, missions, etc.
You said crafting is too easy thus looting unique legendary weapons is better. But isn't this even easier than what I have proposed? You still have to loot to find not one finished weapon, but to find recipe and special materials or parts, then (or as a req to finding this) you have to have enough skill and then combine those parts into legendary unique.
And yes, crafting is too easy, but this is also a problem I would love to see being resolved. And it's easy because of magazines combined with general current game loop.
I agree that miner who never leaves mine should have limited experience, I never said he shouldn't. But it should be somehow possible as for sandbox. Let him learn recipes for new mining tools via using those tools. But if he never leaves mine, he will struggle for finding mats necessary to craft those. But at least he is not forced to find magazines with tons of other magazines.
Game should give lot of tools for play, this is what sandbox is about. But doing trader quests over and over is not lot of tools, especially that in POIs You have everything You need, and more , including raw resources that should be only harvested and finished items that should be only crafted.
It's not. Even if you have to craft to build it I would wager it is much more difficult going through T5 POIs to find one. Plus if they limited it to T5 POIs then that would give them more purpose as currently they are a waste of time and resources for what you get out of them.

As far as how they go about it I don't care if it's proper weapon or a damaged one needing repairs. Even if they solved crafting being too easy I think the point is to have a reason to go out end game. I get that you want to just build bases but you need resources for those bases so now you have to gather resources. Should I ask for the developers to make gathering unnecessary for me to build a base because I don't like it? My point is that the legendary weapons are not there to be simply there, but to fix a problem with the end game and people finding no reason to venture out. If they made it craftable that would negate the purpose entirely. Might as well not have them and just work on something better to add into the game.

Why should it be possible for a sandbox? It's not in Ark and it isn't in Conan. It isn't in many open world sandbox games. If you want something specific you have to go do that specific thing. Again I go back to the Ark reference of asking the developers to make content easier because you don't like taming dinosaurs.

Doing quests over and over is optional, even if it's heavily rewarded. I agree I would like to see more reasons to go off script and be rewarded all the same.
I already hate that I have to spend so much time looting for magazines. Adding Legendary weapons that will force me to do even more looting (that I don't want to do, I want to gather/build) sucks. My end game is building big cool bases.
Again sandbox doesn't mean cater to every playstyle. It's a post apocalyptic game where looting is a major part of that. If looting bothers you, and I hate to say this, then perhaps play something else. Earlier alphas all you did was loot as there was no quests and no traders. You can still build bases, you just won't have the legendary weapon.
 
Keeping in mind that we all have a different vision of where the game should be, I'm going to relate my experience. I have about 600hr logged in at this point and I primarily play with friends, sometimes solo. I've turned loot down to 75% but it still feels too abundant after like day 3. if I were to gauge the issues, I'd say looting and trading is too powerful. My crafting skill is always below what I'm finding in loot. - Still crafting level 2-3 pipe pistols, find a level 1, tier 1 pistol in a toilet- same story on knives. Similar story on other weapons/gear. It feels like it's hardly worth investing in weapon skill as far as mag finds are concerned, as you'll always be finding loot considerably more powerful than what you can craft. This comes from someone that -wants- legendaries to be in the game, that you struggle to find.. and I fear they'll be dropping in the forest biome by like day 35. I hope crafting gives us more parts to craft what we need and the skills in order to do so.. and I feel the trader also needs to be nerfed hard enough that if you're lucky enough that he carries something that you're not skilled enough to craft yet- he's charging so much you have to reconsider if it's worth it.
I like that there's a trader in the game, I just think that getting your weapons/armor from looting and trading needs to be nerfed to make crafting feel like the prefered method of obtaining new gear in most circumstances. It sucks because it'll be difficult to get right. The way it is now, I feel like looting %'s need to be lowered to a degree that loot set to 150% is made the default option for those that don't play with settings- sorta like how adventurer was made the default difficulty when zombie rage was introduced.
I'd say this is my 2cents, but the duke inflation is so bad, it's gotta be closer to $1.25
 
From as far back as 2013 a lot of the stuff added was on the kickstarter. The problem is that it took so long and was a sandbox for so long people forget that it had planned originally to have story, missions, etc.
Forget about word "sandbox"
In op istated "survival crafting game" this is what 7d2d was meant to be, and all my concerns apply to that, even if we forget about sandbox elemt, lets say it was never suppoused to be sandbox. But it was suppoused to be "survival crafting game" with story elements. All i stated is still valid. Merchants breaks immersion, lets make bandits and add the prince, but merchants with working trade routes, supply chanins and everything? Crafting should be Your default way to get items, while looting, and harvesting should provide materials for that.
It's not. Even if you have to craft to build it I would wager it is much more difficult going through T5 POIs to find one. Plus if they limited it to T5 POIs then that would give them more purpose as currently they are a waste of time and resources for what you get out of them.
I havnt said that those legendary parts have to be everywhere. Make it in t5 pois. Or as a reward for infested t5 quest, but make it related to skill, not just random crap that everyone can get. make strenght character who used sledgehammers as a juggernaut, being able to craft lvl6 steel sledgehammer being able to find legendary unique sledgehammer parts in t5 poi and only him being able to reassemble that weapon, not the survivor who cant even craft stone sledgehammer lvl3.
As far as how they go about it I don't care if it's proper weapon or a damaged one needing repairs. Even if they solved crafting being too easy I think the point is to have a reason to go out end game.
and going for materials to craft better eq, progress story or meet unique boss like enemies are not reasons for endgame?
biom progression should feel natural and not forced, should feel like minecraft where you cant visit ender without being in nether but You dont feel forced to go to nether, its just natural part of the game. For example, materials that can be found only in forest biom let you sustain in scorged forest where You can find materials needed for higher level stuff, like meat for better food, or coal from burned trees needed to produce steel. In burned forest yoiu find way to sustain in desert where you can find oil shale needed for varius higher quality stuff and to sustain vehicles that are essensial in higher lvl bioms, etc. No challanges needed just incentives to go further via better recipes to craft.
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Keeping in mind that we all have a different vision of where the game should be, I'm going to relate my experience. I have about 600hr logged in at this point and I primarily play with friends, sometimes solo. I've turned loot down to 75% but it still feels too abundant after like day 3. if I were to gauge the issues, I'd say looting and trading is too powerful. My crafting skill is always below what I'm finding in loot. - Still crafting level 2-3 pipe pistols, find a level 1, tier 1 pistol in a toilet- same story on knives. Similar story on other weapons/gear. It feels like it's hardly worth investing in weapon skill as far as mag finds are concerned, as you'll always be finding loot considerably more powerful than what you can craft. This comes from someone that -wants- legendaries to be in the game, that you struggle to find.. and I fear they'll be dropping in the forest biome by like day 35. I hope crafting gives us more parts to craft what we need and the skills in order to do so.. and I feel the trader also needs to be nerfed hard enough that if you're lucky enough that he carries something that you're not skilled enough to craft yet- he's charging so much you have to reconsider if it's worth it.
I like that there's a trader in the game, I just think that getting your weapons/armor from looting and trading needs to be nerfed to make crafting feel like the prefered method of obtaining new gear in most circumstances. It sucks because it'll be difficult to get right. The way it is now, I feel like looting %'s need to be lowered to a degree that loot set to 150% is made the default option for those that don't play with settings- sorta like how adventurer was made the default difficulty when zombie rage was introduced.
I'd say this is my 2cents, but the duke inflation is so bad, it's gotta be closer to $1.25
Im finding lvl 5 matchettes before being able to craft hunting knives. yes, you can invest and craft since inesting in one skill and finding magazines for one item makes you create it tier faster... but is it even worth it if few quest later you can find only slightly worse stuff as quest or poi reward?
only skill that is worth taking is the intelligence one that allow for better trading and second that gives better quest rewards (and maybe charismatic) so intelligence. Then sustain via fortitude. And then you find steel tier items of level 5... do we need those lvl6? maybe armors for special abilites.
 
I am done with hoping that TFP does the right decisions tbh, i watched parts of the Town Hall stream and i can tell they were not happy at all, having to do changes, part of me was hoping that the biome progression was just a place holder and that a rework was planned anyways, but no, they acutally thought a to do list is a good idea. I just hope the modders keep doing their thing until after 4.0 and that someone makes a good LBD/Perk/Recipes&Books skill system for the game.
 
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I am done with hoping that TFP does the right decisions tbh, i watched parts of the Town Hall stream and i can tell they were not happy at all, having to do changes, part of me was hoping that the biome progression was just a place holder and that a rework was planned anyways, but no, they actually thought a to do list is a good idea. I just hope the modders keep doing their thing until after 4.0 and that someone makes a good LBD/Perk/Recipes&Books skill system for the game.

My honest theory is that they're just tired of working on the game after 13 years, and just want to get the game out.

Then again, they've come up with some weird ideas in the past, so maybe they just have a weird way of thinking.
 
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