There isn't anything guaranteed. They listed possibilities, but made it clear that none of the things they listed are definitely going to be added even if there's a good chance they might be. I think it's better to wait and see what they add than to get your hopes up on a specific setting, imo. Then you'll be happy with the new options without being disappointed that some specific one they commented on isn't added. But I did list some of the options they mentioned in the first post.
Really optimistic now. A lot of good things. Would be happy to see clothing+heat/cold returning in some form.
The part about bandits getting delayed further because of feedback changes was really lame… like, maybe don’t ship a bunch of bad, very poorly thought through changes and you won’t have to rework them and delay the work already planned.
Just remember that "clothing" will not be a visual thing. It'll be only an icon on your character page. You can find it and wear it, but you won't see it. It's just for stats.
As far as bandits being delayed, that isn't a surprise. Either they spend more time on 2.x or they get 3.0 out sooner. There isn't a middle ground. And even if they did all this during 2.0 development, then 2.0 would have been delayed and so would 3.0. The difference is that they are adding or changing things based on feedback now instead of only on what they wanted. There isn't much feedback they can listen to before releasing 2.0.
Color me cautiously optimistic. This by and large sounds good (not happy about more looting...), but at this point it's just talk. Hopefully it's followed through on.
There isn't anything guaranteed. They listed possibilities, but made it clear that none of the things they listed are definitely going to be added even if there's a good chance they might be. I think it's better to wait and see what they add than to get your hopes up on a specific setting, imo. Then you'll be happy with the new options without being disappointed that some specific one they commented on isn't added. But I did list some of the options they mentioned in the first post.
There isnt any "be happy with different settings" I only want one setting done in the game and either its going to be there and Ill be happy or its not and I wont be happy. no other setting has any meaning to me. Not saying they couldnt be nice, just saying theyre irrelevant.
There isnt any "be happy with different settings" I only want one setting done in the game and either its going to be there and Ill be happy or its not and I wont be happy. no other setting has any meaning to me. Not saying they couldnt be nice, just saying theyre irrelevant.
Well, you will have to wait and see. If it is only one setting, you could make a post in Pimp Dreams asking for it and maybe they'll add it if they think it's worth the effort to add.
Thoughts on the recent town hall and responses from TFP on player feedback to 2.0. Firstly I thought it was overall positive steps but wanted to throw in my 2 cents regarding potential changes to biome progression.
Currently we have to kill an increasing number of biome-specific enemies - this is fine.
Stay in the biome for an amount of time. Makes sense.
We have to harvest an amount of resource that’s abundant in that biome - fine but somewhat superfluous if you need that resource to craft the smoothies (or whatever they’re changing to thematically)
Harvest plants that are plentiful in that biome - see previous comment.
Loot containers - this one is pretty trivial in any biome it feels like and also doesn’t seem to make any sense in granting immunity.
None of the above feel like much of a challenge, more of a chore. They would be fine IMO if paired with an actual challenge - preparation for getting your immunity if you will.
I think it would be awesome if in order to craft the thing that will replace the badge, you have to do a quest for that biome’s trader - repurpose the “have you got any special missions” dialogue. Trader then gives you a quest that is one tier above what you have unlocked thus far. Maybe it’s always an infestation so that you’re essentially doing your current tier POI but on hard mode. The reward should then be the unique material you need for the biome-immunity item (aka badge-replacement thing).
This would provide players with a reasonable challenge, give incentive as players get access to some higher tier loot for doing it, maybe this quest also grants you 2x quest progression for your current tier as extra incentive. Unique material should be the trader quest reward (not end loot) so players can’t cheese it and have to actually do the POI clear. It means you have to interact with the biome’s trader and properly engage with the biome itself (currently you can mostly do the challenges by just ducking in and out of the biome).
For me it ticks a lot of boxes in what I’d want to see, gives plenty of player incentives to actually get on and do it, is thematically relevant if we’re now crafting actual items to grant immunity (as these shouldn’t just be made from stone, fibre and polymers right? They should need something rare to craft)
Other than maybe some world gen tweaks to ensure each biome has suitable POIs at each level I don’t think this would be too difficult to implement.
Anyway that’s my idea to enhance the biome progression challenges
While I agree that in order to get the biome immunity you should need to interact with the biome, making it require doing quests is a no go for a lot of people. I'd rather see the items be guaranteed drops from the biome specific enemy.
My take away is that at least they are listening BUT. So I am paraphrasing none of my quotes are direct quotes btw,. Gotta be fair or why say anything right?
On the plus side they are actually taking a second to "fit" the new things into the game as opposed to just tossing them in. Pretty much all of the things they said they will change were unforced errors by them. Range safety will not help you if you intentionally point a firearm at your foot and shoot.
1) The players are restless we better have a town hall.
2) Yeah but they may be asking about a lot of stuff.
1) Well we'll just say the questions are coming too fast to see and because we have never done a Twitch stream before they will buy that.
So as a Town Hall was advertised and they acted like they wanted to answer questions but couldn't. I am sure FP will have a new question event where they are able to actually address questions live because they did seem very disappointed that the questions were flying by too fast to answer.
Then there was the passive aggressive "since you are asking for all this it will delay bandits". No... the correct answer was "We admit we screwed up and need to fix it and unfortunately that will slow down bandits but that was our mistake and we are sorry we need to devote time to fixing our mistakes. Either agree with the players and own all the consequences OR tell us you are being forced to do things you disagree with to appease the natives.
"we did xy and z to promote our story mode" A story mode that is not there. AND we added it to push you in a direction for story mode. Any good storyteller will tell you that you do not need to PUSH folks towards a good story.. Game mechanics should enrich a story not push you into the story.
Personally I had no big problem with the plague spitter as is. Maybe they could have made it look at bit more human. I might have added a beehive type structure into their chest showing that insects have infested them. Hey maybe they sometimes drop honey as loot.
More settings for the game. Great stuff. Any time you add a bit new feature think about ways it can be modified in settings. Why? You spend time and effort into a feature you would then want as many players as possible to use it and letting it be configured ensures that as many players as possible will WANT to use it.
Players want more weapons. Personally, legendary weapons don't cut it for me. I want a bigger variety of firearms that are less generic and a couple new melee weapons wouldn't be bad. I will stress again. There are three main components that propel a zombie apocalypse game like 7d2d:
1) The zombies. The number one all star on the 7d2d team should be the zombies, AI, looks, variety, behaviors etc concentrate on this. I would love to see a few zombies here and there that act different from the others. Maybe a new boss zombie that acts more intelligent who sometimes tries to open doors. I don't think we need new magical effects but additional zombie behaviors might be nice.
2) The world gen and environment. 7D2D shines bright with worldgen. I could just drive around cities for days and a number of times generated city areas have reminded me of real world spots I have been to. Super cool. Environment...... its okay.... it COULD be great. Storm settings will help some. Storms sometimes damaging buildings/bases could be a winner and having buildings catch fire optionally. Denser more varied woods so that driving cross country is more of a pain then finding roads SORT OF going in the direction you want. And for PVP it might nudge towards ambush bottlenecks because of that.
3) Weapons. Is it copywright/licensing that forces FP to use generic weapons instead of real world names? Probably and that sucks as immersion is so much better with RL names. Still I feel firearms could use more variety and to a lesser degree melee weapons. The game is all about killing zombies so more weapons seems like a good thing. Perhaps RL SOUNDING names for various models of weapons? More calibers of ammo and more weapons,.... More assault weapons, carbines, shotguns etc etc
BUT they do seem to be listening and you can't turn a ship around as fast as you can a grocery cart (which could be good for carting loot btw). So I get that it takes a bit of effort.
Thank you for the Dev stream on addressing player concerns I really appreciate it I just wish it had not implied that live questions would be answered.
Thanks for listening overall and coming up with some steps to fix things. I am sure as you have time to consider all of this you will have more ideas. Dynamic events sound like they could be great.
P.S. when you add all those things to the settings menu add one on how storms affect zombies. Some suggestions are 1) it riles them up 2) it makes them go indoors 3) it makes them less active or likely to notice you. How zombies and storms interact should be included in some way.
P.P.S. Create a continuity/lore/story position to ensure all mechanic updates tie into a cohesive story, setting and survival sandbox.
P.P.P.S. Please tell you you have ways to data mine what players are doing with your game. ie anonimized data on what mods players are runing, if they mod, what settings players are using etc. ANY game but especially one with a long many year development cycle could really benefit from this.
Well, you will have to wait and see. If it is only one setting, you could make a post in Pimp Dreams asking for it and maybe they'll add it if they think it's worth the effort to add.
My take away is that at least they are listening BUT. So I am paraphrasing none of my quotes are direct quotes btw,. Gotta be fair or why say anything right?
On the plus side they are actually taking a second to "fit" the new things into the game as opposed to just tossing them in. Pretty much all of the things they said they will change were unforced errors by them. Range safety will not help you if you intentionally point a firearm at your foot and shoot.
1) The players are restless we better have a town hall.
2) Yeah but they may be asking about a lot of stuff.
1) Well we'll just say the questions are coming too fast to see and because we have never done a Twitch stream before they will buy that.
So as a Town Hall was advertised and they acted like they wanted to answer questions but couldn't. I am sure FP will have a new question event where they are able to actually address questions live because they did seem very disappointed that the questions were flying by too fast to answer.
Then there was the passive aggressive "since you are asking for all this it will delay bandits". No... the correct answer was "We admit we screwed up and need to fix it and unfortunately that will slow down bandits but that was our mistake and we are sorry we need to devote time to fixing our mistakes. Either agree with the players and own all the consequences OR tell us you are being forced to do things you disagree with to appease the natives.
"we did xy and z to promote our story mode" A story mode that is not there. AND we added it to push you in a direction for story mode. Any good storyteller will tell you that you do not need to PUSH folks towards a good story.. Game mechanics should enrich a story not push you into the story.
Personally I had no big problem with the plague spitter as is. Maybe they could have made it look at bit more human. I might have added a beehive type structure into their chest showing that insects have infested them. Hey maybe they sometimes drop honey as loot.
More settings for the game. Great stuff. Any time you add a bit new feature think about ways it can be modified in settings. Why? You spend time and effort into a feature you would then want as many players as possible to use it and letting it be configured ensures that as many players as possible will WANT to use it.
Players want more weapons. Personally, legendary weapons don't cut it for me. I want a bigger variety of firearms that are less generic and a couple new melee weapons wouldn't be bad. I will stress again. There are three main components that propel a zombie apocalypse game like 7d2d:
1) The zombies. The number one all star on the 7d2d team should be the zombies, AI, looks, variety, behaviors etc concentrate on this. I would love to see a few zombies here and there that act different from the others. Maybe a new boss zombie that acts more intelligent who sometimes tries to open doors. I don't think we need new magical effects but additional zombie behaviors might be nice.
2) The world gen and environment. 7D2D shines bright with worldgen. I could just drive around cities for days and a number of times generated city areas have reminded me of real world spots I have been to. Super cool. Environment...... its okay.... it COULD be great. Storm settings will help some. Storms sometimes damaging buildings/bases could be a winner and having buildings catch fire optionally. Denser more varied woods so that driving cross country is more of a pain then finding roads SORT OF going in the direction you want. And for PVP it might nudge towards ambush bottlenecks because of that.
3) Weapons. Is it copywright/licensing that forces FP to use generic weapons instead of real world names? Probably and that sucks as immersion is so much better with RL names. Still I feel firearms could use more variety and to a lesser degree melee weapons. The game is all about killing zombies so more weapons seems like a good thing. Perhaps RL SOUNDING names for various models of weapons? More calibers of ammo and more weapons,.... More assault weapons, carbines, shotguns etc etc
BUT they do seem to be listening and you can't turn a ship around as fast as you can a grocery cart (which could be good for carting loot btw). So I get that it takes a bit of effort.
Thank you for the Dev stream on addressing player concerns I really appreciate it I just wish it had not implied that live questions would be answered.
Thanks for listening overall and coming up with some steps to fix things. I am sure as you have time to consider all of this you will have more ideas. Dynamic events sound like they could be great.
P.S. when you add all those things to the settings menu add one on how storms affect zombies. Some suggestions are 1) it riles them up 2) it makes them go indoors 3) it makes them less active or likely to notice you. How zombies and storms interact should be included in some way.
P.P.S. Create a continuity/lore/story position to ensure all mechanic updates tie into a cohesive story, setting and survival sandbox.
P.P.P.S. Please tell you you have ways to data mine what players are doing with your game. ie anonimized data on what mods players are runing, if they mod, what settings players are using etc. ANY game but especially one with a long many year development cycle could really benefit from this.
They answered most of the issues people were having and gave reasonable reasons why they made the decisions they came up with.
They were humble and said that they would fix things.
It is only passive aggressive if you have an axe to grind. Otherwise it just seemed like letting people know that it will take more time to come out due to the new changes. Which is reasonable.
I agree that pushed story content isn't as good as things like Subnautica where you can tackle to story at your own pace.
We just got two new zombies with new effects. Plus we got special zombies for higher game stage. More would be nice and the charged and infernal zombies are just color swaps but still an improvement.
M60 is a real gun. A lot of the weapons are real unless you think an SMG and crossbow isn't. Pipe weapons are specifically made for the apocalypse where you have to forge your own.
Problem with storms damaging buildings is the amount of coding needed to make that a reality. I think adding new art assets to worldgen would help such as acid pools in the wasteland and burning trees or tree ashes giving off smoke in the burnt forest. Something to add more flavor to match the forest.
It would also be a massive pain in the ■■■ for builders. Finding and repairing damage would take ages if you built anything even remotely large, not to mention you might not have easy ways to get to everything that needs to be repaired.
They answered most of the issues people were having and gave reasonable reasons why they made the decisions they came up with.
They were humble and said that they would fix things.
It is only passive aggressive if you have an axe to grind. Otherwise it just seemed like letting people know that it will take more time to come out due to the new changes. Which is reasonable.
I agree that pushed story content isn't as good as things like Subnautica where you can tackle to story at your own pace.
We just got two new zombies with new effects. Plus we got special zombies for higher game stage. More would be nice and the charged and infernal zombies are just color swaps but still an improvement.
M60 is a real gun. A lot of the weapons are real unless you think an SMG and crossbow isn't. Pipe weapons are specifically made for the apocalypse where you have to forge your own.
Problem with storms damaging buildings is the amount of coding needed to make that a reality. I think adding new art assets to worldgen would help such as acid pools in the wasteland and burning trees or tree ashes giving off smoke in the burnt forest. Something to add more flavor to match the forest.
Good post and I forgot about the M60 so I guess there is no reason not to give us real weapon names other then they wanted generic names. SMB is not the name of a specific SMG I think you missed my point so I probably did not relay it clearly. And it may just be me but I find it more immersive to be using a SCAR over a generic assault rifle and a glock over a pistol and a .... well you get the idea. What I was asking for is a several assault rifles, several smgs, etc and RL names help immersion. Not a need to have but a nice to have. But it may just be me that wants that sort of thing. I use the EFT weapons only mod for that but I mentioned it because I think it would draw more players in. And I can see that a dev may say well there is little functional benefit because they weapons would be mostly the same. That would be a fair point but I think it does add flavor to the game and you could make them a bit more distint. But this is coming from a guy who Roleplays his games I have zero interest in PVP and I may simply not be the right target audience. That would be my problem not FPs.
The passive aggressive part was blaming the players issues which they seem to say are justified. So it wasnt so much the players causing the delay but the devs missing the mark that delayed things. And yes totally fair enough this will delay bandits. They could have sorry this delays bandits a bit but we want to fix your issues. its subtle but its there. And I am 100% willing to believe it was not intended to blame the players for a delay but it just seemed to be saying if you complain at all it will delay bandits and if that was not the intention then great. Just came across that way to me but I could be an exception to the rule. I try to keep in mind I am not the be all and end all of things and I can be wrong at times.
So are you saying it seems like I have an axe to grind ot the devs do? I don't understand that comment. I mostly just go along with whatever the devs do and live with it. You can't find a long list of posts from me complaining because I haven't,. But 2.0 was when I decided to speak up because I felt they were losing direction and not taking some very basic steps to make features fit into the game and just tossing them in. AND that may not have been their intent at all. They are so many factors out there that can affect things and we never know about them but the Devs know and have to deal with them. But perception plays a role too and you have to manage it.
I would ideally have a part time PR person help them manage that and review moderators. I think they end up with unforced errors in moderator replies which sometimes come across as a little hostile. Just suggestions and from the view of trying to help things get better overall. I have zero interest in tearing into a game I love. But ignoring perception is like ignoring game lore and adding mosters instead of zombies. I would be cool with even that but add something explaining why we are getting monsters. *shrugs*
Hoping you will respond so I can understand a bit better. Love the game. Other games come and go but I have never stopped playing 7D2D and trying to get friends into it.
It would also be a massive pain in the ■■■ for builders. Finding and repairing damage would take ages if you built anything even remotely large, not to mention you might not have easy ways to get to everything that needs to be repaired.
Agreed. Its a stretch to ask form. I was thinking it could be the player base only but that ruins immersion in one sense well helping it in another so probably a net zero gain. Not something I will bring up again unless I can think of a practical way to do it and I can't.
*A* quest per biome. Don’t see why that would be such a barrier to people. You don’t engage with quests at all? Then in each biome you’re basically doing a tier 2 infested (as you won’t have progressed beyond tier 1 quests with the traders). Pretty rudimentary for any player after the first few days.
Thankx for Listening. Your "Town Hall" stream Proves to me that you do Understand your Player Base. "You can not please everyone all the time", but listening to constructive feed back is not destructive to your brand and is pleasing to everyone, (so I guess you can ) glhf
Good post and I forgot about the M60 so I guess there is no reason not to give us real weapon names other then they wanted generic names. SMB is not the name of a specific SMG I think you missed my point so I probably did not relay it clearly. And it may just be me but I find it more immersive to be using a SCAR over a generic assault rifle and a glock over a pistol and a .... well you get the idea. What I was asking for is a several assault rifles, several smgs, etc and RL names help immersion. Not a need to have but a nice to have. But it may just be me that wants that sort of thing. I use the EFT weapons only mod for that but I mentioned it because I think it would draw more players in. And I can see that a dev may say well there is little functional benefit because they weapons would be mostly the same. That would be a fair point but I think it does add flavor to the game and you could make them a bit more distint. But this is coming from a guy who Roleplays his games I have zero interest in PVP and I may simply not be the right target audience. That would be my problem not FPs.
The passive aggressive part was blaming the players issues which they seem to say are justified. So it wasnt so much the players causing the delay but the devs missing the mark that delayed things. And yes totally fair enough this will delay bandits. They could have sorry this delays bandits a bit but we want to fix your issues. its subtle but its there. And I am 100% willing to believe it was not intended to blame the players for a delay but it just seemed to be saying if you complain at all it will delay bandits and if that was not the intention then great. Just came across that way to me but I could be an exception to the rule. I try to keep in mind I am not the be all and end all of things and I can be wrong at times.
So are you saying it seems like I have an axe to grind ot the devs do? I don't understand that comment. I mostly just go along with whatever the devs do and live with it. You can't find a long list of posts from me complaining because I haven't,. But 2.0 was when I decided to speak up because I felt they were losing direction and not taking some very basic steps to make features fit into the game and just tossing them in. AND that may not have been their intent at all. They are so many factors out there that can affect things and we never know about them but the Devs know and have to deal with them. But perception plays a role too and you have to manage it.
I would ideally have a part time PR person help them manage that and review moderators. I think they end up with unforced errors in moderator replies which sometimes come across as a little hostile. Just suggestions and from the view of trying to help things get better overall. I have zero interest in tearing into a game I love. But ignoring perception is like ignoring game lore and adding mosters instead of zombies. I would be cool with even that but add something explaining why we are getting monsters. *shrugs*
Hoping you will respond so I can understand a bit better. Love the game. Other games come and go but I have never stopped playing 7D2D and trying to get friends into it.
Post automatically merged:
Agreed. Its a stretch to ask form. I was thinking it could be the player base only but that ruins immersion in one sense well helping it in another so probably a net zero gain. Not something I will bring up again unless I can think of a practical way to do it and I can't.
Part of the issue could be understanding. People know what a pistol is while not everyone knows about a Glock. Especially outside of the U.S.
I can understand your point. You have to remember as an observer it's easy to judge until it happens to you. Imagine developing a game and spending hours coding only to find out people hate it. You might be a little sour too. I'm not suggesting it gives the developers a pass but in a world of confusion understanding has to be key. Also I find things work better when we assume positive intent rather than negative.
My point came out wrong. I was trying to say people tend to have rose colored glasses for things they like and perceive things in a negative light when they have a negative perception already. It's common in psychology.
From what I could see I didn't see anything dismissive or negative about the attitude and so I feel that if one did it's because they have a negative basis going in. I won't say it's not unjustified, but it still seems the case to me.
Look at my post history. I have been plenty critical but still felt it was a heartfelt stream where they genuinely want to do right by the players.
Not sure if this helps but in any case it's the beat I got.
Good post and I forgot about the M60 so I guess there is no reason not to give us real weapon names other then they wanted generic names. SMB is not the name of a specific SMG I think you missed my point so I probably did not relay it clearly. And it may just be me but I find it more immersive to be using a SCAR over a generic assault rifle and a glock over a pistol and a .... well you get the idea. What I was asking for is a several assault rifles, several smgs, etc and RL names help immersion. Not a need to have but a nice to have. But it may just be me that wants that sort of thing. I use the EFT weapons only mod for that but I mentioned it because I think it would draw more players in. And I can see that a dev may say well there is little functional benefit because they weapons would be mostly the same. That would be a fair point but I think it does add flavor to the game and you could make them a bit more distint. But this is coming from a guy who Roleplays his games I have zero interest in PVP and I may simply not be the right target audience. That would be my problem not FPs.
The passive aggressive part was blaming the players issues which they seem to say are justified. So it wasnt so much the players causing the delay but the devs missing the mark that delayed things. And yes totally fair enough this will delay bandits. They could have sorry this delays bandits a bit but we want to fix your issues. its subtle but its there. And I am 100% willing to believe it was not intended to blame the players for a delay but it just seemed to be saying if you complain at all it will delay bandits and if that was not the intention then great. Just came across that way to me but I could be an exception to the rule. I try to keep in mind I am not the be all and end all of things and I can be wrong at times.
So are you saying it seems like I have an axe to grind ot the devs do? I don't understand that comment. I mostly just go along with whatever the devs do and live with it. You can't find a long list of posts from me complaining because I haven't,. But 2.0 was when I decided to speak up because I felt they were losing direction and not taking some very basic steps to make features fit into the game and just tossing them in. AND that may not have been their intent at all. They are so many factors out there that can affect things and we never know about them but the Devs know and have to deal with them. But perception plays a role too and you have to manage it.
I would ideally have a part time PR person help them manage that and review moderators. I think they end up with unforced errors in moderator replies which sometimes come across as a little hostile. Just suggestions and from the view of trying to help things get better overall. I have zero interest in tearing into a game I love. But ignoring perception is like ignoring game lore and adding mosters instead of zombies. I would be cool with even that but add something explaining why we are getting monsters. *shrugs*
Hoping you will respond so I can understand a bit better. Love the game. Other games come and go but I have never stopped playing 7D2D and trying to get friends into it.
Post automatically merged:
Agreed. Its a stretch to ask form. I was thinking it could be the player base only but that ruins immersion in one sense well helping it in another so probably a net zero gain. Not something I will bring up again unless I can think of a practical way to do it and I can't.
Just to point out that real life names are often trademarked, copyrighted, etc. To use those names requires paying for the right to use them. I doubt they chose Desert Vulture just for the fun of it instead of using Desert Eagle.
Part of the issue could be understanding. People know what a pistol is while not everyone knows about a Glock. Especially outside of the U.S.
I can understand your point. You have to remember as an observer it's easy to judge until it happens to you. Imagine developing a game and spending hours coding only to find out people hate it. You might be a little sour too. I'm not suggesting it gives the developers a pass but in a world of confusion understanding has to be key. Also I find things work better when we assume positive intent rather than negative.
My point came out wrong. I was trying to say people tend to have rose colored glasses for things they like and perceive things in a negative light when they have a negative perception already. It's common in psychology.
From what I could see I didn't see anything dismissive or negative about the attitude and so I feel that if one did it's because they have a negative basis going in. I won't say it's not unjustified, but it still seems the case to me.
Look at my post history. I have been plenty critical but still felt it was a heartfelt stream where they genuinely want to do right by the players.
Not sure if this helps but in any case it's the beat I got.
Yeah it does. For what its worth I tend to be positive in general. I went back and forth on the comment about passive agressive and that was after watching the first recap I found as I didn't get a home in time for the actual stream then I watched a couple more recaps and that point just stuck with me but in all fairness you are probably right it was not intended ir just hit me wrong when they said all the right things then said but since you asked for this bandits will be delayed. I thought that this was all an unforced error and it wasnt complaining that caused the delay but the misstep. But I try to keep in mind I am not in their shoes. And I can get that its hard when fixing one thing players want delays another thing players want so someone will be unhappy no matter what you do.
Yeah chicken coops are nice but not what I was looking for but I give them credit in trying to find some things they could do fairly fast that could be considered a step in the right direction,.
They seem prettty responsive and I keep seeing comments that they are not usually that way. I have,t encountered that because I have mostly just gone along with the idea that they know best what should be done. And to be honest they have rocked some stuff. I will never stop complimenting city generation it has improved so incredibly much over the years. Has to be my favorite feature of all in 7D2D.