PC UPdate 19.1 WHAT DO U DO WITH THE GAME ????? u ruin the GAME !!!!!! STOP IT !!!!!

So much wrong with your post I do not know where to start.

Typically, the number of users will go up after a big update - this is for just about any game, not just 7 days to die.

How many of the current users are long time players?   One of the above post mentions he skipped several versions.

Have the devs done surveys of customers besides readying the forum?  People such as myself only post here a few times a year due to the negative echo chamber feedback we receive.   This leaves the devs with group think to base their opinions on.

Is there a way to see how many people are going back to earlier versions?  Or is the total player base grouped together?  
I said previously that you are wasting your breath exactly because TFP doesn't really listen to this forum. The forum is a good place to get first hints about possible problems or imbalances. But for somewhat reliable info about the success of an alpha they (AFAIK) look at steam statistics that surely tell them how many play the current version and how many play older versions. 

 
all the salty a16 player are kinda annoying. If you like it that much you should stay there. it's just there why crying if you just can go back to it and mod all the things you want.

 
Last edited by a moderator:
Well - it is an "experimental" build. The 19.0 is the "stable" build currently. 

Ofcourse there will be bugs to iron out. That is why this is an "experimental" build distributed in opt-in beta branch of the game. 

 
Another A19 vote here. I don´t miss anything from A16. It´s just that A16 fans cry louder. People usually voice their opinon more likely when they don´t like something.

 
all the salty a16 player are kinda annoying. If you like it that much you should stay there. it's just there why crying if you just can go back to it and mod all the things you want.
lol

I agree, they are annoying. But, those who are satisfied with "everything as it is" - i am also annoyed :)

 
Last edited by a moderator:
well  7 days  forums are ignored by  99%  players really .. even if you do poll that  catches everyone attention you will have  100 votes +-

with  20 people discussing topic  10 of that still playing a16  trash talking every change of current version  often adding that a16  is best and  lbd removal killed game  or arguing that "  we = everyone hate this"

thats why most topics are just salty toxic swamp ;)

 I don´t miss anything from A16. It´s just that A16 fans cry louder. People usually voice their opinon more likely when they don´t like something.
i kinda liked  polished steel texture ... steel blocks  today are ugly as sin

but the only really good thing about a16 was LBD ... but for shooting/gathering skills only (not the re*arded spam crafting)

/ fly away  poping out wooden clubs all the way from overfilled inventory

 
i loved a16.4 stable, didnt like the gfx changes in a17, went bland and had to put up with it, a18 was total shake up, didnt like that much, a19 is a whole lot better, im still a19 between a16.4 right upto a19 stable, i prefered a16 for SOME of its parts, but overall a19 stable is far better

things can only get better

 
I never understood how people could enjoy A16 with the broken zombie pathing and OP stealth at night rendering you 100% safe and undetectable by zombies from even a block away if you crouched. Then there were the stilt bases and column bases that you could build before your first horde night and would keep you safe forever rendering the bloodmoons pretty pointless.  I played lots of A15 and very little A16 because the player was just too OP in too many ways compared to the zombies. 

Now reading how all the same people hate the new weapons progression because they can't have OP weapons sooner rather than later I begin to understand... ;)

 
I never understood how people could enjoy A16 with the broken zombie pathing and OP stealth at night rendering you 100% safe and undetectable by zombies from even a block away if you crouched. Then there were the stilt bases and column bases that you could build before your first horde night and would keep you safe forever rendering the bloodmoons pretty pointless.  I played lots of A15 and very little A16 because the player was just too OP in too many ways compared to the zombies. 

Now reading how all the same people hate the new weapons progression because they can't have OP weapons sooner rather than later I begin to understand... ;)
I feel like a lot of these players would benefit from turning bloodmoons off entirely, because if you pay attention a ton of them constantly complain about the new zombie AI rendering their cheese bases nonfunctional and about how bloodmoons "are impossible to do legitimately" and stuff like that.

 
I feel like a lot of these players would benefit from turning bloodmoons off entirely, because if you pay attention a ton of them constantly complain about the new zombie AI rendering their cheese bases nonfunctional and about how bloodmoons "are impossible to do legitimately" and stuff like that.


Or cut the zed block damage to 25%.

That helps when they all stack up on 1 block.

(tossing explosives into the pyramid of zeds tho.... )    :D

 
I feel like a lot of these players would benefit from turning bloodmoons off entirely, because if you pay attention a ton of them constantly complain about the new zombie AI rendering their cheese bases nonfunctional and about how bloodmoons "are impossible to do legitimately" and stuff like that.
blood  moons are very easy  to handle ... people are just spoiled by cheesing it with 0 effort so they dont even try .. just  whine around

 
           Two things that made a16 worth playing were lbd (still a far better system even if tweaks were needed, my opinion so dont start chucking toys!) and the thing that no one mentions. Map generation, lovely big sprawling maps that didnt take forever to generate, had cities ( rather than the multitude of 4 block towns i keep getting) Roads actually led to places and it all worked great.

It never has since, limited to 8k oddness. Those maps had wandering hordes, remember them? actual outdoor zombies, in numbers greater than 2 even. Fix the things that need fixing instead of forever overhauling graphics and pois that rarely generate into maps ( yes i am aware of mods and no you shouldnt have to mod a game to get enjoyment out of it) Granted 19 has improvements but are they where theyre really needed?

 
Map generation, lovely big sprawling maps that didnt take forever to generate, had cities ( rather than the multitude of 4 block towns i keep getting) Roads actually led to places and it all worked great.
I agree, the maps were great. The most important thing for me was that they offered large flat areas. With the maps in A19 you only have a small flat area around the cities.
 

 
I feel like a lot of these players would benefit from turning bloodmoons off entirely, because if you pay attention a ton of them constantly complain about the new zombie AI rendering their cheese bases nonfunctional and about how bloodmoons "are impossible to do legitimately" and stuff like that.
Since the term "cheese" is very subjective, it is difficult to tell what the players mean by it.

There are apparently players for whom only a bunker or a fort with a thick wall is a legitimate base and anything else is cheese. But these forms of defense are now very ineffective due to the group block damage and the improved pathfinding which also factor in the HP of all blocks.

Personally use funnel bases since A17 because they are the most effective. And although I don't use endless loops or anything like that I was accused of cheating because I use my knowledge of the Zombie AI to guide the zombies into the entrance.
 

 
There are apparently players for whom only a bunker or a fort with a thick wall is a legitimate base and anything else is cheese. But these forms of defense are now very ineffective due to the group block damage and the improved pathfinding which also factor in the HP of all blocks.

Personally use funnel bases since A17 because they are the most effective. And although I don't use endless loops or anything like that I was accused of cheating because I use my knowledge of the Zombie AI to guide the zombies into the entrance.
For me personally I count cheese bases as "any base design that exploits holes or oddities in zombie AI to render them mostly or totally ineffective, in ways that were clearly not intended". Funnel bases, drop bases, and pusher skywalks aren't really "exploits" so much as they are clever usage of zombie AI and them always taking the shortest path. I could see a player easily figuring out those designs work even with no outside help, and they don't really feel unnatural. I'm more talking things that completely break zombie AI like ladder abuse (which is apparently being fixed in 19.1).

 
I don't get what the point of cheesing is in the game. no fun at all like staying afk and wait for it to end...

 
I don't get what the point of cheesing is in the game. no fun at all like staying afk and wait for it to end...
Cheesing is not necessarily the same as going AFK and waiting for the end of the horde. The cheese bases I know are mainly for getting as much XP as possible with minimal risk and minimal resource costs.

For me, an AFK base would be a base that is full of traps and all you have to do is sit back and enjoy the show. Dart traps are good for bases like this but consume a lot of iron.
 

 
Back
Top