Just an FYI from a player and modder but not a TFP developer...
I do not play Conan Exiles, but implementing the system you suggested would be a whole lot of work, so I don't think it's realistic to expect it.
Also, you can change the frequency and random timing of horde nights, or even turn them off. I think this is probably good enough for most players, so I doubt that implementing a "purge" mechanic is going to be a high priority.
The vehicle speed is limited by chunk loading time. Vehicles can't travel much faster than they do now, or else you'll travel into unloaded chunks of the game map.
But, there are rumors that the helipads in the trader compounds will eventually allow fast travel between unlocked traders - for a fee.
Also, there are mods that introduce portals to the game, though I don't know if they're available for 2.x yet. I know
@Guppycur made one a while ago, there may be others.
The term for this is "remote crafting." There are several mods that do this already. Here's a link to one of them (you have to add "https" so this post won't be flagged for moderation):
www.nexusmods.com/7daystodie/mods/7197
This is difficult to get right on a technical level, which is probably why most games don't allow it at all. I doubt that it will be added to 7D2D. Perhaps a mod will try, but I don't know if most players or modders care enough to do the work (I don't).
You are in the minority here. Most people that I've seen are complaining about zombies being too
intelligent (holding "engineering degrees" so they always know which block to target or the best way to path to the player). The advanced pathing was introduce in A17, and lots of people miss the "simple" pathing of previous alphas.
I think bandits are going to change the AI significantly, since bandits will have to be "smarter" than other enemies. Maybe once TFP implement those different kinds of AI, they (or modders) can get most zombies to act "dumb" again, with the bandits having the "smart" AI. We'll see.
Also, the game already has logic that transitions from pathing to players, into breaking blocks. You might not notice that in game, partly because every broken block means that paths need to be re-created. (A lot of the AI and pathfinding is limited by a completely destructible world which can't have things like static navigation meshes or info nodes.)
Most traps can't be stacked. For instance, you can't put a blade trap on top of another blade trap; those traps don't have any structural stability.
There are exceptions, but the only two I can think of are spike traps and barbed wire. I think that's intentional, but if not, it's easy to fix by modding the XML files. I don't know of anyone who modded this, because I don't recall anyone else complaining about it, but I can understand why you wouldn't want that and can help you mod it out if you like.
Because a lot of people complained that they couldn't see anything at night. As Schwantz9000 said, you can turn down the brightness to make things darker at night again.
There were also mods out there that adjust the brightness at night, but I don't know of any that were updated for recent versions of the game. Probably they just did the same thing you can do in the preferences.
What is
not possible to do (AFAIK) is "dynamic darkness," where things in dark areas look darker if you're in a lighter area; or where entering a dark area from a lighter area makes things look
very dark, until your eyes acclimate and then everything becomes lighter. (Or vice versa.) I don't know if that's even feasible in a Unity game like this.
- This makes more sense for chests that require more than one page (or scrolling) to see all of the contents, which 7D2D doesn't have. Some mods do have it though.
- The books
do indicate that you've already read them, and the magazines
do indicate when you have completed a series. The icon in the corner changes from a closed book to an open book. It's not very noticeable, and a lot of people miss it. There are mods out there (I have one) which change it so either the icons are different or they are different colors. But it
is there.
- You mean, show the image of the POI when in the trader dialog that offers quests? If so, there is a mod which does that, but I don't think it's been updated for 2.x yet: 7daystodiemods.com/quest-poi-preview
- I agree that should be in the game, since it is already a feature of the POI builder tool. But there is a mod that allows you to do that:
www.nexusmods.com/7daystodie/mods/2806
- It's an interesting idea for the end game, but TFP have a different end goal in mind, so I don't think they'll implement that. Especially since "capturing" zombies (or other entities) isn't a thing in 7D2D. I'm also not sure what you mean by sending food to "merchants outside the map" - I guess this would just be a "gather" quest which is turned in at an existing trader, except with some different flavor text? We already have "opening trade routes" quests which send us to different traders, if that's what you mean.
- Elevators would be neat, but TFP probably won't do them, since this is supposed to be a post-apocalyptic world. There are mods that introduce elevators:
www.nexusmods.com/7daystodie/mods/2501