PC V2.6 EXP

These things disappeared without any public explanation during the last couple of years, and I haven’t seen any evidence to the contrary. If there is an explanation of necessity of these removals from TFP team, please share a link or screenshots cuz I’d be very interested to read about it.
If these removals had in fact happened in the last couple years it would be easier to find those screenshots but your claim about when they disappeared is objectively incorrect. It isn’t a matter of opinion, for example, that LBD was changed to skillpoint spending around 8 years ago.

Did LBD vanish without a trace with no explanation? No. The reason is self evident as we have a replacement feature for it in the game. The devs have also given their reasons several times over the last 7-8 years for why they did not want to continue with LBD.

Your other items also were also things that all disappeared well before Versin 1.0 so again, objectively, not the timeframe mentioned. But still, to be helpful, here are the reasons they were cut.

  • A lot of zombie variants, like farmers, miners, hunters, cheerleaders (and even these annoying football players).
  • Wellness system, which encouraged players to avoid death more than anything we have today.
  • LBD
  • Blunderbuss
  • Dense morning fogs, old biome ambience.
  • Fields biome with wild corn and some cacti.
  • Real farming, which required a hoe to till the soil.
  • Visible casual clothing like t-shirts, coats, jackets, dusters, denim pants, and anything else a person could actually find and wear.
  • Character customization with sliders for body and face parts.
  • Crafted armor, like padded, leather and iron set without class-specific bonuses.
  • And most importantly, Sexual T-Rex 🫡
1) They overhauled all zombie, player, and bandit models with newly hired artists and made their choices about which models would not be redone. Their given reason was the looks and usefulness of those cut zombies wouldn’t work outside of very specific cases. I believe most of those legacy zombies were removed before A21 more than 3 years ago.

2) The wellness system was removed about 8-9 years ago. They replaced it with the critical injury system and death penalties and stated that they didn’t like how it could lead to death spirals.

3) LBD already stated.

4) Blunderbus went when the pipe weapons were added. I can’t remember which alpha that happened but it was definitely pre Alpha 21 so more than 3 years ago. Why did it go? It didn’t fit their new art direction of pipe weaponry. I think they were very clear about that when they inteoduced all the pipe weapons.

5) Fog has been on and off again for over a decade as well as lighting. Whichever time you’re referencing that dense fog disappeared is impossible to determine. The biomes haven’t been changed since Alpha 17 about 8 years ago so way outside the timeframe and they definitely explained that they wanted the final existing set of biomes to be integral to the story and progression of the game. Even though the plains biome disappeared 8 years ago we didn’t really see the fulfillment of their plans for biome progression until 1.0 and even more with 2.0. But that was an addition to the game and not a disappearance.

6) “Real” farming disappeared around Alpha 18 or maybe 19 and they explained in detail that the terrain generation tech they went with (Microsplat) necessitated the change. Again, tilling the soil without farm plot blocks was cut probably 4-5 years ago and it was a tech limit issue. It was definitely not a “disappearance without explanation”.

7) The clothing system changed for either Alpha 21 or 1.0. It’s probably the closest to the timeframe of within the last two years. TFP outlined for us that the change to outfits was coming and explained why months before the change took place. It was endlessly discussed before the change happened. It was definitely not unexplained.

8) This happened during the character and entity overhaul with the new artists. Player models were crafted for players to be able to somewhat customize and the old system with the old player models was cut. This also was done in either A21 or 1.0 so again just at the edge of the timeframe of the last couple of years. The reason was they wanted new models and they wanted the characters to look good and the old character models that could be bloated and stretched into weird configurations no longer fit the game. They weren’t interested in going deep with character customization.

9) Same as clothing above. Armor outfits were what they wanted and what they felt would look good and be fun to play.

10) Sexual T-Rex was cut during one of the perk rebalances a long time ago. We have more perks overall now than we did when sexual T-Rex was the name of one of the perks and, once again, this is another example from years before the timeline that was being discussed.
 
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  • Visible casual clothing like t-shirts, coats, jackets, dusters, denim pants, and anything else a person could actually find and wear.
  • Character customization with sliders for body and face parts.
  • Crafted armor, like padded, leather and iron set without class-specific bonuses.

To give a bit more in-depth info about this (not that I work for TFP, this is just something known to Unity developers):

The "old" system was based on UMA 1, which was not developed by TFP, it was a Unity asset.

It has a lot of disadvantages:

* The UMA 1 system is now fully deprecated. There is a UMA 2 system which is community developed, but it requires a lot of work to upgrade.
* UMA in general is not fully optimized for modern Unity systems or projects. (No hate on it, that's not its goal.)

* UMA is a third-party system, so TFP is not legally allowed to customize or optimize it.
* Visually, UMA does not look as good as a bespoke solution. Never mind UMA 1 - if you go to the UMA 2 page on the Unity store, the characters definitely do not look as good as the TFP characters. Plus, if you don't go with UMA, there are no situations where body parts poke out of clothing due to the body meshes being too "free."

TFP basically had to re-create character creation from scratch. It is far better (more efficient, better-looking) to do this with a fixed set of static meshes (per head, hair, or body) rather than a bunch of sliders, where every slider value can potentially create another bug.

That means the old clothing had to be abandoned for technical reasons, and the new clothing had to be created from scratch. You can argue against things like set bonuses or whatever, but I don't think anyone can deny that they look better than any of the previous clothing options. And if the clothing options don't include visuals for undergarments or whatever, then it's entirely because TFP would have to program this from scratch and not take advantage of any "generic" (but bad) library from Unity.

If it isn't clear, I think complaining about things like "armor bonuses" or "magical armor" are completely valid. What I don't think is valid, is saying that the current clothing or armor options are visually worse. They're objectively not.

Hope that explains things.
 
I am para running 2.5 and 2.6
In entities classes I wanted to see what has changed. I'm still at the top of the file and this is what
I found so far.

Multiplayer gets an experience increase over Single player on logon
<property name="ExperienceGain" value="500"/><!-- PLAYER_MALE --> vs 120 for sp
That should curry favor for those playiing multiplayer


Zombie Template increased xp by 100. So are all experience points being increased???
<property name="ExperienceGain" value="^xpNormal01"/><!-- XP_ZOMBIE_TEMPLATE --> increase from 400 to 500

<property name="ExperienceGain" value="^xpSlim01"/><!-- XP_ZOMBIE_TEMPLATE_SHORT --> added = 400xp line 717


xp feral gain from 750 to 800


I dont know if this is correct syntax
<property name="ExperienceGain" value="^xpSlimFeral01"/><!-- zombieArleneFeral -->
There is xpSlimFeral01 which = 800 vs 750 for 2.5

This points to nothing "^xpSlimFeral01" So, these 8 feral types, do they fallback to template values?

<property name="xpSlimFeral01" value="800"/>
<property name="ExperienceGain" value="^xpSlimFeral01"/><!-- zombieArleneFeral -->
<property name="ExperienceGain" value="^xpSlimFeral01"/><!-- zombieMarleneFeral -->
<property name="ExperienceGain" value="^xpSlimFeral01"/><!-- zombiePartyGirlFeral -->
<property name="ExperienceGain" value="^xpSlimFeral01"/><!-- zombieNurseFeral -->
<property name="ExperienceGain" value="^xpSlimFeral01"/><!-- zombieJoeFeral -->
<property name="ExperienceGain" value="^xpSlimFeral01"/><!-- zombieSteveFeral -->
<property name="ExperienceGain" value="^xpSlimFeral01"/><!-- zombieTomClarkFeral -->
<property name="ExperienceGain" value="^xpSlimFeral01"/><!-- zombieBusinessManFeral -->
 
I just found these also.
<property name="ExperienceGain" value="^xpNormal01"/><!-- XP_ZOMBIE_TEMPLATE -->
<property name="ExperienceGain" value="^xpNormal01"/><!-- zombieMaleHazmat -->
<property name="ExperienceGain" value="^xpNormal01"/><!-- zombieSkateboarder -->
 
5) Fog has been on and off again for over a decade as well as lighting. Whichever time you’re referencing that dense fog disappeared is impossible to determine. The biomes haven’t been changed since Alpha 17 about 8 years ago so way outside the timeframe and they definitely explained that they wanted the final existing set of biomes to be integral to the story and progression of the game. Even though the plains biome disappeared 8 years ago we didn’t really see the fulfillment of their plans for biome progression until 1.0 and even more with 2.0. But that was an addition to the game and not a disappearance.
I personally dislike the fog with a passion it makes flying and exploring miserable even in its current form.

Unless it didn't obscure vision like a dry ice machine and it stayed low to the surface, I kinda like that effect.
 
Or, maybe it can make wooden planks, which are required to craft those things. If so, maybe those stacks of planks that you see at construction sites could give planks instead of just wood, which would allow you to craft a few things without the table saw.

Just throwing out ideas. I do agree that it shouldn't be required to craft basic wooden shapes though.
Actually since i've been playing the old alphas recently, I can weigh in here. We already had wooden planks. You'd cut down trees to get logs which could then be crafted into planks which could then be crafted into sticks if needed.

I personally did find it kinda...tedious? I'm not sure the right word for it but it was kinda tiresome to cut down a tree > craft planks > craft sticks > craft spike traps for example. I think adding a crafting station into it would make it even worse IMO.

7dtd went a bit too far in simplifying the resources of some stuff (looking at you J*rs) but things like not having to collect big stone > craft it into small stone > craft into sharp stones and THEN craft your crossbow bolts is much more fluid IMO. Same with taking out the middle step of Smelting Iron > Crafting Iron Ingots > Crafting it into forged iron > Crafting the forged iron into short iron pipes > crafting the short iron pipes into small metal filings > and then being able to repair a tool lol.

For the table saw idea though I'd say you can't go wrong with it basically just allowing you to craft anything wood but faster and maybe cheaper. It wouldn't be a revolutionary idea but it could be a fun mod or random thing they just slap in an update to give us more stuff to do.
 
I personally want to list everything I’ve lost as a player.
  • A lot of zombie variants, like farmers, miners, hunters, cheerleaders (and even these annoying football players).
  • Wellness system, which encouraged players to avoid death more than anything we have today.
  • LBD
  • Blunderbuss
  • Dense morning fogs, old biome ambience.
  • Fields biome with wild corn and some cacti.
  • Real farming, which required a hoe to till the soil.
  • Visible casual clothing like t-shirts, coats, jackets, dusters, denim pants, and anything else a person could actually find and wear.
  • Character customization with sliders for body and face parts.
  • Crafted armor, like padded, leather and iron set without class-specific bonuses.
  • And most importantly, Sexual T-Rex 🫡
I won’t say these features were removed for no reason. But let’s be honest: the removals were most likely due to a shift in the game’s development direction and simplification of everything. The reason behind it could be anything: technical difficulties, optimization, a change in the developers' thinking, a desire to appeal to a broad audience or attempt of rushing the 1.0 release (so they no longer have to call the game an alpha and can meet the requirements to publish the game on consoles). Only TFP team members know the reason for sure, but I never saw them explaining the necessity of any of aforementioned removals.

Just a sidenote: If you exchange the seats of your car for ones with a different color, do you say you lost the seats or that you replaced the seats? ;)

About 2/3 of the items on your list were replaced with something else. You didn't get to choose the "new color" though.

I am just mentioning this because this often cited critique of having lost features of the game sounds as if 7D2D shrank over the years, from a full-fledged game to a game for the smartphone market. It surely moved in the direction of more mass appeal, but it also increased (massively?) in features.
 
For the table saw idea though I'd say you can't go wrong with it basically just allowing you to craft anything wood but faster and maybe cheaper. It wouldn't be a revolutionary idea but it could be a fun mod or random thing they just slap in an update to give us more stuff to do.

i agree its tedious, but it would fit into the idea of the forge. You have to put the raw resource into the forge to use it for craftable items and decorations. Therefore it would make sense to make wood into planks etc and use it for craftables, decorations and stuff.
But i agree, tedious. Also its weird. The forge is an early game workbench for mid to lategame stuff. The saw could not be an early game workbench but would be nessecary for earlygame stuff. Hope that makes sense🤔
 
i agree its tedious, but it would fit into the idea of the forge. You have to put the raw resource into the forge to use it for craftable items and decorations.
I think the forge didn't use to be like that? It's not like that in the Darkness Falls overhaul, and a lot of the changes made in that overhaul were made to change things back to the way they used to be in 7DTD, but I'm not certain that's one of them.

What I'm getting at is I don't think the way the forge works now is necessarily well-liked across the board, so using that as the basis of making more things like it might not be the strongest argument for it. Also, I feel like "making sense", alone, is rarely a good argument for changing something to the game.
 
What i tried to say is that you use the forge to smelt iron and clay for ingots, steel or iron. You can also use it for crafting anvils, bulletproof glas and fences etc. Therefore it would make sense to have a saw (panel saw in eglisch?, the one thats a decorative item in POI's) for cutting wood into logs,planks or sticks.

But if we had to use the saw thats already in the game (decorative) it would't make much sense to me as we would probably need mechanical and electric parts, iron ingots and maybe duck tape. Which if you think about it would came after the forge.

Maybe, as we start the game with "primitive" armore and tools, a simple saw would make sense. But as IzPrebuilt said, it feels tedious and imo kind of unnecessary.
 
Maybe the saw is not the right thing for this, but something to more effectively dismantle items? like if you scrap a gun for example you only get some parts back, and with this you could get a bit of everything it took to craft?
 
If these removals had in fact happened in the last couple years it would be easier to find those screenshots but your claim about when they disappeared is objectively incorrect. It isn’t a matter of opinion, for example, that LBD was changed to skillpoint spending around 8 years ago.
I have to admit that I lumped older removals (which does not diminish their importance) and more recent ones together, my mistake sorry; I probably played older versions a bit too much. However, the removal of the blunderbuss and zombie variants occurred in a20, which can be considered a relatively recent change, while the customization and clothing system was removed in 1.0.

As I wrote in my original post, and I’m not asking you to explain it to me, I just wanted to see the developers’ statements or explanations regarding the removal of the content, if any existed. If not, that’s fine too - they aren’t obligated to report to us on every single action they take, but then please don't claim that the developers explained all these changes to players.
Just a sidenote: If you exchange the seats of your car for ones with a different color, do you say you lost the seats or that you replaced the seats? ;)
I’d rephrase that analogy a bit: I had a nice black seat (LBD), but I was forced to throw it away and replace it with a brown wooden chair attached with duct tape somehow (magazines). Sure, the color is different, and I can even sit on it. But will I enjoy it? Most likely not. Did I lose my comfy black seat? Absolutely yes.

The same applies to the blunderbuss; it’s not just a cosmetic change — it’s a completely different weapon with a different balance in all aspects, compared to the pipe shotgun we have now. These are different weapons that could coexist quite well today btw :)

I am just mentioning this because this often cited critique of having lost features of the game sounds as if 7D2D shrank over the years, from a full-fledged game to a game for the smartphone market. It surely moved in the direction of more mass appeal, but it also increased (massively?) in features.
I never said that. The game is getting bigger and better in so many ways, and that’s really cool. But if we had all the new features alongside the previously removed good content, that would be even better for everyone. That's exactly why I'm so excited about the latest updates and upcoming 3.0 customization options.
 
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