Thank you for asking why I want jars back it’s great to have a genuine discussion without judgment! For me, wanting jars back isn’t just about scooping water; it’s about the immersive and relaxing gameplay loop they brought to 7 Days to Die. In older versions, going to a lake or river to fill jars and then purifying them was a calming break from the intensity of POIs, looting, and zombie battles. Water has always had a naturally soothing effect on me there’s something about being near a lake or river that just puts me in a relaxed state. That moment of standing by the water, filling jars, felt like a small but meaningful ritual, similar to how fishing or gardening relaxes some people. It wasn’t about the system being “easy” in fact, I wanted it to be more involved, as I outlined in my post [Player Choice Is the Heart of a Sandbox Game](https://community.thefunpimps.com/threads/player-choice-is-the-heart-of-a-sandbox-game.44389/). There, I suggested ideas like a multi-stage water purification station with components that degrade based on water toxicity, which would add depth and challenge to the process. The jar system was rewarding because it gave me a purposeful task that let me engage with the world in a quieter, more deliberate way.
This applies to the older farming system as well. Tilling, fertilizing, and watering crops made me feel truly invested in my survival, like every harvest was earned through effort. In my post, I mentioned bringing back hoeing and fertilizing, or adding irrigation systems with pipes, buckets, or sprinklers, and even underground farms powered by UV lights to make it more engaging. The current simplified farming is great for players who prefer a low-maintenance approach, and I don’t want to take that away. But why not let both systems coexist? A sandbox game thrives when it offers multiple valid paths, not when one system replaces another, potentially alienating players who loved the hands-on approach.
This principle of choice also applies to things like the Frostclaw and Spitter models being removed. While I didn’t mention them specifically in my post, the same idea holds why not keep old models as an optional setting so players can choose what fits their experience? I’m not asking to remove the Dew Collector or other new systems; they’re perfect for those who enjoy a passive approach. The devs have said the old systems were too easy, but I didn’t love jars or farming for their simplicity. I loved them because they added variety, letting me take a breather by a lake or river, soaking in that calming atmosphere while filling jars. Forcing one playstyle over another feels counter to the spirit of 7 Days to Die, which has always been about freedom and creativity in survival. Offering options like jars alongside Dew Collectors, hands-on farming alongside the simplified version, or toggles for enemy models doesn’t take anything away from players who prefer the new systems. It just makes the game more inclusive and replayable. A sandbox should let each player choose their path, whether it’s through detailed crafting, strategic horde night tactics, or simply enjoying the tranquility of gathering water by a lake. That’s what keeps the game alive and fun for so many of us. Isn’t the whole point of a sandbox to give players the freedom to find their own twists and turns to survive, in whatever way feels most rewarding to them?