PC We still need Jars

It makes no sense that a glass jar, just disappears into thin ear every time you drink the content.
I think most anyone would agree with you that it doesn't make sense. My response? So what!

Like others have pointed out, there are many other resource items in the game that come in a 'container', and once you either consume that resource item (Meat Stew, Steroids, etc.), or deposit it where it's used (like gasoline into a vehicle), their respective containers unrealistically vanish into thin air.

Would you prefer to have an inventory filled with all manner of storage containers for all the various resources? I sure don't. That would be fine for a simulation, but that would be annoying for a game. That would add all sorts of tedium to the game, and that is not a good recipe for fun.
 
i actually thought the cloaking nature of the plague spitters was really unique and cool. but all of these changes sound great to me.
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It makes no sense that a glass jar, just disappears into thin ear every time you drink the content.
There is no glass jar. it just represents a serving of of water. Just like there is no gas container, no bowls for stew, etc.
 
There’s something satisfying about putting in the work, like trekking to a lake or river to gather water the old fashioned way with jars. That grind
How is that a grind? You walk up to any body of water (even a culvert next to a road), put the stack of 125 glass jars in your hand, aim at the water block, and you right-click. That's grindy to you?

And why would it be a "trek", unless you intentionally placed your base as inefficiently as possible away from any lake or river or something, and refused to use other sources of water (swimming pools, culverts, etc.).

My point is about choice. I’m not asking to replace the Dew Collector; I think it’s great for players who enjoy a hands-off approach. I just want the old jar system back as an option, maybe even improved to be more challenging, like requiring more steps to purify water. That way, players like me who enjoy the grind of gathering water from a lake or river can do it our way, while you and others can stick with the Dew Collector.
I don't have an issue with this (more choices is always good), but there's always an opportunity cost for every new change to the game. Gathering water has never been a significant time sink (you need to do it very seldomly, especially with how jars used to be), so the fact that it's been removed shouldn't have drastically changed the gameplay for anyone, except for those who have niche interests like yourself.

Also, I think the "sandbox" term is a bit overused. It's used as a sort of catch-all to argue that one's preferred way of playing must be re-instated or the game can no longer be a sandbox game.
 
Each biome could have different levels of water contamination, getting harder and harder to make drinkable. Even plain boiled water could have a drawback, like damaging the player.
Most of these suggestions (I've seen various thoughts on how to make using jars more difficult) would turn gathering water into the most complicated task in the game. Does gathering water need to be the most complicated mechanic in 7 Days to Die in order for the game to be enjoyable? This sounds like tedium squared to me.

And herein lies the problem with a game that is simultaneously developed for PC (with mods) and console (without mods). For PC, these are great ideas for mods. I would try out some of these much more hardcore mods, where the most mundane tasks require you to jump through many hoops to accomplish. The problem is console players (as of now) have vanilla as their only choice. I don't know if that can ever change, where console players have access to a steam workshop-type repository. With mods, you can keep vanilla relatively simple, and then if you want varying degrees of complexity, mods can step in and make that a reality.
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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.
"The moment" - a single right click. If someone were trolling, trying to exaggerate how personally fulfilling it was to fill glass jars, I feel like it would be almost indistinguishable from what you're saying.
 
I respect your opinion that you didn’t like the jar system everyone’s got their preferred way to play. But imagine if something you loved in the game was removed, and someone said, “Don’t bring it back, I didn’t enjoy it.” That wouldn’t feel great, right?

Now imagine that something that was meh got changed and you liked the change, I mean, REALLY liked the change and you really hoped that TFP would keep moving forward to the next group of updates and content additions but then someone said, "Change it back, I don't enjoy it."

That wouldn't feel great, right?
 
What I would imagine the devs should do is actually sit down and play (at length) one of these old versions that people crow about so much, to get a deeper overall understanding of what might actually be appealing about it - and then add options to the current version of the game to allow people to bring it to a point that it can replicate the experience of that older version. It has to be done with option settings because a significant portion of the player base does not like a lot of what goes on in these older versions.
This is something I should probably do myself (fire up a playthrough of A16), and see if I agree that it was as good as so many claim.

This sounds like what the devs had talked about, during the live stream, for a future "sandbox" version of the game. When that might be their focus though, that's anybody's guess (could be a year or two, or more).
 
Most of these suggestions (I've seen various thoughts on how to make using jars more difficult) would turn gathering water into the most complicated task in the game. Does gathering water need to be the most complicated mechanic in 7 Days to Die in order for the game to be enjoyable? This sounds like tedium squared to me.

This. It sounds exactly like the purpose for a mod for those who want it. I played a mod recently where I had to chop a tree, gather the logs, change the logs to lumber, change the lumber to sticks, gather grass, change the grass to fibers, change the fibers to string, gather rocks, change them to sharp rocks, gather feathers, change them to fletching, and then gather resin all to make a primitive bow and arrows. Sounds cool on paper and maybe for one playthrough but as soon as I returned to vanilla and got wood, fiber, feathers, and stones and made the primitive bow and arrow it was a breath of fresh air.

Complex and multitudinous steps to do simple things is niche and has very limited hard-core appeal. That type of stuff is best suited for mods. Most suggestions other than simply allowing gathering of water from sources to bring home sound like good mods but not good vanilla gameplay and I would much rather TFP get going on 3.0.
 
Options...Jars on/jars off problem solved.....seriously...Make jars more useful other than just water....jarring food? food spoilage is a thing? Maybe 2 jars of murky water make one jar of clean water? (would cut back 50% of extra stock of jars) Canteens!!! why not canteens??? Something you can buy at trader only but expensive...you fill it up takes a little longer than usual to boil but gives you the immersion of filling up water from rivers or toilets? Maybe fill it up at a dew collector? it fills the amount of 3 water jars? Maybe its a later game mechanic? Maybe early game?
 
Found out that people can still buy the legacy version of the game on disc, so ALL of the ones that want empty jars again can do one of two things, either download a mod for empty jars or go on ebay and buy the legacy version. Then you jar lovers can have all the freaking jars you want and can quit spamming forums about empty jars.
 
i actually thought the cloaking nature of the plague spitters was really unique and cool. but all of these changes sound great to me.

I agree. It felt right for the model, and was as you say, unique and really cool!
I know we wanted less of the special new creatures, but I'd vote to bring back Invisohotep!
(...so long as we also get jars, LBD, and cement that needs to dry AND have forms built again!)

Mmmmm...the immersion was so deep, it was like being there.
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There is no glass jar. it just represents a serving of of water. Just like there is no gas container, no bowls for stew, etc.


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But I really want sharpened stones and sharpened sticks to go into my glass jars...while walking around my square blocky Alpha 7 game world!!!

No...actually what I want is...for my saves to carry over to every different pc I log my steam account into...now I am stuck here for 2 weeks at my girlfriend's house and unable to continue my new 2.2 test game that I am on day 52! sigh...come on already, that should be a standard working feature by this point in time!
Shouldn't you be more interested in spending time with your girlfriend than playing your game? 😁
 
This is something I should probably do myself (fire up a playthrough of A16), and see if I agree that it was as good as so many claim.

This sounds like what the devs had talked about, during the live stream, for a future "sandbox" version of the game. When that might be their focus though, that's anybody's guess (could be a year or two, or more).
I'm about 30 days into an A16 run and it's not that great. It might be better with friends but solo is kinda boring. I can't play for nearly as long per session as I can with the current version.

But I will wait till I reach 50 days before I can give a more complete opinion.

So far, what I do like about it over the current version are certain aspects about the lighting and textures.

The desert feels like you're in a desert, with the reddish tint.

Grass in the pine forest has varying degrees of shading. In some areas the grass is more bright green and in others it's less colorful.

The burnt forest feels right. There's something I can't really put my finger on that piques my imagination. It kinda tells a story, for lack of a better phrase, just with how it looks.

The game's thick fog is perfect. You can't see anything past 15 or so meters in front of you. And since you're always in the middle of a clear patch, when you go indoors, inside isn't all foggy.

The lighting at night is perfect. Indoor dark lighting is perfect, night or day.

Zombies are weak but very unforgiving when they hit you. This is something you can't replicate in the current game with difficulty settings. Zombies feel more like what you expect from a zombie movie.

A lot of the textures are low quality, which isn't good, but they have a more realistic dingy look, which is great.

I like the assembly feature for weapons and vehicles.

As for overall mechanics and the skill systems...I am progressing much slower (which I greatly prefer), possibly because I don't know how to game the systems, and possibly because these systems can't be gamed as easily as the current ones. I go out of my way to not really learn how to "properly" play the game in its current state because I am aware how quickly you can progress.

So as of now I can say I greatly prefer the aesthetics and feel of A16, but I prefer the overall gameplay of the current version. A16 feels too aimless. At the very least, quests in the current version keeps my interest up.
 
Now imagine that something that was meh got changed and you liked the change, I mean, REALLY liked the change and you really hoped that TFP would keep moving forward to the next group of updates and content additions but then someone said, "Change it back, I don't enjoy it."

That wouldn't feel great, right?

Now, down the road, imagine that several things (one good, and a few bad) were each changed a bit and you had mixed opinions about these changes. Some were REALLY awesome, and others were TERRIBLE. TFP doesn't comment on any of this, but you still feel betrayed. Imagine that you're wearing a great big hoop skirt and heels and are trying to run from a pack of zombies in the desert, but you keep snagging your dress on the cacti...slowing you down and ruining the dress.

That wouldn't feel great either, right?
 
Now, down the road, imagine that several things (one good, and a few bad) were each changed a bit and you had mixed opinions about these changes. Some were REALLY awesome, and others were TERRIBLE. TFP doesn't comment on any of this, but you still feel betrayed. Imagine that you're wearing a great big hoop skirt and heels and are trying to run from a pack of zombies in the desert, but you keep snagging your dress on the cacti...slowing you down and ruining the dress.

That wouldn't feel great either, right?
Exactly. No matter what happens someone will be happy and someone will be unhappy and someone will be wearing hoop skirts. TFP needs to make adjustments and then move on and stick to their vision. They don’t need to redo existing features again. If they do, there is sure to be someone else wearing a cultist robe who will interrupt their incantation to point and criticize them for doing THAT again.
 
I completely agree it’s not just about the jar system being easy like The Fun Pimps claimed. It’s infuriating that they’re blaming players for their delays on features like bandits when they’re the ones who pushed these unwanted changes! They made these frustrating updates, and when players finally got a chance to speak up in the forums, we clearly said we didn’t like them. Their response? They’re moving forward anyway, then wondering why so many of us are p***ed off. It’s like they’re ignoring what makes 7 Days to Die special: the freedom to play how we want. Forcing the Dew Collector on us instead of keeping jars feels like a slap in the face. I loved going to a lake to fill jars it was a chill moment in the chaos, and I want that back! They need to stop replacing systems and start giving us options to play our way. YES, I WANT MY JARS BACK!

Rick was not talking about or blaming anything in the past on past work. He was specifically talking about the future. If we make a lot more changes to 2.0, then it could delay 3.0 (bandits). Obviously, if some devs, like me, spent 3 more months on 2.0, then those devs would not be working on 3.0 for that amount of time.

I still plan on switching my dev time to bandits about when I was expecting to as I already anticipated us needing a few months after a x.0 release to bug fix and make improvements like normal. Worse case I see an extra 4 or 6 weeks of 2.x work before some devs switch to 3.0.
 
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