PC When did you start playing the game?

When did you start playing the game?

  • Pre-Steam

    Votes: 0 0.0%
  • Alpha 5-6

    Votes: 0 0.0%
  • Alpha 7-8

    Votes: 0 0.0%
  • Alpha 8-9

    Votes: 0 0.0%
  • Alpha 10-11

    Votes: 0 0.0%
  • Alpha 12-13

    Votes: 0 0.0%
  • Alpha 14-15

    Votes: 0 0.0%
  • Alpha 16

    Votes: 0 0.0%
  • Alpha 17

    Votes: 0 0.0%
  • Alpha 18

    Votes: 0 0.0%

  • Total voters
    0
I started playing around Alpha 14 and have been hooked ever since. Sure there were times where I hated the game mechanics and swore to never play again, but something about the game always calls me back. Then theres modding... now thats my forte and where I spend most of my time with 7 Days. Trying new mods from the community and manipulating xmls for world generation is great fun to me... yeah, yeah coding is boring most would say but I find it exciting when you finally get everything to work together perfectlly.Now that I have a new PC (XMAS GIFT FOR SELF) this game runs like a wet dream and Im having so much fun playing even, not just modding.

Cheers
Hand this guy a beer. Early Access is all about the journey not the destination.

 
Hand this guy a beer. Early Access is all about the journey not the destination.
Absolutely. The entire reason I get into early Alphas is to participate in the development. To help find the bugs, and to watch the product grow.

 
Now that I have a new PC (XMAS GIFT FOR SELF) this game runs like a wet dream
So, the game gets interesting, then very interesting, then VERY INTERESTING, then you realize it was all fake and you're left with a big mess?

 
I'm always a little nervous of the journey because I've seen far too many abandoned early access games over the years. Luckily for me, I was able to avoid most of them, but there's always a few that sneak by and grab my money (and steam couldn't care less about refunds no matter the circumstances). So for me, I can't wait for the day this game finally gets it's ass into beta and starts focusing on optimizations and stops pointlessly changing game features all the time because Alpha 100 just doesn't sound appealing to me. Though, obviously there's no denying that I got more than my money's worth with this game over the years, in spite all the issues that took place.

 
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It is interesting to see the make up of our forums thus far with 66 responders. I believe that this game's development has three distinctive eras.

Alpha 1-10:

The game was just purely survival and exploration. There was zero xp or tool or player progression. You just built bases, explored, mined, collected loot and killed zombies. PVP worked the best during this era and the game felt the most like a sandbox because the structure was so basic and there were no RPG elements involved. Alpha 10 was the culmination of this era and is well remembered and loved.

Alpha 11-16:

The game started adding progression of tools and weapons in Alpha 11. Over the next alphas different ways of progressing the quality of gear and eventually the player character as well were experimented with. Passive progression of gear stats and player skills (LBD) was a key feature of this era. This era culminated in Alpha 16 which is well remembered and loved.

Alpha 17 - Present:

The game added more RPG elements. Zombie behavior was changed drastically. LBD was dropped as a design choice and a point economy was chosen for player progression. The current era is dominated by a "Push to Gold" attitude from the developers that includes heavy emphasis on streamlining gameplay, polishing existing features and assets, and optimizing performance.

----------------

I'm glad to have been able to witness all these changes. Not every change has resonated with me well but watching the progress of it all is what I signed up for and I'm glad I have memories of each era.

 
Alpha 1 where all the zombies tracked you like you had a beacon on your head.

And one shotgun shell was a full reload, fun times.

Still think back to those days.

Was a day too late for Kickstarter sadly :/

 
It is interesting to see the make up of our forums thus far with 66 responders. I believe that this game's development has three distinctive eras.
Alpha 1-10:

The game was just purely survival and exploration. There was zero xp or tool or player progression. You just built bases, explored, mined, collected loot and killed zombies. PVP worked the best during this era and the game felt the most like a sandbox because the structure was so basic and there were no RPG elements involved. Alpha 10 was the culmination of this era and is well remembered and loved.

Alpha 11-16:

The game started adding progression of tools and weapons in Alpha 11. Over the next alphas different ways of progressing the quality of gear and eventually the player character as well were experimented with. Passive progression of gear stats and player skills (LBD) was a key feature of this era. This era culminated in Alpha 16 which is well remembered and loved.

Alpha 17 - Present:

The game added more RPG elements. Zombie behavior was changed drastically. LBD was dropped as a design choice and a point economy was chosen for player progression. The current era is dominated by a "Push to Gold" attitude from the developers that includes heavy emphasis on streamlining gameplay, polishing existing features and assets, and optimizing performance.

----------------

I'm glad to have been able to witness all these changes. Not every change has resonated with me well but watching the progress of it all is what I signed up for and I'm glad I have memories of each era.
Agreed, though if you consider some of the larger core game changes, you might set it up more like this...

Alpha 1-9

Alpha 10-14.4

Alpha 14.5-16

Alpha 17-18

 
I might have something more serious going on here.

But i remember it well.

not sure what server i joined but me and a longtime friend bought the game.

we ran around and it became night.

he was trying to build a wooden block or door or hatch lol.

all i know is i was scared ♥♥♥♥tless lol as zombies were trying to kill us and we had no light at all.

dark and scary place in a attic they broke part of the floor and we died multiple times just running around trying to not die lol.

after that i was hooked and i rented my first game server from ping perfect.

and i am still here 5 years later.

i heard of the outside. but i don't entertain that, youtube knows all.

p.s yes i really have that many screen shots lol

and i started alpha 9.

Rip Lif.jpg

 
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I started in Alpha 9 and have thousands of hours. I have enjoyed each new version as they have come out, so much so when trying to go back to a previous version I can't stand it. This game just keeps getting better. As you can see I hardly post but have been a lurker for many years. Reading these forums is very entertaining.

 
Agreed, though if you consider some of the larger core game changes, you might set it up more like this...
Alpha 1-9

Alpha 10-14.4

Alpha 14.5-16

Alpha 17-18
What changed between 14.4 and 14.5? I didn't play that much because the graphics were broken on the Linux version, and didn't get fixed until A15.

 
What changed between 14.4 and 14.5? I didn't play that much because the graphics were broken on the Linux version, and didn't get fixed until A15.
RWG had such a complete overhaul that it wasn't even funny. It was also when we lost the hub city for cheeses.

 
Alpha 11-16:
The game started adding progression of tools and weapons in Alpha 11. Over the next alphas different ways of progressing the quality of gear and eventually the player character as well were experimented with. Passive progression of gear stats and player skills (LBD) was a key feature of this era. This era culminated in Alpha 16 which is well remembered and loved.
I’m not here to re-hash the debate on which is better, but that’s not the terminology I would have used. I wouldn’t call it an era of passive progression. Learn by doing required, y’know, doing. :p I would label it more accurately and characteristically as an era of direct 1-to-1 progression, and now we have an era of indirect or generalized progression.

 
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I’m not here to re-hash the debate on which is better, but that’s not the terminology I would have used. I wouldn’t call it an era of passive progression. Learn by doing required, y’know, doing. :p I would label it more accurately and characteristically as an era of direct 1-to-1 progression, and now we have an era of indirect or generalized progression.
No harm meant. I simply used it to mean that as players played the game their stats increased under the hood. I don't mind retracting the word "passive" if it offends. Simply talking about skills and abilities increasing in the background as you play the game rather than stopping to spend a point to make the skill or ability increase. That's all.

In Alpha 11, the very first iteration of this, the quality of our tools increased every time we crafted with a +/- 50 point randomizer thrown in. That was the beginning of a major change in player focus for playing....

 
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