HerrKingsley
New member
Guess what.. its gated....behind a perk! Surprise!Speaking of dismemberment... has this been taken out? I haven't seen a single limb fly off in A17.

Guess what.. its gated....behind a perk! Surprise!Speaking of dismemberment... has this been taken out? I haven't seen a single limb fly off in A17.
No Man's Sky still isn't very good. I bought into the new hype of them "restoring" it and it's just still a mess. Quests are buggy as F. I had to go into their cheat system to reset quests.NO NO AND NO.
No mans sky was a disaster and got flamed to hell and back.
Result = DEVS LISTENED TO THEIR PAYING CUSTOMERS AND WORKED THEIR ASSES OFF TO DELIVER 100% ON PROMISES. Not only that but they're adding new features and content and the game is actually really good now.
Saying that "If only we said things more politely and we'd be listened to" is utter bull♥♥♥♥.
Mad Mole - get yer head out of yer ass, stop abusing the money we gave YOU and LISTEN to your paying customers.
Get a LONG TERM PLAN together and stop waking up and just deciding to change things on a whim based on what colour of cheese you had for supper the night before.
I think the point still stands though: NMS's devs were very humble and listened to their playerbase. TFP are the exact opposite: arrogant as hell. One of them straight up told a customer to "get educated" in response to a criticism.No Man's Sky still isn't very good. I bought into the new hype of them "restoring" it and it's just still a mess. Quests are buggy as F. I had to go into their cheat system to reset quests.
And I think comparing 7 Days to No Man's sky is kind of moot. No Man's Sky was a complete and utter mess in the beginning. So the contempt people had for it is fair NOT based on the technical mess of the game, but based on promises not kept. I have been playing 7 Days since the zombies were practically cardboard cutouts. Yes some alphas made things better; some made elements worse, but it isn't anything near the mess that is No Man's Sky.
Have you played it recently? It's still bad. I know bad is subjective, but when I have quest lines where I have to unlock blueprints and my damn scientist sits there twiddling his thumbs--I mean come on. Quests are basic to implement! The base building is horrible in No Man's Sky. It's very artificial and you can't even do proper slopes. My *(&)#$ base sat on a mountain like a box sits on a ball. It looked ridiculous.
What about the multiplayer aspect? When you find a paradise world and a friend joins you and it suddenly has superheated rain. Sometimes two players will be in one spot and one experiences superheated rain, while the other has a beautiful sky. Just because something was resurrected from the ashes to be a little better, doesn't make it good to me.
And gamers are extremely whiny. Why not a constructive approach? That's how I handle life. Seems to work just fine for me. Do you just scream about everything at your job and life?
Totaly aggree whit op here!Perks.
Everything is about the Perks. You want your Axe to farm more wood? Don't craft or find a better axe, spend skill points instead! Not doing enough damage with a Shotgun? No point crafting a level 6, as it does the exact same damage as a level 1 (!!!), spend points instead. Not only does this remove any joy the player had from actually finding decent guns or parts, but it also means every single copy of an item you find is useless, uness it is higher level than what you already have. Every single item. And there are only 6 levels. So on day 1 I found a level 2 Shotgun. This means every single Shotgun that is level 1 or 2 I ever find is now trader fodder. The joy of looting / crafting better items (i.e the entire mid-game of 7DtD) just got removed. Gun safes never looks so pointless and uninteresting as they do now.
Level Gating.
All the skills you want are gated behind a level cap, and guarenteed available once you hit that level. All of us will get our pushbike / mini-bike / hog / jeep at exactly the same level. Gone is the joy of looting the blueprint, or dealing with the interesting challenge when you haven't found a certain blueprint. The BP model made every run in the game a competely new adventure. Now it is going to be the SAME THING every single time. God that's bland.
Enemy Challenge.
40 years after the birth of video games and there are some people who still think that making enemies into bullet sponges increases challenge?!? No, all it does is increase the tedium of fighting those enemies.
No Forge Till Level 20
TFP, you have NOT made the first 19 levels more challenging. You have made them more tedious!! Now I need to use Stone tools for the first 19 levels instead of the first 3. Yay! This also means that the absolute VITAL item to find early is the Cooking Pot. If you are so unlucky that RNG doesn't give you one, then your first 20 levels in this game are going to be very very frustrating and PAINFUL (and tedious).
Yes I remember A16.4 where I played about 2 weeks and then stopped. But I started a new one right away because it was FUN. A17 will be remembered as the game a lot of people don't play because they don't want to go through the tedium of hitting a piece of dirt and waiting, hitting a zombie and waiting, and killing pigs because you cant kill zombies without eating every 2 minutes.Seems to me that this thread shows once again people can't handle change.
Oh, a game is now more difficult you say? Boo-hoo.
I've been playing since A8-ish, and this is the first time the game is difficult. Period.
Do you guys still remember A16.4, where you played maybe 1-2 weeks, and then quitted the game, because there was nothing to do?
You can’t have it back yet. It’s under construction at the moment. It will be back soon. We don’t force anyone to remain at the construction site.we dont need back to A16 or A15 or A14 or....... we need 7 days to die back
These two points are very good. If you face to face with a stupid feral zombie and swinging a HUGE arc with your sledge you shouldn't be missing! Even if it you aimed for the head and they moved a bit you'd still hit the other parts of the body with that huge swing. Idk now many items in a17 I've had one or more ferals in my face, wailing on me, and I'm standing there unable to hit them because my giant horizontal arc missed a tiny little dot because their head swayed as the zombie swung.I agree with OP
- Enemy Challenge. ... make the damned weapon swing and HIT a whole arc! Missing a horizontal swing with a sledge on a feral because the head shifted a TINY bit to the left is BS, and lethal in the game....
- POI mini dungeons. Yeah, make them make sense. Make them rarer. Walking into a normal, average looking 2 story house and going up and down stairs 5 times to 4 different floors through the most ridiculous layouts of rooms possible utterly breaks the immersion. Dungeon buildings should be a LOT more obvious...skyscrapers, worksites, the occasional house with a basement hole-turned-cave, maybe a few interesting commercial sites (video arcade?)....but not every damned house. Too many, too troll-y
Yep, pretty much just avoid the mini dungeons now, seen em, was fun for a bit. Now I just get to the roof, grab the cache and move on. Maybe will bang on wall outside to get the zombies to pour out because I have to kill x amount to be able progress through the game lol.The large sky scrappers were a great idea for the mini dungeons. Aside from those and the multi-building businesses, every building being a mini dungeon is just too much. It's interesting at first but it gets boring and tedious extremely quickly.
Because they're The Fun Pimps and they tell you so...But why does killing zombies with a bow and arrow provide more help in learning how to build stuff better than, say, building stuff?
I think it's an accident. Gazz didn't account for the burst XP you would get by doing all those activities on each level from 1-100, and simply copy/pasted the xp per block/item from one system to the other.+1 to the OP on all counts.
The biggest issues for me concern the way you improve yourself. In a16 there were lots of different ways you could improve yourself -- developing skills, perks, finding schematics, fighting zombies, scavenging, etc. Most of those--except fighting zombies--are obsolete now for reasons that have been described, making the play experience much more uni-dimensional. I find it a little ironic because the new perk system is advertised as creating more options for pseudo-classes or whatever. But I felt like in a16 I could much more radically steer the character's development in a direction and divide up key skills among a party. For example, some people liked to rush quality joe, burning points in the scavenging skill (which helps in early game but costs you in late game). This was, or could be, very different from a crafting-centered strategy.
And while fighting zombies was definitely an avenue to improvement, it wasn't necessarily more helpful than building/upgrading or mining or scavenging. Now, in order to level up you need to kill zombies and that's it. (I guess the other option, after you can start crafting bicycles+, is to sell them for 200K to traders and level up like 5 levels at once, but I mean lol. Or I guess run around looting hundreds of birds nests, or my personal favorite, wait for your tree farm to glitch and then chainsaw your way to 300). I get that killing zombies is a key part of the game, but why make them the only serious non-glitched route to experience? There are lots of other ways to force you to fight zombies, and indeed a17 is good at forcing you to fight zombies. But why does killing zombies with a bow and arrow provide more help in learning how to build stuff better than, say, building stuff?
It isn't just the multiple routes to improvement, either, it's the more incremental routes to improvement. The OP has a great point about the midgame search for better and better quality items to workbench craft. When I upgrade my shotgun from 240 to 265, I feel like I've made progress. When I raise my mining skill from 47 to 51, I feel like I've made progress. Etc. Now, if I find a new shotgun, it's like I didn't even find anything bc the trader will only buy so many and there is literally no way I can meaningfully use that shotgun to do anything if I already have one.
So the level gating is whatever, annoying I suppose because it takes a lot of the strategy away and makes the game more grindy, but the real issue for me is how grindy and bland the actual avenues for self-improvement are. And every possible way to permanently improve your character outside of leveling up have been systematically removed, leading to the absolutely absurd temporary magazine buff.
I enjoy a lot about a17 but this issue seems like a deep structural problem. It also seems to contradict the things publicly said about the philosophy animating the changes. If nothing else I'd like a more detailed explanation of why they've done this--I think if they better express their goals, they might find suggestions that would better help them realize those goals without making the game blander or grindier.
It's a game, different people enjoy different stuff. The prior builds were boring to me after a while. I'm loving the changes, the new POIs and the new challenges. I never starved or really got close. I don't want to spend all my time crafting, that's why I'm in a zombie survival game. Dealing with the zombies.
So I have none of the issues the OP does and I love the new changes and am having way more fun than I ever had before. Suddenly I can either do a stealth build or a range build or a melee build. POIs are interesting and useful and zombies are dangerous again. I'm not spending 90% of my time swinging a pickaxe in a dimly lit hole.
So who's fun is more important?
I'd say it's all the same and a good solution is some difficulty options to scale hunger/thirst way back and disable zombie digging and jumping and detection range and scale player damage up and such. Conan Exiles and ARK have systems like that and it allows players to balance the game to their liking and it's done wonders for their appeal.