PC Why you broke your game

Ahh i see, factual numbers scare you so you decided to insult, no problem mate, I know you had nowhere else to go.
I've already stated why your "factual numbers" are worthless in the context you are putting them in. For example, "100% of people when asked said they thought A17 was ♥♥♥♥". "How many people did you ask?". "3".

As for insulting? With the thread title of "why you broke your game", then you have hit that bivariate of both insult and arrogance.

Allow me to address the 3 point's you have issue with..

1) I never stated you were "playing it wrong".

2) I see you don't deny that point.

3) I've already explained why your presentation of those facts lead to massive assumptions and careless correlation.

I do, however, wish you a nice weekend. I have no personal axe to grind with you (or for the pun should that be axe to craft for you?), I just feel you are going "all balls out" when really that is neither helpful or properly reflective of others' opinions.

 
If anything just about every 7DtD streamer I've watched play MP has said the changes have benefited the MP game considerably..
It has, but for all the wrong reasons....

1) In multiplayer, one poor soul has to spec into Intelligence, and then does all the crafting. This means that all other players can ignore Intelligence completely for the entire game. So one player carries everyone on that regard.

2) Gamestage calculation in multi-player is additive (as you might expect), but ignores the GS of the lowest player in MP! So A solo player with GS 100 is facing GS 100 enemies. While 3 players in a group with each having GS 100 are facing GS 180 enemies (due to weighting and the ignoring). The sweet spot is obviously two player co-op, as two players with GS 100 will be facing GS 100 enemies.

3) Shared XP in multi-player is completely and utterly OP broken.

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I can totally see that, I/we haven't done many quests. Quest give out minimal XP and don't have a story line behind them (yet?). It's by far more beneficial to us to just go clear out POIs and farm XP so we can get past the stone age quicker.
Nitpick: You are not doing quests for the exp. They are, in fact, the best source of mods in the game.

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A17 MP seems to cater for MP specifically such as sharing quests and the like.
PLLLLEEEASE tell me how to share quests in MP. I have not been able to do this yet.

 
PLLLLEEEASE tell me how to share quests in MP. I have not been able to do this yet.

Go into the Quests tab in the player menus, select the quest, and select share with the party. They can then go into their quests menu and accept it.

Edit: I find it helpful too to have everyone set the quest as the active quest if there have been multiple ones taken.

 
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One thing I will say and my own opinion here but no game company can please everyone - some say look at blizzard... well if these game companies making such "huge" negitive gameplay why is it blizzard for instance still have millionS of players as with 7 Days To Die they will still get the numbers as some are just starting with the game.

One thing boggles my mind is for those of who complain have played beyond alpha 1 as obviously you do not like change; sure some changes are bad but may be good for the next player so GUESS what SUK IT UP or MOVE on and GET OVER YOURSELF you just a pion.

 
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The problem is that of philosophy and risk or effort/reward.
Philosphy - The player, through their efforts, can loosely control when you engage the threat of zombies in the game. If they put forth the effort of building a base underground, they could reap the reward of mostly not being bothered. It's not an exploit in terms of lore or realism, and would be quite a good strategy to survive a proper zombie apocalypse.

People that simply enjoyed crafting, building, exploring, and didn't or perhaps couldn't enjoy killing zombies all that much tolerated them long enough to build a safe base and then focus on doing what they loved.

TFP have now decided they don't get to decide by significantly buffing the zombie damage to blocks and permitting them to be powerful diggers, reducing the bedrock depth, and is exacerbated by new and different consequences from the AI. It's much more difficult, almost impossible, to build an underground base that will allow you to avoid being bothered by diggers. Those people have lost that choice and there is no longer a reward for building underground. That's why people are upset.

I'm not against diggers by design, and I do agree that a 4 block hole in the ground is cheesy for the level of effort involved. But if you dig down 30-40 blocks and build a base, then I think you should still get the reward of not being bothered. I would reduce the block damage zombies currently have to slow the rate of the chew, adjust the sensitivity so that bases aren't safe from aggroing at depths from 0-10 from any wandering zombie, and 0-25 from a horde. Forge and light heat roughly add 10 additional blocks to those depths.
I built an underground forge room in b208 with 6 forges, 2 workbenches, 2 chem stations, 3 cement mixers and 4 campfires. (have had them all going at once alot) Not once was I detected or summoned a screamer, or had a zombie attempt to dig down to me. This was at the lowest elevation in the area and I did a lot of mining to make concrete. I just dont sit down there for horde.

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At bedrock ofc

 
Server counts also mean nothing right now, the game is in between builds basically. The numbers wont matter until Stable hits. A lot of people don't play experimental at all. Game is a lot more fun than a16 was for sure, a16 was way too ez and lacked some of the awesome replayability of earlier builds somewhat imo.

a17 is great, game is suspenseful again, I look forward to more item mods, adjustments and polish tho. Its gonna be sic.

 
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The only worry I have is RWG, I hope its beefed up and more random for stable, I really miss the variety in map choices (biome placement, cities, skycrapers)

Edit* oh and size.. love big maps so much more.

 
I have a lot of worries at this point. A few of the things that were done really shake what faith I had in a company I don't know well; faith that was based purely upon my positive impression of 7D2D in A16. Things like limiting you to 1 LCB, shrinking mountains into glorified hills, bringing bedrock up, and eliminating activity-based skill leveling (using mining tools makes you a better miner). Did TFP lose the person or persons responsible for some of this stuff, or did the same people who came up with A16 just decide that they hated everything? Change for change's sake? Change because they had to remake the game in a newer version of Unity anyway, so "how should we do it this time?" I hate to focus so much on the negative, because I've really looked forward to many aspects of A17 for some time now, but I thought it would be more on the order of a major progression, and it feels like a major reset.

I also wanted to interject that I don't think it's entirely fair to cite server activity levels for or against A17, since a lot of people are playing just to give it a thorough play, and some are standing by until things stabilize.

 
I have a lot of worries at this point. A few of the things that were done really shake what faith I had in a company I don't know well; faith that was based purely upon my positive impression of 7D2D in A16. Things like limiting you to 1 LCB, shrinking mountains into glorified hills, bringing bedrock up, and eliminating activity-based skill leveling (using mining tools makes you a better miner). Did TFP lose the person or persons responsible for some of this stuff, or did the same people who came up with A16 just decide that they hated everything? Change for change's sake? Change because they had to remake the game in a newer version of Unity anyway, so "how should we do it this time?" I hate to focus so much on the negative, because I've really looked forward to many aspects of A17 for some time now, but I thought it would be more on the order of a major progression, and it feels like a major reset.
I also wanted to interject that I don't think it's entirely fair to cite server activity levels for or against A17, since a lot of people are playing just to give it a thorough play, and some are standing by until things stabilize.
If your faith is just from a16 its a small sample size, this has happened 17 times now, things change every time. People be like "The sky is falling, everthing is f'ed now" every time lol. And every time TFP come through with a Stable that is enjoyable and replayable with new interesting stuff, even though the games not complete.

 
That's fairly reasonable, Maynard69, but not necessarily a guarantee. As I said, the nature of some of the changes make me wonder what's going on behind the scenes. I've harped on this a couple of times since joining the forum, but 1 LCB?! I don't think I've read/heard a good explanation for this. I read that Roland agrees it's a problem, but that doesn't explain how on God's green earth someone gave it the go-ahead. And for people who like to tunnel underground we just went from a great lake to a shallow pond. I've been more than 180m underground in mountainous terrain in A16, and now it's a miracle if you can get past 70m. It's not necessarily just about escaping zombies (although if I want to dig down far enough why shouldn't I be undetected?)--it's about a loss of options--a loss of freedom. No one said you folks had to go underground. What are you all messing with us mole people for? ;)

Really, but for a few of these unnecessary restrictions on enjoyable aspects of A16, I'd just be quietly sitting back and taking it all in. ...1 f***in' LCB. You obviously f***ed up somewhere TFP, because God allowed you to do a dumb thing like that and bring down Thorne's wrath. :jaded: ;)

 
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That's fairly reasonable, Maynard69, but not necessarily a guarantee. As I said, the nature of some of the changes make me wonder what's going on behind the scenes. I've harped on this a couple of times since joining the forum, but 1 LCB?! I don't think I've read/heard a good explanation for this. I read that Roland agrees it's a problem, but that doesn't explain how on God's green earth someone gave it the go-ahead. And for people who like to tunnel underground we just went from a great lake to a shallow pond. I've been more than 180m underground in mountainous terrain in A16, and now it's a miracle if you can get past 70m. It's not necessarily just about escaping zombies (although if I want to dig down far enough why shouldn't I be undetected?)--it's about a loss of options--a loss of freedom. No one said you folks had to go underground. What are you all messing with us mole people for? ;)
Really, but for a few of these unnecessary restrictions on enjoyable aspects of A16, I'd just be quietly sitting back and taking it all in. ...1 f***in' LCB. You obviously f***ed up somewhere TFP, because God allowed you to do a dumb thing like that and bring down Thorne's wrath. :jaded: ;)
For starters, and I know its overused sometimes but people forget very quickly, its an unstable experiment of a test build. This goes along with my point that they always deliver a legit stable.

You are also preaching to the choir about underground. I have been known to make huge underground death trap mazes in PVP just so I can get my materials to big crazy enormous pits and towers to the sky. Love PvP in the game even with its flaws and stuff over the years and have lived underground alot just to stay hidden from players.. not zombies tho. But ya, I am not worried, its cool for me I like changing things up and getting a new experience with each build, either way I have always had a blast when they change things even if I dont like it at first.

There is no need for them to offer any explanations about LCBs tbh, again experimental. Also PvP is not their focus right now, thats been made clear. Game is centered around SP and MP co-op. Spend experimental testing the SP or co-op aspects, save the PvP for stable, its really not worth it to bother with it before that. LCB is a non-issue then, until it gets fixed. (pretty sure it will be addressed before stable) and if not, cool, PvP will be a new experience for this build, different tactics, ect. no big deal.

Might help to lower you expectations for the early experimental builds, and to realize things are changing now, and will even more before stable. Usually the problems people go crazy over for experimental end up being non-issues for stable with some exceptions. Even then you at least see the big picture the devs had in mind usually and it is usually good in the end.

 
False. In fact I led a joke campaign to get zip lines added for over two years until one day the devs announced they were actually looking into it.
… and Airships with Zombie bear crew! I wanted Graf Zeppelin sized airships that you could throw ziplines to the tops of buildings.

I was going to call mine: "The Graf Zipline"... OK I'm leaving now... :)

 
Well said and yes I do feel any negative feedback is immediately shouted down by the super hardcore crowd with snide comments or removed, closed or disparaged by the moderators. I like a17 but it needs balancing and they do need to work on the progression aspect. The single player game is almost unenjoyable, I don't want to feel stressed out ALL the time in a game I play for fun. I have seen differences in the SP game and it is more bearable. As to the death penalty, along with ungodly amount of Zs it really is just a PITA. If you get injured and survive, you heal yourself you don't continue looking for trouble with 20 HP but with reaper your choice is to basically run around injured, why would i do that, or wait til its gone. So it's like "we spawned a horde of 12 dobies and they killed you or we spawned a Zombie right behind you in a poi, after you cleared and checked the room and it killed you so go sit in the corner for 30 mins as punishment.

Also what good to carefully clear and check a poi or bldg if the game's just gonna spawn a cheat zombie right behind you and yes they do I can show you video. I hope this is just a spawn glitch, if not I call shenanigans lol

 
2 biggest problems are:

They took out creativity on the part of the player being able to build a base. This, for me and others, was a huge part of the game.

2) Every POI has too many zeds. A little house in the woods should have maybe 0-3 bigger POI more. It really should be randomized to make it more interesting. As someone already said, every POI is like a clown car.

The Pimps should have hired some of the Modders on here.

 
I have a lot of worries at this point. A few of the things that were done really shake what faith I had in a company I don't know well; faith that was based purely upon my positive impression of 7D2D in A16. Things like limiting you to 1 LCB, shrinking mountains into glorified hills, bringing bedrock up, and eliminating activity-based skill leveling (using mining tools makes you a better miner). Did TFP lose the person or persons responsible for some of this stuff, or did the same people who came up with A16 just decide that they hated everything? Change for change's sake? Change because they had to remake the game in a newer version of Unity anyway, so "how should we do it this time?" I hate to focus so much on the negative, because I've really looked forward to many aspects of A17 for some time now, but I thought it would be more on the order of a major progression, and it feels like a major reset.
I also wanted to interject that I don't think it's entirely fair to cite server activity levels for or against A17, since a lot of people are playing just to give it a thorough play, and some are standing by until things stabilize.
They hired on some new people. Might be the possible reason for the course of direction changing from survival to RPG.

 
They hired on some new people. Might be the possible reason for the course of direction changing from survival to RPG.
No....the blame or accolades depending on how you feel rests entirely with Joel and Rick Huenink. Everyone on the team gives input and brainstorm sessions are epic but the Huenink brothers are steering the ship using THEIR Jack Sparrow compass.

 
So every time any one of the many players give negative feedback on here they get called emotional, aggressive, combative, are told they dont know the game, are playing it wrongly or that its alpha and any of a multitude of other reasons why their feedback is not wanted or wrong.
......

THIS!

EVERY

SINGLE

WORD

!!!

I used to play on a small server in MP, and we all had vastly diffrent gamestyles, but we all managed to get together, specialize and enjoy the aspects we individually preferred about the game, and have it come together nicely. We built bases, we scienced the ♥♥♥♥ out of tools, some specialized on looting. When one project required additional attention to one aspect, we all pulled together for a large scale looting raid, or coordinated deforrestation, or ditch shoveling etc. etc.

But we all played very diffrently, enjoying various aspects of the game but were able to do so, because there was not devinely dictated one single correct way to play the game.

I am not a fighter, I spent most of my time crafting certain blocks, devising layouts and looking for details and blocks, making paint, in order to build a nice base, that attempts to channel a certain style, whilst being usefull and also surviving against zombies at the same time.

With base building essentially dead, and the inability to produce a relatively safe base, almost ALL the aspects that keep me invested in the game, are dead.

And interesting new block shapes coded into A17, are still limited to creative mode for no appearent reason. Some stuck in limbo of creative mode since A16.

Now, if the looters are out searching for stuff and our ressources guy is away mining some stuff, if a random horde comes along, when I sit at the base, contemplating how to put of a certain ceiling, I am...WE are ♥♥♥♥ED. I can't defend the base alone, and they chew through it anyways.

And I don't have a single new block as fresh content available, to even pretend to make up for that.

But appearently I, WE, played the game wrong for the last couple of years, and our many hours of gameplaye enjoyment were obviously a mistake. This game was, judging by many of the comments and threads on this forum, NEVER intended to be fun for filthy people like me.

 
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