PC Why you broke your game

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.
Or maybe people like you need to get their panties unbunched and stop being so narcissistic as to think that certain changes were meant to ruin the game for you. It's an experimental build of an alpha, and TFP are working on balancing. If you disagree with certain choices, that's more than fine, but acting like they're hell bent on ruining your fun just makes you look like an incredibly entitled dingbat.

Reading these forums is becoming a drag because every discussion gets derailed by a handful of jaded, passive aggressive gamer dudes wallowing in their victim complex.

Horde AI is being worked on, XP gains are being worked on, mods are being added, zombie threat customization options are being added, etc. etc. If you're unable appreciate that experimental means that there will be shortcomings in the game, stick to stable builds. That's what they're for.

 
THIS!
EVERY

SINGLE

WORD

!!!
You do realize, I hope, that typing in all caps is universally regarded as being emotional, aggressive, and combative...

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.
This is still possible in A17 and in addition you share in the xp gained by others in your party so that you can level up along with them while doing your other activities.

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.
Plenty of people are building bases and there are several conversations going on about new strategies (and new exploits). Block shapes are in creative mode because that is the true sandbox mode for the game. If you want to play it like a sandbox then enable creative mode. You say it is locked away like there is no access to them. Creating an ingame recipe for every single block they use to create prefabs is very low priority for a team trying to get larger features in place. If it means so much to you to have access to those blocks outside of creative mode then make it happen. Create recipes for them so they can be crafted.

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.
Why defend? Lead them away. I do that sometimes. You don't have to kill them. Random Hordes attacked bases in A16 as well. What did you do then when your mates were away and you were at the base alone? If you are saying they are too difficult to handle then turn down the difficulty to Adventurer. They can be more easily killed at that setting.

And I don't have a single new block as fresh content available, to even pretend to make up for that.
Thank the Pimps they have made the means to your desire available.

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.
Not at all. You played the game correctly obviously. Nobody is saying you played it wrong all that time. They are saying that you are refusing to adapt to the changes. Your assertion that base building is impossible is proof of that because objectively many other people are doing what you say is impossible.

There are already a lot of changes that have been made that you will get with the next update. Hopefully, those changes will be to your liking.

 
Not at all. You played the game correctly obviously. Nobody is saying you played it wrong all that time. They are saying that you are refusing to adapt to the changes. Your assertion that base building is impossible is proof of that because objectively many other people are doing what you say is impossible.
This right here. I took over a POI with crushed cars and such for walls and spent 3 weeks in it and was relatively safe. I put one solitary concrete wall around it with a slew of iron/wood spikes on the walls and layered on the ground with wood/iron bars on top for me to walk on and shoot down upon. Never was breached. Lasted day 58 with a high game stage due to me never dying, and wasn't breached then. I only died because my dumbass jumped down to get some loot bags and my frames I tried using to boost back up kept vanishing. If you adapt, you can build safe bases.

Of course, that's just me being an "elitist ♥♥♥♥♥♥♥" and "bashing people for having opinions" while telling people they're "playing the game wrong". *sigh*

 
To me, and many friends that I consider old-school 7days players, it's not about difficulty or anything, its about shift of direction/focus.

The game turned from a jack-of-all-trades into a tower defense game. It used to be an adventure slash building slash exploring game with a 7 day survival test etc.

Granted, ofcourse it needed work, it wasnt perfect, but it entertained a broad type of players.

I had a server for some years, and we had all types of players. Nomads, aggressors, builders, scavengers...

Now RWG is decimated, building has changed for the worse, mining is réally boring and tedious now and you just all have to focus on defending or else you lose everything. XP is the worst addition IMO, it has become a sluggish grinding game.

Ofcourse, I'm a noob, Im not playing it right, 'its easy' to get a defence up etc.. Thats not the point, it used to be a an easy-to-get-into game, now its just a lineair get-buffed-or-die game. I used to complain a lot about the Forge Ahead book being too random but compared to this experimental, it was a better system. A lot of frustration at first, untill someone yelled "found it!!" and was the VIP of that day.

It's a direction the dev's took, its their game.

Many newer players will like it (I think mainly because they didnt know the old game) some old players might actually like the change, but in general it's too bad for many old players.

Currently I am the only one of my friends who even has the experimental installed and eventhough I jumped and danced on the table telling them I will run a server again when A17 drops, I dont think I will after playing the experimental... and I dont think they care much.

 
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This right here. I took over a POI with crushed cars and such for walls and spent 3 weeks in it and was relatively safe. I put one solitary concrete wall around it with a slew of iron/wood spikes on the walls and layered on the ground with wood/iron bars on top for me to walk on and shoot down upon. Never was breached. Lasted day 58 with a high game stage due to me never dying, and wasn't breached then. I only died because my dumbass jumped down to get some loot bags and my frames I tried using to boost back up kept vanishing. If you adapt, you can build safe bases.
Of course, that's just me being an "elitist ♥♥♥♥♥♥♥" and "bashing people for having opinions" while telling people they're "playing the game wrong". *sigh*
What difficulty setting?

 
Many newer players will like it (I think mainly because they didnt know the old game) some old players might actually like the change, but in general it's too bad for many old players.
You will basically love A17 if you dislike exploring and looting, and instead prefer being handed every single item in the game just by hitting a certain level, and not actually working for it (other than killing enemies). And also reaching the stage of having everything around level 100 to 110 (day 30 for me). So if you like a shorter game...

Players who enjoy the main aspect of survival games....making do with whatever you find as best you can, then going out exploring for what you don't have, to improve your situation....forget it, this ain't that game any more.

And finally players who seek replayability and every play through being varied and different precisely because the initial things you find will be different each run....sorry, same items at same point every single time.

And I would describe players who like all these things as "casual". Not derogatory, just a playstyle very different from mine, and I feel, from that of most of the long-term players of the game.

I am playing on with A17 because it contains a lot I like, but at level 110, day 34, there is zero need for me to leave the base now except to stock up on glue and gunpowder. I find that sad.

 
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I am playing on with A17 because it contains a lot I like, but at level 110, day 34, there is zero need for me to leave the base now except to stock up on glue and gunpowder. I find that sad.
And you did what in A16 at the same level?

Not sure about you but in A16 I normally had a forge by day 3, making steel by the middle of the second week and by the 3 horde I'll have a fairly impenetrable base with traps and electricity - made ultimately more impenetrable due to the very poor zombie AI. The only uncertainty was the minibike as it was purely dependent on a schematic, and once you get the minibike then there was absolutely no restrictions to your exploration. You could theoretically get the schematic the very first day, accelerating your progress exponentially.

People are totally entitled to say the progress through the different milestones needs tweaking, and I share people's concern regarding the way weapon levels work and how they are tied into quality, but for people to come in and say that A16 was somehow a completely different game when in mid to late stage is just not reflective of what I am experiencing.

The grass is definitely not greener on the other side and I'd suggest that it doesn't matter whether it's A16 or A17, but the mid to late game stages are equally easy once tooled up.

This whole claim that "you've broke the game" is hyperbole bourne from arrogance, and is no little insulting for that matter.

 
And you did what in A16 at the same level?.
I was nowhere near maxed out in guns, armour and BPs on day 30, so I'd go out exploring for gun parts etc. In A16 I was never maxed out till day 100 (level 600 of every item), if ever.

Here I am maxed out day 30 and I have hardly explored the map at all.

 
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The only uncertainty was the minibike as it was purely dependent on a schematic, and once you get the minibike then there was absolutely no restrictions to your explorationr.
I've had a least 2 playthroughs in earlier alphas where I never found the Shotgun schematic. Made for a very different experience.

 
I was nowhere near maxed out in guns, armour and BPs so I'd go out exploring for gun parts etc. In A16 I was never maxed out till day 100 (level 600 of every item), if ever.
That didn't answer the question, I asked you what you did. If you are arguing you "git gud" too soon then that's a matter of balancing rather than a fault with the game itself.

If things like NPC and storyline gets rolled into A17 before it's shifted onto stable, which should extend the gameplay beyond just gaining stuff, then I would argue A17 would have a longevity that is greater than A16.

My point here is that a lot of people are saying the game is irretrievably "broken" when (imo) all it really needs is some balancing and a few tweaks and additions along the way.

 
I've had a least 2 playthroughs in earlier alphas where I never found the Shotgun schematic. Made for a very different experience.
Sure, and I can understand how that RNG can benefit a specific playthrough. It can also have the opposite effect, such is the nature of RNG, and make it considerably easier. I have picked up a chainsaw in A16 within the first two or three loots. And we both know that a chainsaw is really OP for the very early stages.

 
One A17 Game

Level 5 Auger on day ... i mean it was 5

Other A17 Game

200 trader visits (after restock) and

1 level one auger (to expensive to use, i have no trillion repair kits)

1 level 2 Auger (still expwensive)

and one lvl 5 auger, when i was lvl 95 an so short before i could build a lvl 6 auger

RNG is still A-hole !

And then try to play on lower loot

 
I was nowhere near maxed out in guns, armour and BPs on day 30, so I'd go out exploring for gun parts etc. In A16 I was never maxed out till day 100 (level 600 of every item), if ever.
Here I am maxed out day 30 and I have hardly explored the map at all.
The only reason to explore was to fuss about with gun parts that slightly increased the quality level of your weapon, which hardly did anything for its effectiveness most of the time. A green sniper rifle was about as useful as a purple one, and to me the game was "done" by day 30 in A16 as well, except I didn't even have mods or perks to toy around with.

I get that some people enjoy the meta game of maxing out the quality of weapons/tools, but that's absolutely boring and pointless to me, and judging from the generally positive reactions to A17 (save from a very vocal minority), I'm far from alone in that.

If TFP add more variety and tiers to the mod system, tweak the drop rates on guns and ammo, and add other late game content as planned, the average 7DtD playthrough will be entertaining for literally dozens of hours. Which is pretty good for an indie game that runs you about the cost of two movie tickets.

 
That didn't answer the question, I asked you what you did. If you are arguing you "git gud" too soon then that's a matter of balancing rather than a fault with the game itself..
That's half the answer. In addition I am maxed out with no effort beyond hitting a certain level. That's the main problem. I told you what I did at the same day in A16, I went out hunting for the many things I needed in order to become maxed out. It takes a heck of a lot of exploration and looting to max out in A16, whereas in A17 it takes nothing beyond killing enough zombies to get to a specific level. The fact you don't need to max out is irrelevant as it was true in all alphas.

And it's not only that in A17 you 'get gud' too soon (which is definitely true) but you also 'get gud':

a) With no effort beyond killing zombies.

b) At the same point, guaranteed, every play though.

 
The only reason to explore was to fuss about with gun parts that slightly increased the quality level of your weapon, which hardly did anything for its effectiveness most of the time. A green sniper rifle was about as useful as a purple one.
Not true on high difficulties.

 
I always played on survivalist (or whatever the 2nd highest difficulty was), and there was a point at which you'd one shot everything as long as you hit the head, and although it might not have been at "green", it was way before maxing out quality or skills. The game just wasn't challenging enough to warrant developing weapons, tools or skills beyond a certain point, in my opinion at least. Maybe the highest difficulty reached this point a little later, but I never played it since I disliked the bullet sponge nature of the enemies in the early game.

In any case, the shift to mods and perks feels better to me, even if there's still a lot of balancing to do to make it rewarding in the long run.

 
I always played on survivalist (or whatever the 2nd highest difficulty was), and there was a point at which you'd one shot everything as long as you hit the head, and although it might not have been at "green", it was way before maxing out quality or skills. The game just wasn't challenging enough to warrant developing weapons, tools or skills beyond a certain point.
You played on easy and there was no need to max out. Hmmmm. It never occurred to you to increase the difficulty, even on each new play-through? I ended up always playing A16 on max difficulty, and green weapons would absolutely not cut it.

The point being that where you used to hit green weapons in A16, you will instead have everything top tier and modded out at that same point in A17.

 
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I read exactly what you wrote. You played on Survivalist (which is easy) and found no need to take your weapons beyond a certain level because the game was not challenging enough to merit it.

Well duh.

Better? What did you think I was reading into it?

 
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(or whatever 2nd highest difficulty was)

But you're obviously tougher than me, so I'm actually out now.

 
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