You've Stripped the Soul Out of 7 Days to Die

We were talking about it in Discord and Jugg let us know that it's being worked on.

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Thanks dwag
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Why is it that 2 of the 3 new posters using AI use the same explanation for using AI? Starting to look like the same person.
That's what I'm thinking lmao 🤣
 
I'll agree with much of this, though I still do love to play 7D2D:

I'm a fan of becoming better by doing (not looting). It doesn't make sense to become better at mining by killing zombies or doing trader quests. How can a trader reward me with mining skill?

Also biome progression is better done through biome difficulty -- you progress to a new biome when you are able to survive & have learned skills or obtained survival items, not some arcade style trader badge.
 
Why? Because TFP put a lot of effort into making the game incredibly moddable and customizable. Literally, we are meant to mod 7DTD into whatever we want.

And I truly get that, however, on a personal level, I have enjoyed quite a few modlets. However, I don't have the time nor the inclination to fill in/remove/modify the other stuff. I.e. each modder makes the mods mostly, if not always, to their style of play, as it should be. Therefore I don't have it the way I ultimate thought it should be/remain/was, etc.

I know, my loss, but it could have been better for me. If I may be so selfish, without having to modout or modin more stuff.

/Shrugs
 
Smell system - Replaced with feral sense. The smell system required too much overhead to be playable on low-spec hardware, and TFP did not want to alienate a large part of their player base.

Water jars - extra container system that existed ONLY for water. It didn't make sense. And the way it did function completely obliterated survival aspects of the game.

Farming in soil - Removed because the ground mesh system it relied on was no longer functional with improvements to the overall biome mesh system. As such was replaced with the crop plots. Which actually simplified farming quite a lot.

Temperature effects - Removed because the old system was extremely broken. A Work in Progress item still, that was not ready for 2.0. It has been stated that it will return.

Rain, wetness, storms - This was only wetness. It was extremely basic. Also removed with the temperature effects for the same reason.

Random worldgen variety - Stabilized for better map generation with fewer map errors and issues.
I don't see how the smell system could be any more impactful than sound triggers. Am I missing something?

Water jars are a tough nut to crack, I think leave them in, but make water irradiated that needs a very rare filter which can be used at base to slowly convert irradiated water to water. But I am also not that hurt on it to require a rework just for logic.

Farming in soil isn't a big deal for me either as a lot of games need crop plots anyway. It's just sad that they had a much better system.

The old system wasn't broken. The developers just didn't implement it correctly. The only issue was being able to find the right gear to get into the zones to offset the negatives. I think they should return and glad they will.

It would be nice if rain could lower temp in the new update and have a small percent chance tick every X minutes you are cold and in rain to give Flu or something requiring medication to cure before you would slowly lose max stamina (to a cap) until cured. Storms in the current iteration are terrible. They look cool but encourage you to take cover to avoid seeing anything. Should be more tolerable with difficulties other than just HP loss. Blurring vision alone would make it treacherous. I think if they add back in the temperature effect system they could combine the two to make it not suck.

I prefer the new map gen personally as it got rid of a lot of jank.
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Also, this sentiment has been seen well before 2.0. The developers swapped from a sandbox game to an RPG as per the video and I agree, they largely have.

 
And I truly get that, however, on a personal level, I have enjoyed quite a few modlets. However, I don't have the time nor the inclination to fill in/remove/modify the other stuff. I.e. each modder makes the mods mostly, if not always, to their style of play, as it should be. Therefore I don't have it the way I ultimate thought it should be/remain/was, etc.

I know, my loss, but it could have been better for me. If I may be so selfish, without having to modout or modin more stuff.

/Shrugs

Yep, I understand. But the nice thing about 7DTD is that it's popular enough to have a really, really active modding scene. There are enough modders out there that you can usually find a mod that suits your tastes.

Want empty jars back? There are several mods for that. Hate empty jars, but still want to gather water from lakes and swimming pools? At least two mods for that. And so on...

If a mod gets a particular aspect of the game closer to want you want it to be, then it's still an improvement -- even if it isn't perfect.
 
Thank you, everybody, for your succinct replies.


On Using AI and Mods:

I use AI to help organize my thoughts. I have ADHD, and I literally can’t see the forest for the trees—in other words, I struggle to notice commas, full stops, quotation marks, and similar details when I’m writing. I just don’t see them. So, for me, AI is a tool that helps me clarify and enhance what I want to say


I also use a lot of mods. For example, I always use Jar Returns and others like Auto Sorting because I like putting things in individual chests. But honestly, that also makes it an absolute pain in the ass to sort everything. Mods can help, but they also point out where the base game is lacking.


The Core Problem—Lost Challenge
As I said in my previous post, I feel they’ve removed the challenge from the game. Now we’re stuck in this permanent trader loot cycle. Yes, you can change the options or mod the traders and loot, but that defeats the purpose—the base game is supposed to be a survival zombie game (it literally says so in the name). That survival aspect has been stripped away.


Skill System & Magazines:
The biggest issue for me is the skill system and the magazines.
It makes no sense that you gain mining skill by reading a magazine. How does that even work? It’s silly and it breaks immersion.


Content Updates & Disappointment:
If you look at how long it’s taken the Fun Pimps to move from Version 1 to Version 2, it’s honestly insane. And for the amount of content we got, it’s just not much. If we’re being honest:


  • We got two new zombies, which don’t fit the theme all that well.
  • We got a bunch of different-coloured zombies, which really isn’t that hard to do.
  • The weather system doesn’t enhance the game; if anything, it makes things worse. You go to a biome, the weather changes, you have to get into cover—okay, but what does that actually add? It just makes the game more annoying to play

The Badge System—Breaks Immersion:
I cannot get over the badge system. It’s just so stupid. The magical badge that makes me immune to biome problems completely breaks immersion—and for me, that’s a big deal. If you’d said, “For the desert, you need a poncho and learn the ways of survival in the desert, Like making Cactus Juice, Natural Sunscreen, How to dig a new well, Better Water Management for you ect, ” or “For the snow, you need proper clothing,” I’d get it. But we can’t do that because they removed clothing insulation, so the only compromise is to give us an imaginary badge:
“Here’s your Boy Scout badge, you’re now immune to this biome"
It’s takes so me so far out of the game.


What’s Left Is a Looter Shooter:
It really feels like they’ve removed a lot of systems to get where we are now. What’s left is a looter shooter. It honestly feels like I’m playing Borderlands with different graphics—the same gameplay loop, over and over.


Bandits and Development Delays:
We’ve been talking about bandits now for four years. Four freaking years! Entire games have come and gone in that time—good games, with hundreds of hours of content. And they still haven’t put bandits in, That’s just insane.


Trying to Mod, But Losing Interest:
Right now, I’m experimenting with making mods. I’ve never built a modlet before, but I’m testing things out to see if I can get it right.

Lastweek My friend and I started a new playthrough, and we’ve already stopped playing V2.0. There’s nothing meaningfully different from V1.0. In fact, it’s worse—it’s slower, it’s more grindy because of the loot caps, and the game keeps forcing me into their playstyle of “do each biome in sequence.” There’s no endgame, and after 13 years, that just shouldn’t happen.
 
I think the Pimps wanted to sell a Up-to-date version for gaming-consoles.

Problem is Alpha 16 which so many people love was too problematic for consoles Hardware, they Had to rewrite it and thereby make it a simpler Game which feels more streamlined.

Imho Thats why it will never Turn Back to ist original course no Matter the quality or amount of the Arguments.
 
You can develop for consoles and NOT throw the soul of the game away.

The problem is that you want to develop the game for everyone. As simple as possible. Nothing complicated, nothing difficult. Simple and straightforward.

And now we're getting a terrible 2.0 update. A loveless update. And I fear the Bandit update will be just as loveless. And it will take forever to release.
 
@Vagus What we actually lost because of console or better because of crossplay, is a world populated with zombies. They can´t even play bigger than 8K maps because the current gen hardware is pretty outdated by now. Xbox Series S is limited to 2 player MP and 6K maps. And the Series S is also the bench for the whole game it has to run on it smoothly. So yeah, empty world so we can play crossplay with the 10 people on Xbox Series S.

I will never understand why crossplay had to come in a game where only 10% of the playerbase do play on public servers and where the vast majority plays SP. They should have at least waited until the new Gen of consoles with crossplay instead of cutting back the PC version where most people play this game.
 
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@Vagus What we actually lost because of console or better because of crossplay, is a world populated with zombies. They can´t even play bigger than 8K maps because the current gen hardware is pretty outdated by now. Xbox Series S is limited to 2 player MP and 6K maps. And the Series S is also the bench for the whole game it has to run on it smoothly. So yeah, empty world so we can play crossplay with the 10 people on Xbox Series S.

I will never understand why crossplay had to come in a game where only 10% of the playerbase do play on public servers and where the vast majority plays SP. They should have at least waited until the new Gen of consoles with crossplay instead of cutting back the PC version where most people play this game.
That's true, and that's also very annoying.
 
Games used to be made for gamers, but now they are made for everyone.
Primitivization in games is needed simply because the target audience, in truth, does not want to play games.
They really do not know what they want when they launch a game.
 
Time to start ignoring this AI shi t. Generated walls of text, not my thing.
Yeh, I'm finding a new dislike about it. Generating a wall of text is trivial, reading through it isn't.

When you have to put in the effort to type and format it out yourself, you won't bother talking about ALL OF THE THINGS, so you focus on the important parts.
With a generated blob, "Removing the irrelevant stuff" becomes the labor-intensive part, so you'll just leave most of it in. To the detriment of your readers.

And I think we're being A/B tested here, some worse AI-bots vs better ones ... and I might be one myself ... ;)
 
It makes no sense that you gain mining skill by reading a magazine. How does that even work? It’s silly and it breaks immersion.

You don't. You get the skill to craft better mining picks by reading a magazine. (And if you don't want to do that you could also just buy a better pick instead). And that should be immersive actually, as you can learn to craft through reading in reality as well.
 
You don't. You get the skill to craft better mining picks by reading a magazine. (And if you don't want to do that you could also just buy a better pick instead). And that should be immersive actually, as you can learn to craft through reading in reality as well.
Maybe I chose a poor example but as whole the magazine system sucks, I am forever looking for the damn things. Do I care about the POI I am in currently, Does it have a good chance of magazines in yes if not skip it.

I have never learnt much of substance from reading a magazine in real life by, books yes, videos yet but far and away trying and failing and failing and failing is how most ppl learn.

I want to build and not spend nearly every time I play killing zombies and as solo or duo what choice you do have, as the whole game is now a looting spree and that's all there is no deeper gameplay than that.

With 2.0 it was start game with friend, get starting quests out of the way, go to trader, dig a hole (YAY), get new quest, pick a POI or Build one, start quest running and clearing buildings. Get to day 4 and I am bored I have done this loop thousands of times now. The new POI mechanics are very cool but its only 2 out of hundreds.

I have no desire to do the badges at all anymore as its just a another false limit put it to slow the game down as there is no end game at all. I can turn them off yes but whats the point of that the overall problem is the same.

As the moaning about the AI, I use it a lot for everything but only a formatting tool. I come up with all the ideas and thoughts are strictly my own. I have a lot passion for the game and all the points are valid IMO but if you dont want to read thats also cool.
 
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