Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
and added books that you may or may not find, so there is no point trying to focus on finding them; If you find it, yay, if you don't, oh well. It's the perfect kind of little RPG element to fit into a survival game. The benefits could be nice, but you may never find a single book in that series, and they arent required to do anything.
I don’t really see it that way, OP. They already had a lot of perks, and books were an emphasis in older Alphas. We’ve been getting a lot of these preview videos on the books largely because, unlike some other big things like new weapons, the books are ready to show. It doesn’t take as much effort for Madmole to make videos about them.
7d2d has always been the best survival game to date because it has actual base defence and content rather than what the competition has offered which is next to nothing. Not to mention it really has improved through alpha more than any of the others.
Watching Worth a Buy is why i got 7d2d.
From 5 years ago before it was available on Steam.
https://www.youtube.com/watch?v=HnXihbUEU-s
Freedom to play a role and make it your own vs choosing a role and playing within that limited framework.
A18 looks to have improved on A17 considerably but it has doubled down and cemented this aspect of the games development.
♥♥♥♥, I make survival games and I think 7 Days is one of the best I've ever played.
I liked the game before the RPG parts were added and I still like it now even though its a different game in many ways. and I think that implementing books and blueprints again will make it feel like some of the older updates again. For example the old have to find and loot the book stores and every shelf you find.
Still it will never go back to how it was preleveling nor will it go back to the early level by doing system thats how EA and Alpha games work sometimes systems get removed or cut and it sucks if the ones you like are axed.
Additionally this way it's much more fun to play with group of friends, because you can decide who specializes on which role.
Too bad that the game is still highly unpolished even though it has been ~6 years since it was released here on Steam. Graphically the game looks like it was made back in 2010 or something, but even with decent rig it still runs like crap.
I get it that the studio behind this isn't very big, but even still with this current development pace my prediction is that this game will never see the daylight of full release (version 1.0) or even the beta phase. Sometimes it even feels like that after all these years the devs have lost passion on making this.
I checked the release date from Steam's store page and it says "Release date: 13 Dec, 2013" in there.
If the 6 years I mentioned is wrong info, then I do apologize.
Well i dont know for sure. Doent matter anyway, close enough, which is why i deleted the reply. :)
Why did we not have a full on perk system back then? Why did they spend several years and lots of money tweeking a learn by doing system if they wanted a full on RPG fallout system from the beginning?
Why did they let us search for gun parts and schematics for so many years if they just wanted to hand out guns and ammo like halloween candy that are already put together?
Why did we not have mods to put on guns to begin with?
Why is it MM said he did not want to have starting classes in the game, yet puts in a skill system tailor made for classes and specialization of classes?
Why is it we get told this game was made for SP and that MP was an after thought, yet again we have a skill system that is tailor made for MP / co-op play?
Why were houses empty and not dungeon crawlers from the start?
If you don't want people to play it like mind craft anymore (which I never played), then why did you sell it to people to play it like mind craft to begin with?
A16 was the start of the game losing the magic that was 7d2d and A17 took it all away.
When A17 dropped, those of us that hated the new game it has become were told to "adapt" to it or leave, yet to me it was because some players refused to adapt to what the world threw at them that we have the action shooter / RPG it is now.
I have 750 hours into this game, 99% of that was in A14-15 and not 1 time did I EVER start a new world (and I have started over more times than I care to admit) with a game play style in mind.
I never went into a game thinking I was going to be a melee dude, or shot gun guy, or I am going to just go nomad, etc, etc, like I do when I play Skyrim or Fallout or any type of game like that. I just played the game and I adapted to what the world threw at me....like you do in a survival situation.
If I went 3 in game weeks and never found a "minibikes for dummies" book, oh well, I just learned to walk everywhere. I never got a pistol schematic, oh well, I used what I had. As the saying goes, "I played the hand I was dealt". Reminds me of the movie Zombieland, Tallahassee was just looking for a twinkie, even when he did not find one, he just kept looking and did not let it stop him.
https://www.youtube.com/watch?v=MeS6DvyLScE
Now we have to many who complained about not having a twinkie and instead of dealing with it and keep going til they found one, they changed the game to hand out twinkies because people could not find them when they wanted them.
A17 changed that in the game. You do not have to adapt to anything because you can just get enough exp to buy anything you need. I play the games like I am the character I play, and in a survival situation, sometimes you do not get everything you need when you need it so you deal with what you have and keep an eye out for some thing useful.
So this is no longer a survival game, in a real survival game you just dealt with what you have and do not cry because you can't be a sniper guy because you can't find a sniper rifle to practice with right away. Now you can be a sniper guy and even make your own rifle if you carefully plan out your skills.
So A17 is a full on RPG game, but who knows, by A20 this might be a full on shoot zeds from a car game and we will be told............."this is the game we envisioned all along" line.
They've been talking about adding a weight/inventory restriction since a9, and only just got it implemented in a17. Why? Because they tried a lot of other things that didn't work out how they wanted before they found the one that did.
With the release of a17, many of the systems are finally starting to fall into place along the lines the developers have been talking about for literal years. They're still working out kinks, and finding better ways to handle systems, so you'll be seeing changes in a18 as well.
On top of that, it's been years. Ideas can change. The focus of the core content can change. It's not set in stone. You can see that it's still following along the lines of the original kickstarter goals though.
Oh, and by the way.... It's still 7 Days to Die once you get an infection.
Gotta agree with this. Played a 100 day game with zero infections :/ But i think thats more a bug or really REALLY good RNG. I kinda miss it tbh.