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
I personally feel a lot of realism complaints aren't about realism or the lack there of. I think no one expects an ultra-realistic game but players do expect some semblance of realism and are upset at the absurd and arbitrary nature of it all. For example, I can build a complex trap but I can't boil an egg.
Or how about "I can shoot a gun right before this certain trigger in the "building" (dungeon) and no zombie is alerted, but if I take one step further, while sneaking, with max sneak skill, suddenly 2 zombies burst through a box or wall and another 2 drop from the ceiling."
And what about "this is supposedly a zombie survival game, but I encounter 95% of the zombies outside of hordes in buildings through aforementioned triggers."
Not to mention "See that lake over there? Or that snow? Literally impossible to get water from that! Instead I have to find dirty or clean water by looting stuff or collect dew. Nope, impossible, no water from that lake or from all that snow..."
And lastly "I've made several dozen of these axes, but I'm just as terrible at it as when I made my first one. Practice makes perfect? What's that...? Oh, a random magazine about tools! I can make better axes now!"
And there's a lot more, no doubt. It's not about realism really. The game was never realistic. It's about what "makes sense" within the game. And none of the above make sense. At all.
Today I actually decided (for the first time ever) to just forget about the new update and play an older version instead. A16, the last time I properly had fun in the game. And my god the experience is so much better already.
Zombies are harder to hit in the head and actually a little bit thougher to kill. Buildings are actually just buildings you need to break in to instead of dungeons with a predetermined path. No triggers at all and instead sleeper zombies laying around making sneaking viable again. On that note, no sneak skill so you always have to be careful of alerting nearby (sleeper) zombies if you want to go with that playstyle. The old durability and upgrade system for blocks which was so much better imo. The heat/cold system having an actual noticeable effect. And the list goes on. The only thing I'm missing from newer versions is weapon/armor/tool mods. But I can live with that.
I've found it more enjoyable than other games while offering the same level of immersion. It has a spooky environment, desolate and zombies are varying degrees of dangerous based especially on the stupidity of the player.
Suspension of disbelief is an important aspect of any game, especially a survival game. Any time you're jerked out of the disbelief you break tension, and in a survival game tension is important. The game used to be realistic enough that it mostly kept the tension and mostly didn't do anything too overtly immersion breaking but the farther along it goes the more things that pop up that really drag me right out of what I'm doing and wave the "it's literally just a set piece" flag in my face.
I really don't like that, and the game didn't use to do it quite as bad as it does now. Even games that are totally unrealistic can have rules that they follow consistently in the world of the game. For example don't starve the night monster doesn't ever attack you during the day. Now imagine if, for some reason, you went into an area of the map and the night monster suddenly killed you. You'd be really confused because the game had already made a point that light was supposed to keep it away. 7 days does the same thing with zombies. It tells you they come to loud noises, until it's really inconvenient for you for them to not do that.
The other thing at least for me is the feeling of "yeah I deserved that I made a mistake" vs "How was I supposed to know that was a thing".
I don't care about dying in a survival game, that's what happens in survival games, you die eventually, but how I die is pretty important.
If I died because I forgot to check a corner, stayed out too long, or did something foolish that's one thing and that's on me. If I died because I went into a room with nothing in it and then things magically appeared behind me and in front of me and I get murdered while I'm trying to figure out what's going on I don't feel like that death was my fault so much as it was a cheap trick that I had no way of knowing was even there. Once I realize there's multiple tricks like that, designed with the intention of being totally illogical, irrational, and impossible to spot unless you just knew it was there, I really lose all desire to keep playing.
7 days didn't used to do that much if at all, now it's in half the POI's I run into and the only reason I don't die repeatedly is because I'm well aware of the cheesy things they do and constantly on the lookout for it, but it's still not what I would call fun.
It kept going and going up until now where even more of it was stripped.
A good example for a highly immersive and also difficult game is "Vintage Story". This game does not help you a single bit. It will not attempt to show you the way. It gives you a handbook and says "Figure it out kid" and lets you loose. The world is dangerous, Wolves and Bears will kill you. Food takes time to grow and your first house is a grand dirt shack with a door that will constantly fall apart till you found some copper to smelt into bars to create your first saw blade.
You can argue that the process into the copper age is realistic but the gameplay is more so immersive than anything. Cause realisticly it wouldnt take you such a short time to get things done.
If we label things properly then we can convey better our feedback.
And yes, magical spawning zombies is not bueno. Particularly to players that use stealth.
Anytime i see someone complain that a game isn't realistic, it makes me want to vomit down my shirt.
MUH IMMERSHUN
I don't think you can really separate POI design from suspension of belief if the thing breaking the belief is the POI design but I agree with the fact that it really hurts stealth play which is bad for it's own host of reasons.
See you say that, but imagine the next CoD game comes out or whatever the new popular shooter is and instead of guns killing people when you pull the trigger it spawns an angry clown that beats you to death unless you immediately start singing Toto's "Africa" into your mic and the way you actually had to kill people was walking up to them and pressing the start button to pull their pants down so they'd trip and break their neck.
Even if you don't want to admit it you're still immersed in a game and you have expectations for what happens in certain situations based on previous experience that's just how human beings work.
Why overcomplicate the things?
Isn't easier and more useful to say: "spawning zombies from thin air are a problem, they should spawn before we get nowhere near."
Suspension in belief is subjective and varies from people to people. Some people wants realism some no. But the other is a concrete problem that can be pointed.
You yourself said that it makes things less enjoyable for stealth right? Why is that? Cause by design it has invisible triggers. Which a dungeon system shouldnt need unless the devs think its for some reason an action game. An action game in which you can somehow spec into stealth.
Not trying to be mean or anything, I know I can come over like that sometimes lol
How can anything made up be "Realistic" in any way