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suggestion would be:
You can craft low level basic stuff, doing so nets XP (like before) where as if you char enough meat, you'll skill up enough to grill it instead, and ergo, more you do, the more you learn. But as most level/xp systems work, every level past 1 requires more XP, and this is where those books would come in. And as you mentioned it'd bring back that joy of "yes I found a book" because it would speed up later progression by just giving you a free point boost in that given crafting level.
This is comment is towards the farming. I've noticed they've recently since A19?? made it harder to farm, and now with the removal of glass jars (which I'm mixed on) it's not possible to bottle your own water (unless dew collector + looting)
Before it was possible to establish your own way of self sufficiency and live the good life out in the wilderness in your own fortress. Now you're pushed to always be lootin' Which isn't a bad thing, but they essentially killed a play-style which I have to re-mod in.
I remember harvesting plants would give you a seed back and maybe a second seed, then I remember harvesting a plant would give a chance for a seed but revert to stage 1 (planted) and it'd grow up again unless tore out from the roots. Now it seems like a 50/50 chance to get a seed back, and a handful of harvest, which generally it takes 5 of a plant to make a seed. So generally your farming yield can't keep up with demand (replanting, and left overs for cooking)
Maybe I should just focus on what I like about 7days, because I don't think people like myself. Being critical of the issues. Are being listened to by the devs. Certainly in the Youtube creator world, creators won't be critical of games they play anymore, because the game is likely there bread and butter. And now the economy is, I'm not gonna say a critical word of a game or the devs might not like me anymore. But that's more a broader industry issue than just with 7days.
They've absolutely pigeon holed farming. There used to be this thing called a "hoe" in the game, you could till the dirt to grow things. Imagine that! Again you start to see why old guards like myself who have been playing since A15 take issues with the direction of this game. We used to be able to till the ground, we can't do that anymore. Why? Every question has the same answer. The devs didn't like the players doing that, so instead of improving it. They removed it entirely.
And nobody is listening to us, certainly not the devs when we say these devs don't like there player base, because every time we find a way we like to play the game, the devs decide to change their ENTIRE game to remove that way of playing. They've been doing it for years. This games inspiration was MINECRAFT. A game about player freedom and imagination. The game now is. Play the game the way we(the devs) want you to play it.
The sad thing is. There are many good additions to the game that have come over the years, but sadly those changes have come with devs completely changing the way you play the game and it's typically only one way you play. And when you get used to that new way of playing. Bye bye in the next alpha we've changed it again. It's down right annoying. Blunderbuss, where'd they go? Well devs didn't like em I guess. Even though we did, that doesn't matter. Lets add new pipe weapons that you craft with scrap, which is neat, but the model looks like you machined the parts even though they should be cobbled together. Oh, spear throwing, well that made killing zombies too easy(guess what so does shooting them with a bow) are you gonna remove that too? lol. Spear throwing gone. Imagine a survival game wear you can't throw a spear, just think about that for a little bit. Or as you say, imagine a survival game, where you can't re-use containers. That's 7daystodie. A game that has well and truly forgotten it's roots as a minecraft inspired game. A game whose whole philosophy is player freedom of creativity and expression. And a game(minecraft) that has made significant good additions to the game without destroying that core philosophy or the core game.
Everyone ... are you sure about that ?
Of course Armor example there are some possible fixes, A) remove armor skills all together, and instead tie debuffs/adaption to attributes (more strength reduces Heavy armor mobility debuff, more Fortitude reduces stamina drain using armor, Agility reduces noise made wearing armor, etc)
B) Armor related XP is gained passively depending on tasks, running/walking is the lowest, fighting gives a bit more, etc
LBD isn't a bad system, depending on the game, and its goals. Project Zomboid has a LBD, but you really, really don't want to get hit by zombies least you get infected and have to start over. But the skills in PZ never involve you with taking damage to learn.
I think with 7dtd LBD still has some merit, even if it caps at a given level, and then you need books. There is a lot someone can self teach themselves, but at a given point one will stagnate unless they get tips/ideas from someone else (reading, mentor, etc) And to be optimistic since I've been through a lot of the massive restructures TFP have done to the game, I wouldn't be surpised if the crafting skill book and crafting skills in general won't get reworked again to be Perks + Proficiency Skills (LBD + books). Where say to get better at hand2hand you need to fight, but also brawler perks will give you an extra edge. So a level 100 h2h compared to another level 100 h2h + brawler perks + bar fighting book perks, the latter would be far better by a wide margin.
This would make builds meaningful, without people just suddenly becoming a master of all just because they grinded all the skills. (of course doesn't mean you can't grind enough levels to get all the perks, but the concept still stands)
So even tho TFP did change out LBD I'm not wholly upset about it, I remember it, but I also remember it wasn't that great. Sure with friends you can still divvy up the tasks, but it was also lacking in some aspects. And I wouldn't say it was "easy" or "hard" but it def felt experimental, just like the current state of the game.
I hope they land on something that's a happy medium, or even better system all together. That doesn't feel grindy (hunting down the right books, pray to RNG loot) and also feels reasonable (sure makes sense that reading a book would tell you how to better cut down a tree, combined with your own muscle memory)
Again much of the things they are fumbling around with now they had once figured out and working. Like the system they had in A15 for example was just the basic LBD system it was not fancy or expanded upon. Which was all it needed. It didn't need torn down it just need expanding upon/tweaking as I've said with books or perks however you want to do it. My gripe is not the presence of perks/books/ or even gaining exp from killing to invest into your character. It's a combination of how they keep trying to integrate these systems into the games progression, when I think things where fine alphas past. All that was needed was some building upon the systems past. Instead we keep trying to re-build from the ground up a new system that feels way less fun than before. It should be divided like this Books- Books for learning certain recipes, special skills or advancing your basic skills Skills- Tool using/ Fist Fighting ect. You do those things to improve those things. You than have Perks tied to each of the skills you invest to make them better than normal. So for those who like the way you level now. You have a level and than all your skills have subsequent levels that only level as you use them. Where as completing quests and killing zombies awards you overall exp which grants you perk points you can allocate into perks. Like honestly I don't see why they can't design a game without using perks. But that is a whole other discussion. Perks should feel meaningful and usually they boil down to bland increases in damage ect. Which was kind of skyrim's issue in some ways. If I had to simplify my desires.
A good fleshed out perk tree with meaningful perks, level skills as you do them, supplemented by skill books or special ability books and recipe books for crafting, devs that don't remove things from the game just because they don't like it without considering how the players feel, interesting quests(which is not what we have now btw keep the radiant quests but add interesting story ones), Players are encouraged to play how they want to play and not pigeon holed into playing one type of way. Go loot poi do same quest turn in, rince repeat.
If it takes more than 250 words to describe a game problem, the problem isn't the game.
No matter what side you fall on, a wall of text isn't needed to describe a game with so little content.