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It is impossible at the moment, not because of the endless spawning, but because we can not salvage or create enough block types to make anything look half decent.
The other reason this is not possible at the moment is because of the server wipes at each release. But in the future I can imagine servers which have been running for months and months with some very cool player built facilities.
This would all be done in an 'island' in a huge wasteland with the end goal being to build a transport system across the wasteland to other islands of civilization.
They have alot planned and if u did any kind of digging online u would find readily available information. heres a place i visit daily for updated info.
http://joelhuenink.tumblr.com/
It seems like u are very intrested in what the future of the game holds so i would suggest posting on the official forums at https://7daystodie.com/forums/forum.php
Alot of ideas you have suggested are hot topics among most of the posters there and throwing in ur 2 cents would def be worth it.
I can only imagine the possibilities when the game is released and they have steam workshop added. The sky is the limit ( and beyond! 7 days in space mod!)
I wouldn't worry too much about stuff to do later on in development.
I am a bit concerned when I keep hearing that great stuff will be added "later on." The logical way to build a game (or anything else) is to construct the framework first, then flesh it out. Very rare that it makes sense to finish the bathroom, right down to the wallpaper and sticky ducks in the bathtub, before completing the foundation, studding the living room and bedroom, and putting a roof over the whole works.
I do like the idea of rebuilding the cities. That would be very cool. I also like bandits, cars, wasteland bosses... all that stuff. But when do we see it? The foundation of 7D2D is ready now - or it will be (again) after the Unity 5 update. The smart thing would be to pause the smaller updates and at least rough-in the larger structure, so EA players can be providing feedback on it while TFP goes on adding detail, adjusting weapon balance, tweaking performance and all that other important stuff.
It would be nice to see a proper roadmap update on all this from TFP.
Check the 7DTD Kickstarter page if you want a very rough list of major features that will make it in. https://www.kickstarter.com/projects/7daystodie/7-days-to-die-zombie-survival-game
Also, just how long is "a long way"? The Kickstarter was "successfully funded on August 15, 2013." So we're closing in on two years and still not even close to beta. That's dangerously slow for any kind of software project. It's so slow it runs a serious risk of falling below the critical threshold where it simply becomes unsustainable. This can happen if new technology, or closely-competing products, start arriving quicker than the game is getting built. (That's what killed Daikatana, for instance. There are many other examples.)
On top of that, we've seen lots of other EA projects get bogged down in endless minor updates. Those keep the fans happy, but they easily become a substitute for real progress. I think 7D2D has more potential than any other EA title I've tried - I'd hate to see it fail.
If I was TFP, I'd go ahead and finish the Unity 5 conversion, then immediately freeze all updates for as long as it takes to roll out an architecturally-complete build of the final game. After that, the pressure would be off, and the game could go on improving forever.
One of the things we are saying is that maybe it would be a good idea to introduce some longer goals to keep people playing longer and reduce the 'When is the next update' threads.
This could at the very least be a source of inspiration should the TFP get stuck on the End Game at all (Minecraft is strong mostly due to the modding community - not that I am comparing Minecraft to 7DTD)
But that will not grow until the roadmap is even partially realized.
I love modding, as long as developers don't rely on modders to do their job for them.
The Minecraft comparison is very relevant. It never did get a proper endgame, and is weaker than it could have been because of that. Minecraft is also the poster child for the problems of modding a moving target. The sooner TFP finishes the backbone of the game, including a modding API, the sooner the modders can really go nuts on it. If they wait too long, a lot of modders will give up. I think we're seeing that fatigue factor with Minecraft.
I don't really think that two years is too long for where the game is at now. There have been many games that could have been great had they not been rushed out the door too soon with bugs and lacking features.
And how are the features they're adding in A11 not important to the framework of the game? Because you personally aren't interested in them? There are a lot of players who are really looking forward to these new systems.
I'm not entirely sure what makes you more qualified than the developers of the game in deciding the development plan... are you some kind of professional consultant?
Yes, rushing a game out too soon is bad. But taking too long can also be fatal - and has been, many times, on projects that had much more experienced developers than TFP.
As far as features, I've loved absolutely everything that TFP has added. The problem is that since the random-map update, it's all been incremental features, and not the big architectural steps that are needed to finish the game. Those steps need to happen sooner, not later. They should have come in the first year of alpha - and they're still not on the horizon.
As for what makes me qualified, yes, as it happens, I am "some kind of professional consultant." (You just never know, do you?) I've worked in and around software and gaming for a ridiculously long time, and seen a lot of projects succeed, and fail.
But I don't have to be some kind of expert to have a bit more perspective than TFP does, after they've been working 'in the trenches' for two years. And I don't have to be a genius to observe how many EA projects have relied on small, steady updates to keep people like you happy - right up to the moment they failed, or were abandoned. I don't want to see that happen to 7D2D.
Anyway, I'm just asking: what's the plan? You can ignore all my other observations or suggestions if you like, and TFP is obviously free to disagree with them as well.