@@ZandorDaysev Nice! Part of the discussion around these changes in 7D2D is how some people don't like it and some people do. Which I guess was one of the main points I was trying to make. :)
Correction. They turned it into an uninspired, lazily implemented RPG. If TFP were actually good at gzme mechanics this video would be boring and the game would be better...
@rustirab3465 but they're open world, not sandbox. It's like saying the only way you can progress in Minecraft is to find a missing cat of a villager to get this Sharpness 10 sword, sandboxes shouldn't have OP quests, they should always be at the very least optional.
@@Me__Myself__and__I how many games have you made? how many games did you help code? im curious because your obviousley a AAA dev whose worked on video games before right? can i ask what games youve worked on?
DUDE I feel like I was the only one who hated how every POI in 7DTD became a Skyrim dungeon! And the general nerfing/outright removal of sandbox elements.
I've been SERIOUSLY wondering about this. I'm working on an open world sandbox game. Inspired by how good some things in 7D2D are but by how bad The Fun Pimps are as gzme devs. I'm very torn on the dungeon POI thing because the popular 7D2D streamers frequently comment on how they really like that. But it seems weird and forced to me. I'd love any thoughts or ideas. See just in this thread we have both opinions...
@@Me__Myself__and__I You can always go with a combination of both. Have regular locations like houses, diners, stores etc be more open for general looting and have special locations like police stations, hospitals or things like that more dungeon like with special loot at the end (an armory or medicine storage). Seems like the best of both worlds.
Devs just needed to make the recipes for water bottles more complex or time consuming. That'd already make scavenging for water early on more viable. Same with water purification. Just add one more type of murky water - dirty water. The one from dew collectors can be murky and "purified" simply by boiling. The one from lakes/rivers is dirty and would need some chems. Or investment in a cooking skill. Hell, make all boiling recipes require more water than they output. Something like this: 5 murky = 4 pure + 1 empty bottle. 10 dirty water + antibiotics(idk) = 8 pure + 2 empty bottles. It ain't rocket science and can be done in a few edits of like 5 .xml files. I bet there's a mod out there that does something similar or better already. Instead we got dew collectors that generate heat and character who's so stupid that he discards empty bottles and doesn't know how to fill them up from the nearest water source.
There's just a tonne of simpler ways they could've rebalanced it. Somewhere between 1-5 bottles/jars per inventory slot might have been the easiest fix.
dont forget the zombie AI has a PHD in laod bearing architecture and will instantlky know how to get to you whevere you are and attack the weakest point in the structure
@@Kuzka_ there wasa point where the zombie AI was alot dumber, and attacked walls as they should, not knowing to find the path through a literal maze to get to you, a time when you could run the game on a toaster, due ot the AI calculations eating up processing power. it also limits you severely in base design
@Dogman262 fr, I found myself enjoying the old console version more than the current version, but now that's gone, tho you can still play the older versions on steam, currently playing alpha 15 (which is what the console version was based on)
@@ArtindiI have about 5000 hours in the game, have been playing since alpha 10, and it’s my favorite and I’m so offended by this video. I’m kidding, I thought you did a really good job of touching on what exactly is so frustrating about the devs and the game and their dev cycle. I’ve always said that there is a way to have all their new ideas and the things that already worked function in conjunction with each other and a lot of people (including me) have given ideas on how to execute it but they don’t want to listen. Like fair enough, it’s their game but it doesn’t make the players happy. It’s a great game, with lots of flaws and like limitless potential (look at the modding community) but it can always be better, they just gotta try. I have been eyeballing this video for a little bit now because videos I’ve seen ripping on this game I felt were poorly executed in that you could tell they hadn’t spent enough time with it or weren’t too well informed to be judging it as harshly as they did but I can tell you put a lot of effort into this and I found it to be entertaining and insightful ❤
Im honestly just really sadened by this development. I liked playing it for what it was - build shitty house, grind out mining/crafting/construction, build benches, minibikes, start cooking nicer foods for high wellness, pushing up your stats... Now you spawn in, grind through tutorial, grind out the trader until you are bored enough of this game.
yep.. if the lead devs didnt have an ego. this game would of been done right 4 or 5 years ago. they could of then made a 2nd game that been dropping about now. with all their new updates and changes. then 3rd game could be more like this if they wanted. instead they milked first game dry and into dust basically. instead of building 2,3 really good games and a gaming company studio. they will probbaly die off.
Man, that one still stings so bad. Got such fond memories of playing during development, at least up until the last few updates and, of course, the full release.
I played starbound, but I used a bunch of difficulty mods and that one thing that transforms the system. I enjoyed the story combined with the modded systems. Game is really fun with no i frames and added classes. Turns seemingly basic things into death traps.
That's my biggest problem with 7 Days. I can no longer play the way I want to play. I have to progress the way the devs want me to. I can't be proficient in mining or farming or base building by staying at the base, no I have to go out and find 18 pamphlets that tell me how to drive a nail into a board so I can make a better shovel. I really wish they'd go back to action skills, it just felt so much better that way.
@@konna6130 Well if you can't even in your own words give me an example.. Feel quite moot to even answe to you! Beside I made a detailed comment on his video with time stamps clearing a lot of his assumptions.. =)
Fun fact: FPS Platformer Dating Sim with Visual Novel elements is a very apt description for Neon White, just add Speedrunning, Card Game and Roguelite to the mix! (It's a seriously super fun game, you should go play it)
Yeah. Reminds me of good old "i had every material required to make the minibike but i still had to get this goddamn schematic which spawns completely random". That was so much different and better.
@@Dark0possum You're right, it was actually the EXACT same problem, the difference is they took that and said, "Hey, lets make EVERY recipe like that!" and they did. They then moved it to SPECIAL, then decided to return to 70 book system
@@cjschneidt9089 that one change was so stupid. And I saw people complaining literally everywhere about it... normal devs would listen to the community but here it's a disappointment.
They turned an interesting scavenging-crafting game in to an endless series of fetch quests. And they literally call them fetch quests in the game... the game was honestly better 6 years ago.
See, I think this game is perfectly specced for fetch quests... of the type they refuse to use. Me: I have all this random loot now, and know basically where to get various things. 7DtD: Yeah well fuck that, there's one specific satchel I want you to grab in a house that will have tons of zombies regardless of whether you've already cleared it out before, okay? Imagine if instead, one of the options for trader quests was like, "We need a bunch of X, can you supply us?" Where X could be any number of quasi-random things, and the PLAYER had to decide where to get the stuff. "Hey, we've got a bunch of hungry people here, could you provide us with some food?" Must have X amount of food, based on e.g. how much health it restores -- but literally any type of edible, non-toxic food. "Hey, we've rescued some pets, but we don't have pet food." Oh hey, a way to make use of all those pet food cans I keep running into and saving for emergencies. "We've got a bunch of wounded people here, can you provide any first aid supplies?" Sure, have these supplies I have on me and also I'll craft a bunch of bandages real quick. "These settlers are planning to make a new base, but they'll need a ton of wood." No problem, lemme get right on that. "I'm running low on forge supplies." Just tell me which metals you need. "Man, I've got a hankering for a chili dog. Don't suppose you know how to make them?" I suppose I could figure it out. I mean, as a soloist player who typically doesn't connect with games the way most players do, I have never felt more connected to a group experience than in World of Warcraft during the effort to open the gates to Ahn'Quiraj. Trying to pull together various supplies for the war felt like an important thing to do that was helping people I'd never meet (I've never been high enough level to partake in that sort of content). I could see the same feel from 7DtD as the guy running around in the danger zones trying to collect specific goodies to help the people hiding in the bunkers below the traders. ...but no, I gotta go magically reset the zombies at a POI so I can play things out the way the Dev thinks is fun. Screw those quests, I'm going home.
@@NinjapowerMS I haven't seen a reason yet that you are required to do quests, other than for challenges maybe. Nothing stopping you from just ignoring the traders entirely, either. Sure, dukes wouldn't worth much to you, but everything is out in the wilderness for you to find or make.
@@marcobering3945 You aren't required but you're handicapping your progression hard. No big rewards, no place to buy great stuff including forge ahead magazines so you can actually progress, way less EXP, no doing infesteds for those bigggg ammo rewards...and if you're a bit of an exploiter, no doublelooting a POI. The game expects you to quest and balances itself around it. You cannot play it casually and not quest, because you've set yourself to hardmode in the long run. Your options are hard sandbox, or normal RPG.
I think the shitty part about all this is that that could of kept the options and intermingled ALOT of this. The "Get skill by doing" mechanic WITH the magazine mechanic would of been a FANTATSIC way to level up things (albeit randomly) in conjunction with quests. Having both bottle and the dew collector to give player the option to build near a lake, or build someone no where near water where a dew collector would help immensely. The crafting tech system def should of stayed you shouldn't be locked behind progression because of RNG or because you want to be a .44 magnum cowboy, it shouldn't be locked in Intelligence builds/perks either. I wouldn't even mind the new outfit system if they just kept the old clothes as just options for customization or something like transmog from WoW. Overall you are 100% right with this video, I wish they were driven to combine these mechanics as separate options and not demand players to do quests and find book randomly.
Agreed on magazines, been thinking the same thing. I get both sides of the water argument. The real issue is the thirst system is undercooked. Murky water is just free hydration the second you get a cooking pot. There is no risk to cooking. There is no difficulty in getting the pot. There is already little difficulty in finding the murky water. If a murky lake is infinite water, you have achieved infinite thirst. They're just as shallow as the water system. We could make cooking more risky especially at night, maybe campfires are incentivised to be kept outside because smoke and risking wood catching fire. Then exposed outdoor player flames could really catch zombies eyes, and if they don't see a player they'll lurk around. I wish the customization wasn't so shallow, and while i'm fine with more ways to get RPG perk like gear I wish they didn't affect how you looked so drastically. I would've preferred smaller accessories for that, like only glasses, belts and shoes. Don't need a stupid nerd helmet. We already had nerd glasses. Keep the helmet as a funny cosmetic players can craft with low defensive value.
@@EmeraldCrowz The real problem with the water system now for me personally is when you're in a decently sized group in multiplayer it becomes hell. Early game is a pain because everyone is somewhat constantly struggling with water until you get enough dew collectors (though that problem was at least somewhat alleviated by the last update making them not require the water filter to craft) and late game once everyone starts unlocking their quality six tier 3 weapons becomes get a bunch of water for glue and cloth for duct tape farming simulator.
@@joshuaburnett7643 Yeah I can see that argument for sure. If cooking early requires fighting then you can make murky water less of a sacred resource. It also makes food more of a danger. It's cheeseable too and honestly thats fine; Cooking inside with ventilation and non-flammable blocks near the campfire, or making a larger outdoor walled in compound. That takes time and resources which early on you're strapped for.
@EmeraldCrowz fires already do that. There's a heat mechanic in the game. The more crafting facilities you have running at once the more zombies come to your chunk. Kinda like a lesser factorio pollution.
@@ceej5690 meant more extreme specifically for fires. Smoke spreads out quite a few tiles from them if it doesn't have sky access, causing suffocation. And wood blocks catching fire ofc. And zombies will physically see that lightsource from like a mile at night and path toward it even though one campfire is normally low heat.
It always felt like a development loop of combating players strategy over the years but I still go back to playing it to see what changed. If they'd fix one bug I'll go back to playing more.
It is a loop!, what's interesting is only a handful of players are min/maxing and finding the game breaking strats, and when the developers balance the game around that handful of players it makes it difficult to NOT find and use a game breaking strat. So in a way the devs trying to solve the issue, causes the issue to become worse, completing he loop. :)
@@ArtindiYeah The Fun Pimps created a open world voxel game with big POIs which is very difficult. But thay are either incompetnat at balance and game mechanics or they have really narrow ideas about how the game SHOULD be played and punish players who don't comply. Quite possibly both.
@@Me__Myself__and__I This is why After the first few verisons and i started when it was like ALPHA early with the wasps and crossbow...before a regular bow existed... I always modded the game and changed a bunch of shit to enjoy the game how i want.
The closest way I can describe 7DTD is like an abusive relationship. I love it, and I keep coming back, but it keeps beating me up relentlessly with shitty updates and changes nobody asked for or wants. Modded 7 Days with friends is some of the most fun I've had.
Old 7 days to die with current graphics and items would be so good but they had to fuck up a game that was in development for so long. So similar to what happened to cube world
Oh man, I really enjoy this feature of the game! *Devs patch it out* Oh man, I really enjoy this feature of the game! *Devs patch it out* Oh man, I really enjoy this feature of the game! *Devs patch it out* Oh man, I really enjoy this feature of the game! *Devs patch it out*
Don't you know? That's how people leave their houses when running away from zombies in a zombie apocalypses. Everything is locked and there are holes in the wall making one single path through the whole building directly to all their good loot. ;)
I've been SERIOUSLY wondering about this. I'm working on an open world sandbox game. Inspired by how good some things in 7D2D are but by how bad The Fun Pimps are as gzme devs. I'm very torn on the dungeon POI thing because the popular 7D2D streamers frequently comment on how they really like that. But it seems weird and forced to me. I'd love any thoughts or ideas.
@@Me__Myself__and__IA good balance would be doing the dungeon design where's its thematically appropriate. For example it doesn't make sense that random houses would be layed out like that but maybe for a military instilation or hospital it would make sense. If you're serious about making your game definitely do devlog videos on yt. Gl!
For the magazines, they should have learned from project zomboid. Become better at things and learn crafting recipes by leveling up certain skills by doing stuff, and magazines could help to speed up that learning process, or outright learn a crafting recipe without reaching the necessary skill level. That combines both RNG and grind and it's genius. Like, at level 5 mechanic (that you level up by doing mechanical things like repairing or dismantling mechanical stuff) you learn the crafting recipe for a motorbike, however if you read a mechanical book you gain X times the XP that you normally would, or if you find a motorbike crafting spec magazine you instantly learn how to craft it, without reaching level 5 mechanic.
the "players can level up a thing by doing a different thing" is a massive gripe i have with most RPGs even dating back to the D&D days, and for some reason i dont see it talked about much. how come killing 50 lizard monsters in the desert magically makes me better at lockpicking?
It's simply a system where you earn experience and buy skills. Just like with money, you do one thing, but still can get something else. If you had to raise your level in every single thing, just by doing that one specific thing, you can just play runescape. Or just learn actuall skill in real life. This is a game, things don't make sense and are supposed to be faster/easier This just reminds me of one guy I knew. He would play wurm online and talk how minecraft is bad, because in wurm you also have to make nails to build a chest. I understand wanting realism, but not everyone wants their time to feel wasted even more than playing games already is. And there definitely are some games that do it this way and you're free to play them.
@@Kuzka_ 'Things are supposed to be faster and easier" and then the entire magazine system completely contradicts the whole faster aspect unless the game decides to spoil you :)
@@nightmarepotato5000 I'm not saying that it can't take time, I'm all for increased experience required to level up the higher level you are, but some systems are just only to slow down players, or to do exactly what the game developers want you to do. In this case they want you to focus on looting and resetting POIs. Which is not bad, I'm all for rng loot, just not when it comes to crafting recipes or qualities. Magazine system sucks, personally I would've preferred a system from ark survival
@@Kuzka_ And that is exactly why some people are mad; the systems are puposefully slow usually because the developers don't want to add any new content and are merely padding the game length. Usually this was in the form of the "no endgame" argument on Reddit, not sure if I agree with it myself but I can see the point when the last new weapon (as an example of a meaningful addition) to be added was the desert vulture in either Alpha 18 or 19.
@@nightmarepotato5000 I personally dislike the weapons a lot. Game changes drastically as you play it. From survival to run and gun. I would've preferred if pipe guns were the only ones you can have, but make them much more modular and more of a choice between using melee and ranged
A large part of what could've fixed this dilemma is customisation. Some players don't like a particular feature but you, the devs, insist on adding it anyway? Add customisation for it so the player themself can have a say in how they'd like to play the game. Oh, but that would be too easy. Just force all players into grinding to get dew collectors because god knows there's not enough grind in this game already, and I'm sure players would much rather spend their time over several in-game days scraping RNG-based skill collection together and then the required materials to build it. Oh, and think this game isn't punishing enough for dying? Too bad, the devs removed the mechanic to spawn away from your backpack. Now you can always spawn beside your backpack as an option. So now all players can just get their stuff back immediately with no problem.
As I've been playing I've been thinking how it'd be nice to be able to set how fast certain aspects level up compared to others. I don't *want* the game to become unfun and unplayable because I've happened to get more of the skill points I want; I want the zombie stage to go up slow as the loot goes up medium and my skills go up fast, more or less. Having that sort of option would be useful and make the game more replayable. At least I can now delay the Blood Moon for a month. That's nice. But it seems by the time I reach it it'll be an incredibly difficult blood moon, and I might wind up just sitting it out in a tower somewhere while watching UA-cam until it's over (again). The earlier monthly blood moons just made me have to spend half my time prepping for blood moons, which was the opposite of fun or engaging, and brought up PTSD from the early game when the horde tracked you down every bloody night.
@@JeffarryLounder in some games the devs should get to decide how the game should be played, and they can choose what customization options they give the player if any. (Like Dark Souls) but the defining nature of a sandbox game requires giving the player as many customization options as possible. More options = better sandbox.
I don't know what you mean by grinding for dew collectors. I usually can make one within 30 minutes of a new game? Unless I'm really unlucky with that 1 forge ahead. And if you don't like the spawn at backpack - just play permadeath xd
@@Kuzka_ Permadeath should not be the solution to that problem. And yes, if you are cripplingly-unlucky finding the materials for a dew collector then it can take even longer to find it than a mere 30 minutes.
@@JeffarryLounder Many games have the "drop items on death" which to me feels like a very bad decision as well. Just running back feels like a punishment of boredom rather than anything else
This reminds me of how the Starbound devs ruined an awesome open-universe sandbox game by turning it into a tedious interstellar point & click adventure game with occasionally interesting combat. It'd be really nice if devs would stop doing this.
Honestly, Alpha 15.2 is my favorite. Not just because its the closet to the old console versions which I started on, but because I genuinely have more fun on that with my mates with that versions "learn by doing" approach to leveling up is just better and more engaging. It really seems like the developers hate their players having fun in their own ways and spent more development time stomping their un-preferred playstyles into the dirt and forcing everyone to play how they would than actually getting the game out of the door. Just my thoughts though, still gonna play old versions so lets hope they don't remove them from the betas list
I played since really early alpha (A6?), it was well before the square voxels were changed to diamond-shaped voxels. I agree with you completely, A15.2 was the peak. If we could go back to those gameplay mechanics, but with today's graphics and POI variety, reimplement natural caves, it would be my favorite game of all time.
Let me ask: what about A15.2 was better than A16? From memory, I think A16 had the same action skills as A15. The zombie AI was also still the old AI that would come at you from all sides and not just magically know the shortest path. Hornets were already changed to Vultures (Always hated the vultures. The hornets were great). And I liked the HUGE RWG maps (10km circular radius from the world center) of A16. Where did A15.2 excel over A16? Did A15.2 not yet have the dungeon skyscrapers? On A16, I am pretty sure the skyscrapers were the _only_ type of building that was a dungeon. So you knew what you were getting into.
@@PsychedeliKompot 15.2 was before sleeper zombies, trader quests, full base electricity with electrical traps, radiated special zombies and block painting. There might be more differences but those were the main changes to the game at that time.
@@resemblelife Thanks for the answer. Gotta be honest, I have to prefer A16 then. The way the sleeper zombies were initially done was also alot better than what we have nowadays. Back then they were just spread throughout the structures, not placed in bullsh*t positions to most of the time not be visible until triggered. They were what you'd actually expect to see when entering a building. I don't know about A16 trader quests, I just remember not really playing any. Electricity I have no issue with, it worked reasonably well on a small scale in A16, and since batteries and engines and all that still had quality levels, you made progress with it as well as you found more loot. Correct me if I'm wrong but A16 had no POI trader quests right? Only buried treasures and stuff like that? I don't remember being able to reset POIs in A16 by simply starting a quest in them. And I used painting alot. It made base designing much more fun since now I wasn't tied to just using the small number of materials the game offered by default. Either way, that era overall was the golden era of the game.
They will just say youre not playing right. I requested a refund on steam. It was denied because I played too much but i would have loved to pull the rug out from under them like they did to us . They said xbox players would also get a discount on the new version but the discount never appeared in the store. Its a completely different game now. Doesn't appeal to me at all. Im glad people share my sentiment. I posted my opinion on steam and got dogpiled and told to play old versions... Yes, thats an option but doesn't take away from the fact we were gaslit into loving a game and then they changed it. "Ha ha, gotcha !" - 7 days devs probably
There is so much about 7D2D that is good. And so much that is pathetically lazy, mid and forced. The Fun Pimps is an apt name, because they back hand players if you don't play the way they think you should want to play. No so much about openness or choice.
...I would normally say _"don't"_ but I feel the end result would be so entertaining I'd just stand back and watch what happens. _So yes, DO switch game genres mid development, actually, do it more than once, it'll be funny._ _In fact, the further the change the better, turn your survival horror game into a kart racing game with fishing & dating mechanics._
As someone who could never really get back into this game after a certain point of development, this fully articulates why I don’t like this game anymore. It went from being a sandbox survival game to an opened world rpg with all the things I enjoyed about it being tossed, nerfed, or reforged into something completely different. It’s not a bad game, but it’s far from what I was enjoying when I bought the game way back when it first came out.
you can still progress entirely normally without doing quests, it really isn't that hard to get the books you need, also you can still loot/enter POI's any way you want. It isn't hard to guess where the loot room would be and knock the wall down. You can easily get the books you want by just putting a skillpoint into the category that would increase the book drop chances. If you only play a world for 7 days before getting burned out and starting a new one then obviously you'll never get to the end game. You also don't have to spec into a "class". By the time that that really starts to matter, you'll be such a high level that you will be able to spec into basically everything at the same time.
It's such a shame the path 7 days is on now... I played for 11 years, I'm glad I got to experience the best of the game, for me that was Alpha 10-12, zombies literally everywhere, never ending maps, no cheesy traders or vehicles, all loot is wanted and needed, no smart path finding zombies, no op players, armour and guns.
For me best version was Alpha 5 when I first started to play 7 Days. You could do better underground bases because terrain was blocky like minecraft and not whatever they did after changing it. Railings dropped scrap iron which I don't know why they removed it to drop nothing after breaking them. Overall crafting was simpler. You could craft crossbow from the start just with sticks and grass. And you didn't need to hunt 1000 hours for books to unlock recipes, mainly the recipe for crafting forge.
i think we should add more quests and dungeons, i think you missed that part seriously this one threw me for a loop i could NOT tell where the sarcasm was until after the first 30 seconds-
i think the worse updates to this game are possibly the armor and magazine changes, actually such an insane method of progression, and such an insane nonsensical armor change
I know the magazines, armor, and overall tech progression piss me off. Now there are long plateaus not because you were rounding out what equipment and overall gear you had oh no no no it plateaus now because you can’t find 10 fuckin magazines of kind you need and are stuck at the same place with far more than enough resources to advance but whoops not enough levels to craft thing go find magazines to do that. FOR EVERY SINGLE THING. It’s dumb and unfun and the only joy I get out of it is playing with friends because we all just stockpile magazines between us to max out a skill each in order to do the things the game wants you to do.
@@hbsavage0387 yea the magazines are so awful, I love spending my points on the shotgun perk, but instead of being able to build a normal shotgun I get the honor of crafting iron spears now
They removed that one because the players would spam craft stuff early on to level up skills early e.g stone axe. Cheap reason and they even blocked people who tried addressing this when it was changed
I will say that while I do enjoy playing the game as it is, I miss a lot of the things that it was. The reliance on utilizing POI's instead of just making your own camp, having the grind religiously to even be somewhat useful, and getting frickin magazines to get unlocks. I do miss the using specific skills to level up... specific skills.
i actually prefer the skyrim style of level up. however the fact trading became so unavoidable and powerful became ridiculous, my buddy loathes the whole trader system
It would be nice if it didn’t require finding magazines to do it and allowed you to do said thing and lvl up said thing in conjunction. Also the whole weapon, vehicle, and armor overhaul just sucks
I only just started playing 7d2d for the first time during 1.1, but I have experienced this exact form of pain from other early access games. Even without having played earlier versions, I thought there was something really weird about unlocking the dew collector, and having to read randomly generated magazines about every little thing in order to be able to do anything. It was pretty unintuitive and caused me to lose my first couple of playthroughs. I'm surviving fine now but only because I had to learn the hard way what I should be beelining for right from the start.
What started warning me about this game was when they redid POIs to pretty much all give one giant loot cache at the end. Back in the day you had to explore, find, and loot a POI that contains what you needed. The gun factory would have guns, the hospital would have meds, different stores would contain different things inside like like books and food. While the existing POIs today have contextual loot throughout the building, the big loot caches at the end makes it so you can basically go anywhere and get what you need, bigger more dangerous places simply has more at the end. To some degree this system existed before, but it was only in the super massive POIs like the factory or hospital where you frankly deserved the expanded pool of loot at the end, or even needed it depending how long it took you to clear somewhere. Now a barn in the middle of nowhere will have a food crate, a trunk with weapons and ammo inside, a medical stash and a box of magazines.
You could make a video on the right way to combine genres of games, I think it can definitely be done and it would be nice to know how to avoid accidentally setting an expectation on the player without it seeming like you changed things mid-way through
The main goal was to be educational, or at least shine a spotlight on the situation, from a perspective that doesn't get a lot of attention. A more serious, educational video just had the wrong vibe. So turning the topic on it's head to a sarcastic, fake tutorial of sorts, more or less accomplished the same thing and keeps it a bit more entertaining. :)
@@Artindi Im aware of your approach of tutorial, quite a long time subscriber ;). Its just you give out the impression of venting out about that one particular game. I mean let's be honest, we all have that one particular game that is so bad we hate every aspect of it with passion. Or a favourite game turned hate because of that one unbalanced achievement.
@@gearbox8969 I am in the camp of people disappointed with the changes. And while discussing it with some friends I felt like I was learning a lot about what a sandbox is and what choices help sandbox games become better vs what can tarnish them. So I felt like it would be a great topic to cover on my channel. At first it was just going to be an educational, long-form video essay, setting aside my subjective opinion, and talking mainly about sandbox games, using 7D2D as an example among many other sandbox games. But the pacing felt slow and it would have taken a lot of effort to cover all my bases. So instead I decided to embrace it and go full sarcastic rant, and hopefully people will still be able to read between the lines and learn some things. ;)
@@Artindi In my opinion, you chose the right approach. Most 'video essays' (and virtually all over about 45 minutes in length) don't justify the time it takes to watch them, let alone what it must take to make them.
I recomend the "Afterlife" mod for a more survival and sandbox aspect. - No trader and quests - Serious survial problems regarding food, water and infection - Mix of Perk books and learning skills, Perks aren't OP (at least at the beginning) - Better hordes and atmosphere - More usage of "trash" items like bones, paper, plastik scrap - POI dungeons remain, the loot however is nerfed atleast in my opinion - there is unfortunately no wiki so its a lot trial and error to do but you encounter a lot of new things The mod is very grindy, but you can get more chill at the start since the game stage is progressing quite slowly. It's definitly a good change compared to the vanilla version
My problem with it is probably the infection system, the fact there is no cure and you can get it in one single misclick without any way to fix it. Other than that personal gripe. It's really good
@@TrollBishbaalkin apparently if you let the infection get to 100% it kill you and you have a debuff to ur skills but the infection will be gone. But it becomes pretty trivial anyway once you've got farms to make herbal antibiotics, antibiotics and so much honey
Oh man and I used to want to play 7 days to die because of the sandbox aspect it provided. The game is still there of course but this showed me that the game I once wished to play is no longer the same. But I mean hey RPG!!!!
Having played basically every iteration since launch, I don't necessarily hate 1.0. They obviously didn't think it out since scrapping clothing was the best way to get cloth and now it's a complete chore, but there's something with every update. The fun gameplay comes from the struggle which is mainly the early game. I'm mixed on traders and skillbooks since I remember a time where I went to day 60 before managing to find a minibike schematic in a pile of garbage, which was both the only vehicle and the only way to unlock it. I think it's at a comfortable middle ground right now since skillbooks aren't completely random. Investing in a skill gives you more of those books, so you're still incentivized to pick up different skills if you're playing in a group. Or, you can save up cash, get a person to spec into intelligence, and try your luck at the right trader. In this current game we're on day 50 and have only just scraped together enough for a 4x4 we have to share. For POEs, I don't mind having dungeons but I do also miss having some random buildings to loot as well. A nice middle ground might be to limit trader quests to only being once a week and only to specific buildings while leaving 'normal' buildings everywhere else to loot. After all the work they spent turning every building into a fun-house I doubt they'd bother but maybe modders will. Ideally they hit a point where everything is fun and rewarding, but frankly I'm the guy in my friend group that just digs a big hole every time we start a new server. And they've not managed to butcher that mechanic yet. Not until they add auto concrete collectors 😂
If you want to see how to fail at changing genres mid-development, look no further than End Of Nations! One of the best ways to fail changing the genre mid-development is to chase trends. In case of End of Nations, changing RTS game into MOBA and then fizzling out.
I missed the learn by doing skill progression. So many good memories running around the ranger cabin punching grass to level up my stamina while my friend plinks zombies in the head from the balcony with a hunting rifle
I too feel the frustration for many Fun Pimps decisions, some really bad choises they made over the time. Most of all the magazines, man I hate that feature, in particular in a multiplayer situation where you have to keep asking the other players if they have "read the magazine" "have you read this one?" "I've read this already, did you?". Feels like a bunch of old grandmas in a waiting room flipping pages.
@@Kuzka_ except when you are out looting you want to get rid of them right away if someone needs them, to free inventory space, so again "who needs that?" "no, I don't, does he need that?" and all that jazz.
You know, for the life of me I could not figure out why 7Days was not fun anymore. This video explains it perfectly. The fact that my level dictates the loot was the first thing I noticed. Getting rid of water bottles was the second big clue. The quests are not fun to me but I thought that it didn't hurt to have them. Now they are kind of necessary. It makes sense now.
I am so glad someone said this. Imagine my surprise coming from play to learn, system to this current Harry Potter, Hunt for books, Hogwarts, hogwash. Everything is unpolished, hamfisted to the 10th. Nothing makes sense. You just basically hop around from one town to another looking for libraries, play schools. Also the book headquarters has no books. Every POI is basically the same with a different location and rotation. Zombies can't even walk or run diagonally. Is this 2024? The trader system is the biggest piece of dump taking I have seen by a developer in a long while. It does not even fit the game. They had such good and cool systems earlier, but the dev just got lazy or bored.
Dude, I remember feeling there was something wrong when I came back to the game after so many years. This video really put all my feelings to words lol
It’s even easier than that! All you need to do to make a good RPG is just make the player grind for 3 hours for a number to go up to progress. Don’t bother doing anything else, right?
I grew up and beloved A13-A16, now the game is nearly unrecognizable and hellbent on burning down everything that made the older versions good. The greatest example was the gun/tool part system being sacrificed for the mod system, while also degrading the 1-600 grading system to 1-6. The removal of log spikes is another one, along with the addition of the demolitionist, it completely ruined the tower defense aspect of the game for me, as all forms of traps don’t work on Demo, you HAVE to shoot him or cheese the AI with your silly straw of a base. Previously it was a battle of attrition and resources, refilling turrets and repairing walls/spikes, now it’s a cheese fest or die. Even the small fun things like toilet pistols are gone. At the very least we still have the older versions to go back to, unlike some other games (cough Tarkov cough). That, and some mods make the modern versions pretty fun.
You can easily kill demos with blade traps, dart traps, and fences. IIRC robotic turrets dont even set them off anymore. Idk how you think the tower defense is somehow worse.
@@zakanater1 for the multiple versions I played, blade, dart, and all turrets set him off with the exception of fence traps but they do piss damage so.
@@zakanater1 A19 is exactly the version that nerfed demo, after a quick google search. Between the introduction of the Demo 4 years ago and A19 he was set off by nearly all traps.
@@zombieranger3410 dude a19 came out 4 years ago. The problem that you say prevent you from playing the game have been fixed for FOUR YEARS. And now you're back like anyone cares? Dude you made up your mind long ago, this video changed nothing.
Yea, this really hits home. I've been playing 7dtd for a very long time. Many hours in it. Some of the changes I can applaud others not so much. The whole water revamp still rubs me the wrong way. Changing the way leveling happens is nice, the whole book system I really don't like either. /shrug it is what it is. I still enjoy the game I just tweak the settings to something I enjoy and I have no problem spawning in things if I feel I need to. Afterall games are meant to be fun. What is fun for me may or may not be fun for others.
Honestly they should have melded both the new and old water and the new books/magazines with the old progression of doing a thing levels you up in a thing having the books help speed that along giving more motivation to look around and explore. I miss the original parts system for vehicles and weapons as well as the quality level number being so high. Also it’s annoying having to find schematics for everything or locking everything behind a high af level requirement that takes forever to find the right stuff by chance to actually get
I'm personally okay with the POIs being dungeon-like, because the thing to remember is that *you can still enter any way you want.* Just because the back cellar door that guides you to go through the whole labyrinthine basement before reaching the ground floor is unlocked, doesnt mean you can't break down the front door or a window and do what you need much faster. But the introduction of the magazine-based skill system (in conjunction with the dew collector that had the extremely expensive water filter) made me really dislike A21.
I hate 1.0 so I rolled back to A21 and installed a jars mod. That said, I haven't played in a couple of weeks because I'm bored with the magazine system, and to a lesser extent the trader quest system. The game has become boring.
Im glad theres a large group of people who feel exactly like me about 7 days... what happened to SURVIVAL????? Im just really hoping to find some mods that fix it. I miss alpha 15.
try the war3zuk mod! idk if it was updated to work with the current version yet (me and my bf played it together in A21) and believe me it ramps up the difficulty a lot 💀 but we had lots of fun still
I bought this game ages ago for dirt nothing price, it's shocking that it took them 15 years to get to where it is now. I would never buy this game for the price they offer it for now.
I’ve been playing 7 days on ps4, pc, and series X since 2018. I have never been more disappointed with a game purchase than I was after buying “1.0 full release” in July for $45… I really hope they start listening to their players and stop ruining the gameplay experience for the consumer. The game feels and literally is setup to be against the player in every aspect now. From the zombie pathing, to removing certain items and adding other unwanted or unnecessary items, to simply abandoning certain promises entirely and censoring their customers voices, I’m genuinely done with this game after almost 7 years and countless hours of playing the old console and the new pc and console versions.. such a sad death and handling of a potentially unstoppable video game blueprint solely due to greed..
No way! I was playing the Ps4 version and always had a blast, I was just annoyed by the content difference to the PC version, but it can't be that bad now, all the wait for nothing.... I hope they improve their game and listen to their fans
Bruh, this is my exact reaction on 7dtd development. Every "dang it we RPG now" update i played was really disturbing but also fine cos my bois in multiplayer. The game is ok and still fine but i liked it a lot more when it was sandbox 😑
I feel its worth noting that the mayazine drop rates are jeavily affected by skill points, so putting pojnts into shotguns for instance finds you more shotgun magazines, which is a roundabout system to ensure you prohress where you invest
problem with mods is they aren't balanced, so you have to spend forever trying to make mods work well together. i did it with skyrim and minecraft, cant really be bothered to do it for 7days2die because i will spend more time modding than playing.
i'm a new player to this game so i don't have the same feelings for the most part but i understand. me and the boys found out spamming quests gets you the bike no matter what so we just did that the whole time. still a seriously good time with friends but now i'm imagining how it would have been with more natural progression instead. likely more fun. as it stands, you barely need to even interact with a lot of the rpg mechanics. like building vehicles from scratch? too bad we'll just give you one when you spam 15 quests in a row. it's pretty much a case of feature creep incarnate. still, i'm glad the game found new life and a new playerbase. just sucks that sometimes games can't do that without alienating the original players.
It used to be even more fun with friends because it felt way more like surviving. Zombies were actually dangerous and houses and stuff felt entirely unique. Looting was also far more interesting cause you could find all sorts of stuff like doorknobs and things of that nature that made the game world feel better. Weapons and vehicles felt way better as well because you had to either find an individual piece like the barrel for the pistol you have been piecing together or the handlebars for the mini bike. Armor used to be so cool and fun because zombies were always lootable and you could find and cobble together interesting but effective outfits by just exploring. You didn’t need levels to progress you just needed the right resources which you scavenged for. Water was easier to get since you had jars which you could reuse. Hordes were actually scary compared to now where you just kinda build on top of a building and kill everything while they wonder aimlessly. It used to be they would mulch the foundations of your base till it collapsed so had to utilize your resources to keep up repairs and traps to slow them down once they got past a defensive layer. It was a war of attrition that you sometimes only just barely made it through the night.
I really hate how 7DTD is turning out. The game went from being my favorite zombie game to being on the bottom of my list and replaced with Project Zomboid as Number one.
@@Artindi what do you mean there’s a project due in 2 days, pfft I’m sure there’s enough time, besides, I need to get all the magazines and candies in this game that I don’t even play.
Played the game a month before the new update and this is so damn accurate. Old game by day 2 we had a forge and bows. Same week we set up and got plenty of food but had to travel for water New game: machine guns and shot guns with bicycles by day 3 no water no food. We would suicide because it was easier and debuffs from starving is just not fun to have all the time We had a finally got a forge by day 12 the game kept giving us guns. We stopped play by day 20 because it got boring. We set up a kill tower and didnt need the other perks our house was by a merchant and we would just buy what we needed the dude also gives tons of ammo as rewards
RPG or Sandbox?
Nuclear war simulator
If seriously, sandbox RPG
Freedom of actions and roleplaying aren't mutually exclusive
@@manender1020 You are right, they are not, it's more a question of which do you prefer?
Yes. I actually, for the first time since subscribing, disagree with you. Not totally, but firmly. 7d2d became a mix. And a very unique one at that.
@@ZandorDaysev Nice! Part of the discussion around these changes in 7D2D is how some people don't like it and some people do. Which I guess was one of the main points I was trying to make. :)
Omfg, they actually did this. They turned my survival game into an rpg.
Correction. They turned it into an uninspired, lazily implemented RPG. If TFP were actually good at gzme mechanics this video would be boring and the game would be better...
@rustirab3465 but they're open world, not sandbox. It's like saying the only way you can progress in Minecraft is to find a missing cat of a villager to get this Sharpness 10 sword, sandboxes shouldn't have OP quests, they should always be at the very least optional.
@@Me__Myself__and__I how many games have you made? how many games did you help code? im curious because your obviousley a AAA dev whose worked on video games before right? can i ask what games youve worked on?
@@chromaticturtle8657 What shit tier logic. Cope harder
@@chromaticturtle8657 "duuurrrrrrr you cant make it yourself so that means the crappy game is actually good duuuuuuuuurrrrrrrr" you're a reetodd
DUDE I feel like I was the only one who hated how every POI in 7DTD became a Skyrim dungeon! And the general nerfing/outright removal of sandbox elements.
Yeah, I noticed no one was really talking about it. At least in a video. So thought I would bring it up. :)
I don't know, the POIs feeling like handcrafted mini-dungeons is probably one of my favorite parts of 7DtD.
@@GolemCC They actually are really great for an RPG!
I've been SERIOUSLY wondering about this. I'm working on an open world sandbox game. Inspired by how good some things in 7D2D are but by how bad The Fun Pimps are as gzme devs. I'm very torn on the dungeon POI thing because the popular 7D2D streamers frequently comment on how they really like that. But it seems weird and forced to me. I'd love any thoughts or ideas.
See just in this thread we have both opinions...
@@Me__Myself__and__I You can always go with a combination of both. Have regular locations like houses, diners, stores etc be more open for general looting and have special locations like police stations, hospitals or things like that more dungeon like with special loot at the end (an armory or medicine storage). Seems like the best of both worlds.
When they took out gathering water i knew it was so over
Devs just needed to make the recipes for water bottles more complex or time consuming. That'd already make scavenging for water early on more viable.
Same with water purification. Just add one more type of murky water - dirty water. The one from dew collectors can be murky and "purified" simply by boiling. The one from lakes/rivers is dirty and would need some chems. Or investment in a cooking skill.
Hell, make all boiling recipes require more water than they output. Something like this:
5 murky = 4 pure + 1 empty bottle.
10 dirty water + antibiotics(idk) = 8 pure + 2 empty bottles.
It ain't rocket science and can be done in a few edits of like 5 .xml files. I bet there's a mod out there that does something similar or better already. Instead we got dew collectors that generate heat and character who's so stupid that he discards empty bottles and doesn't know how to fill them up from the nearest water source.
There's just a tonne of simpler ways they could've rebalanced it. Somewhere between 1-5 bottles/jars per inventory slot might have been the easiest fix.
@@Poppenheimer69 ffs someone else who get it haha
you know what's really funny? consuming a water with a mason jar to only receive nothing, the jar just voids out of existence.
dont forget the zombie AI has a PHD in laod bearing architecture and will instantlky know how to get to you whevere you are and attack the weakest point in the structure
Thats based tho
@asmallphd9648 they know scientifically the best way to molest, caress, and digest.
But you need just 1 brain cell to know how to counter that
@@Kuzka_ You shouldn't since you're fighting corpses. Creepers in Minecraft act more like the undead than the undead in 7days.
@@Kuzka_ there wasa point where the zombie AI was alot dumber, and attacked walls as they should, not knowing to find the path through a literal maze to get to you, a time when you could run the game on a toaster, due ot the AI calculations eating up processing power.
it also limits you severely in base design
For the record (as somebody that did play plenty of early 7days): this video is really spot on.
I feel validated now. :)
As someone who was stuck with console 7dtd, WTF did they do to the game!
@Dogman262 fr, I found myself enjoying the old console version more than the current version, but now that's gone, tho you can still play the older versions on steam, currently playing alpha 15 (which is what the console version was based on)
same
@@ArtindiI have about 5000 hours in the game, have been playing since alpha 10, and it’s my favorite and I’m so offended by this video.
I’m kidding, I thought you did a really good job of touching on what exactly is so frustrating about the devs and the game and their dev cycle. I’ve always said that there is a way to have all their new ideas and the things that already worked function in conjunction with each other and a lot of people (including me) have given ideas on how to execute it but they don’t want to listen.
Like fair enough, it’s their game but it doesn’t make the players happy. It’s a great game, with lots of flaws and like limitless potential (look at the modding community) but it can always be better, they just gotta try.
I have been eyeballing this video for a little bit now because videos I’ve seen ripping on this game I felt were poorly executed in that you could tell they hadn’t spent enough time with it or weren’t too well informed to be judging it as harshly as they did but I can tell you put a lot of effort into this and I found it to be entertaining and insightful ❤
Im honestly just really sadened by this development. I liked playing it for what it was - build shitty house, grind out mining/crafting/construction, build benches, minibikes, start cooking nicer foods for high wellness, pushing up your stats...
Now you spawn in, grind through tutorial, grind out the trader until you are bored enough of this game.
yep.. if the lead devs didnt have an ego. this game would of been done right 4 or 5 years ago.
they could of then made a 2nd game that been dropping about now. with all their new updates and changes.
then 3rd game could be more like this if they wanted.
instead they milked first game dry and into dust basically.
instead of building 2,3 really good games and a gaming company studio.
they will probbaly die off.
@NotHappening-b8t hell this game could have had bandits, actual open world npcs maybe were you can build up a small base/community
May I introduced you to mods? Not the best solution that's true but it works
@@deezboyeed6764 That would have been so much better then what it ended up as.
Man this is exactly what happened with Starbound too. Started off as a sandbox game, then devs put in a story no one asked for.
Shame. :/
Man, that one still stings so bad. Got such fond memories of playing during development, at least up until the last few updates and, of course, the full release.
Only play Starbound to mod it to hell that it's a diffrent game completly
I played starbound, but I used a bunch of difficulty mods and that one thing that transforms the system.
I enjoyed the story combined with the modded systems. Game is really fun with no i frames and added classes. Turns seemingly basic things into death traps.
Among many other Chucklefish shennanigans.
we're not doing funny little theoreticals today. we're doing autopsies.
Look at how they massacred my boy
That's my biggest problem with 7 Days. I can no longer play the way I want to play. I have to progress the way the devs want me to. I can't be proficient in mining or farming or base building by staying at the base, no I have to go out and find 18 pamphlets that tell me how to drive a nail into a board so I can make a better shovel. I really wish they'd go back to action skills, it just felt so much better that way.
Just mod it and let everybody else be happy bud!
@@johnmarcus8864 you are happy that you have less gameplay choices?
@@konna6130 Tell me what gameplay choice did they removed?
Watch the video. there are many examples in it.
@@konna6130 Well if you can't even in your own words give me an example.. Feel quite moot to even answe to you! Beside I made a detailed comment on his video with time stamps clearing a lot of his assumptions.. =)
thank you for making this, now my RPG sandbox FPS platformer simulation dating sim mixture game can now have Visual Novel elements to it
That will be great! Can't way to play/read/sim/role/dance/absorb your game when it comes out! :D
_*Rips blunt_
"Now just, hear me out."
Fun fact: FPS Platformer Dating Sim with Visual Novel elements is a very apt description for Neon White, just add Speedrunning, Card Game and Roguelite to the mix! (It's a seriously super fun game, you should go play it)
no strategy.
You forgot roguelike
i had every skill point and material required to make the 4x4 bong truck but i still had to get up to 70 goddamn vehicle magazines
Yeah. Reminds me of good old "i had every material required to make the minibike but i still had to get this goddamn schematic which spawns completely random". That was so much different and better.
@@Dark0possum reminds me a lot of project zomboids infamous generator magazine you need to read in order to use a generator.
@@Dark0possum You're right, it was actually the EXACT same problem, the difference is they took that and said, "Hey, lets make EVERY recipe like that!" and they did. They then moved it to SPECIAL, then decided to return to 70 book system
@@tabithal2977At least it’s just one magazine though.
taking away water gathering and throwing spears made me LIVID
and it happened all because of glue crafting
No water gathering...?
@@CheeseCakeAwakesFTW yes. You can't use a jar to get water anymore.
@@cjschneidt9089 that one change was so stupid. And I saw people complaining literally everywhere about it... normal devs would listen to the community but here it's a disappointment.
They turned an interesting scavenging-crafting game in to an endless series of fetch quests. And they literally call them fetch quests in the game... the game was honestly better 6 years ago.
See, I think this game is perfectly specced for fetch quests... of the type they refuse to use.
Me: I have all this random loot now, and know basically where to get various things.
7DtD: Yeah well fuck that, there's one specific satchel I want you to grab in a house that will have tons of zombies regardless of whether you've already cleared it out before, okay?
Imagine if instead, one of the options for trader quests was like, "We need a bunch of X, can you supply us?" Where X could be any number of quasi-random things, and the PLAYER had to decide where to get the stuff.
"Hey, we've got a bunch of hungry people here, could you provide us with some food?" Must have X amount of food, based on e.g. how much health it restores -- but literally any type of edible, non-toxic food.
"Hey, we've rescued some pets, but we don't have pet food." Oh hey, a way to make use of all those pet food cans I keep running into and saving for emergencies.
"We've got a bunch of wounded people here, can you provide any first aid supplies?" Sure, have these supplies I have on me and also I'll craft a bunch of bandages real quick.
"These settlers are planning to make a new base, but they'll need a ton of wood." No problem, lemme get right on that.
"I'm running low on forge supplies." Just tell me which metals you need.
"Man, I've got a hankering for a chili dog. Don't suppose you know how to make them?" I suppose I could figure it out.
I mean, as a soloist player who typically doesn't connect with games the way most players do, I have never felt more connected to a group experience than in World of Warcraft during the effort to open the gates to Ahn'Quiraj. Trying to pull together various supplies for the war felt like an important thing to do that was helping people I'd never meet (I've never been high enough level to partake in that sort of content). I could see the same feel from 7DtD as the guy running around in the danger zones trying to collect specific goodies to help the people hiding in the bunkers below the traders.
...but no, I gotta go magically reset the zombies at a POI so I can play things out the way the Dev thinks is fun. Screw those quests, I'm going home.
Honestly I think the quests are fine but they rigged the rewards so bad youre losing out by not doing that.
@@NinjapowerMS I haven't seen a reason yet that you are required to do quests, other than for challenges maybe.
Nothing stopping you from just ignoring the traders entirely, either. Sure, dukes wouldn't worth much to you, but everything is out in the wilderness for you to find or make.
@@marcobering3945 You aren't required but you're handicapping your progression hard. No big rewards, no place to buy great stuff including forge ahead magazines so you can actually progress, way less EXP, no doing infesteds for those bigggg ammo rewards...and if you're a bit of an exploiter, no doublelooting a POI. The game expects you to quest and balances itself around it. You cannot play it casually and not quest, because you've set yourself to hardmode in the long run. Your options are hard sandbox, or normal RPG.
@@EmeraldCrowz I prefer the hard sandbox, yes.
Interesting approach to "sarcastic tutorial" while tackling real-case of game development. I hope this format will see some sort of continuation :)
I think the shitty part about all this is that that could of kept the options and intermingled ALOT of this. The "Get skill by doing" mechanic WITH the magazine mechanic would of been a FANTATSIC way to level up things (albeit randomly) in conjunction with quests. Having both bottle and the dew collector to give player the option to build near a lake, or build someone no where near water where a dew collector would help immensely. The crafting tech system def should of stayed you shouldn't be locked behind progression because of RNG or because you want to be a .44 magnum cowboy, it shouldn't be locked in Intelligence builds/perks either. I wouldn't even mind the new outfit system if they just kept the old clothes as just options for customization or something like transmog from WoW. Overall you are 100% right with this video, I wish they were driven to combine these mechanics as separate options and not demand players to do quests and find book randomly.
Agreed on magazines, been thinking the same thing.
I get both sides of the water argument. The real issue is the thirst system is undercooked. Murky water is just free hydration the second you get a cooking pot. There is no risk to cooking. There is no difficulty in getting the pot. There is already little difficulty in finding the murky water. If a murky lake is infinite water, you have achieved infinite thirst. They're just as shallow as the water system. We could make cooking more risky especially at night, maybe campfires are incentivised to be kept outside because smoke and risking wood catching fire. Then exposed outdoor player flames could really catch zombies eyes, and if they don't see a player they'll lurk around.
I wish the customization wasn't so shallow, and while i'm fine with more ways to get RPG perk like gear I wish they didn't affect how you looked so drastically. I would've preferred smaller accessories for that, like only glasses, belts and shoes. Don't need a stupid nerd helmet. We already had nerd glasses. Keep the helmet as a funny cosmetic players can craft with low defensive value.
@@EmeraldCrowz The real problem with the water system now for me personally is when you're in a decently sized group in multiplayer it becomes hell. Early game is a pain because everyone is somewhat constantly struggling with water until you get enough dew collectors (though that problem was at least somewhat alleviated by the last update making them not require the water filter to craft) and late game once everyone starts unlocking their quality six tier 3 weapons becomes get a bunch of water for glue and cloth for duct tape farming simulator.
@@joshuaburnett7643 Yeah I can see that argument for sure. If cooking early requires fighting then you can make murky water less of a sacred resource. It also makes food more of a danger. It's cheeseable too and honestly thats fine; Cooking inside with ventilation and non-flammable blocks near the campfire, or making a larger outdoor walled in compound. That takes time and resources which early on you're strapped for.
@EmeraldCrowz fires already do that. There's a heat mechanic in the game. The more crafting facilities you have running at once the more zombies come to your chunk. Kinda like a lesser factorio pollution.
@@ceej5690 meant more extreme specifically for fires. Smoke spreads out quite a few tiles from them if it doesn't have sky access, causing suffocation. And wood blocks catching fire ofc. And zombies will physically see that lightsource from like a mile at night and path toward it even though one campfire is normally low heat.
It always felt like a development loop of combating players strategy over the years but I still go back to playing it to see what changed. If they'd fix one bug I'll go back to playing more.
It is a loop!, what's interesting is only a handful of players are min/maxing and finding the game breaking strats, and when the developers balance the game around that handful of players it makes it difficult to NOT find and use a game breaking strat. So in a way the devs trying to solve the issue, causes the issue to become worse, completing he loop. :)
@@Artindi This is the most encouraging thing I read today.
@@ArtindiYeah The Fun Pimps created a open world voxel game with big POIs which is very difficult. But thay are either incompetnat at balance and game mechanics or they have really narrow ideas about how the game SHOULD be played and punish players who don't comply. Quite possibly both.
@@Me__Myself__and__I This is why After the first few verisons and i started when it was like ALPHA early with the wasps and crossbow...before a regular bow existed... I always modded the game and changed a bunch of shit to enjoy the game how i want.
The closest way I can describe 7DTD is like an abusive relationship. I love it, and I keep coming back, but it keeps beating me up relentlessly with shitty updates and changes nobody asked for or wants. Modded 7 Days with friends is some of the most fun I've had.
Old 7 days to die with current graphics and items would be so good but they had to fuck up a game that was in development for so long. So similar to what happened to cube world
Amen they had one simple job
fr
There's a trend of solo devs, getting very arrogant, and creating exho chambers once they have blind and loyal fans.
@@1Orderchaos the dev will make fun of people complaining about jars being removed so he sees it, just doesn't care
@@BG1K That is actually dumb wtf
Oh man, I really enjoy this feature of the game!
*Devs patch it out*
Oh man, I really enjoy this feature of the game!
*Devs patch it out*
Oh man, I really enjoy this feature of the game!
*Devs patch it out*
Oh man, I really enjoy this feature of the game!
*Devs patch it out*
No Fun Pimps
Oh man, I really enjoyed this game!
*Devs patch the enjoyment out*
Instructions unclear I followed it step by step just to realize its part of your how to fail series.
Shhhhh. Don't say it out loud.
The thing I hate the most about the game is dungeon POIs, the paths through some of them feel so forced
Don't you know? That's how people leave their houses when running away from zombies in a zombie apocalypses. Everything is locked and there are holes in the wall making one single path through the whole building directly to all their good loot. ;)
I've been SERIOUSLY wondering about this. I'm working on an open world sandbox game. Inspired by how good some things in 7D2D are but by how bad The Fun Pimps are as gzme devs. I'm very torn on the dungeon POI thing because the popular 7D2D streamers frequently comment on how they really like that. But it seems weird and forced to me. I'd love any thoughts or ideas.
@@Me__Myself__and__IA good balance would be doing the dungeon design where's its thematically appropriate. For example it doesn't make sense that random houses would be layed out like that but maybe for a military instilation or hospital it would make sense. If you're serious about making your game definitely do devlog videos on yt. Gl!
Can we still use ladders and pickaxes to make your own access?
@@grosstoad1788yes, you can. If you have good tools or patience while using weaker ones, then yeah, you create your own entrances to the poi.
"Huh, how come ive never seen this Artindi video"
*video released: 12 seconds ago
Oh
That's the best "First" I've ever seen. lol
somhow hade the same same four me exept its 23 min ago
skill issue
skull issue
The way the game changed over time makes me wish I could've gotten my money back 7 years ago, tbh.
For the magazines, they should have learned from project zomboid. Become better at things and learn crafting recipes by leveling up certain skills by doing stuff, and magazines could help to speed up that learning process, or outright learn a crafting recipe without reaching the necessary skill level. That combines both RNG and grind and it's genius. Like, at level 5 mechanic (that you level up by doing mechanical things like repairing or dismantling mechanical stuff) you learn the crafting recipe for a motorbike, however if you read a mechanical book you gain X times the XP that you normally would, or if you find a motorbike crafting spec magazine you instantly learn how to craft it, without reaching level 5 mechanic.
the "players can level up a thing by doing a different thing" is a massive gripe i have with most RPGs even dating back to the D&D days, and for some reason i dont see it talked about much. how come killing 50 lizard monsters in the desert magically makes me better at lockpicking?
It's simply a system where you earn experience and buy skills. Just like with money, you do one thing, but still can get something else. If you had to raise your level in every single thing, just by doing that one specific thing, you can just play runescape. Or just learn actuall skill in real life. This is a game, things don't make sense and are supposed to be faster/easier
This just reminds me of one guy I knew. He would play wurm online and talk how minecraft is bad, because in wurm you also have to make nails to build a chest.
I understand wanting realism, but not everyone wants their time to feel wasted even more than playing games already is. And there definitely are some games that do it this way and you're free to play them.
@@Kuzka_ 'Things are supposed to be faster and easier" and then the entire magazine system completely contradicts the whole faster aspect unless the game decides to spoil you :)
@@nightmarepotato5000 I'm not saying that it can't take time, I'm all for increased experience required to level up the higher level you are, but some systems are just only to slow down players, or to do exactly what the game developers want you to do. In this case they want you to focus on looting and resetting POIs. Which is not bad, I'm all for rng loot, just not when it comes to crafting recipes or qualities. Magazine system sucks, personally I would've preferred a system from ark survival
@@Kuzka_ And that is exactly why some people are mad; the systems are puposefully slow usually because the developers don't want to add any new content and are merely padding the game length. Usually this was in the form of the "no endgame" argument on Reddit, not sure if I agree with it myself but I can see the point when the last new weapon (as an example of a meaningful addition) to be added was the desert vulture in either Alpha 18 or 19.
@@nightmarepotato5000 I personally dislike the weapons a lot. Game changes drastically as you play it. From survival to run and gun. I would've preferred if pipe guns were the only ones you can have, but make them much more modular and more of a choice between using melee and ranged
A large part of what could've fixed this dilemma is customisation. Some players don't like a particular feature but you, the devs, insist on adding it anyway? Add customisation for it so the player themself can have a say in how they'd like to play the game.
Oh, but that would be too easy. Just force all players into grinding to get dew collectors because god knows there's not enough grind in this game already, and I'm sure players would much rather spend their time over several in-game days scraping RNG-based skill collection together and then the required materials to build it.
Oh, and think this game isn't punishing enough for dying? Too bad, the devs removed the mechanic to spawn away from your backpack. Now you can always spawn beside your backpack as an option. So now all players can just get their stuff back immediately with no problem.
As I've been playing I've been thinking how it'd be nice to be able to set how fast certain aspects level up compared to others. I don't *want* the game to become unfun and unplayable because I've happened to get more of the skill points I want; I want the zombie stage to go up slow as the loot goes up medium and my skills go up fast, more or less. Having that sort of option would be useful and make the game more replayable.
At least I can now delay the Blood Moon for a month. That's nice. But it seems by the time I reach it it'll be an incredibly difficult blood moon, and I might wind up just sitting it out in a tower somewhere while watching UA-cam until it's over (again). The earlier monthly blood moons just made me have to spend half my time prepping for blood moons, which was the opposite of fun or engaging, and brought up PTSD from the early game when the horde tracked you down every bloody night.
@@JeffarryLounder in some games the devs should get to decide how the game should be played, and they can choose what customization options they give the player if any. (Like Dark Souls) but the defining nature of a sandbox game requires giving the player as many customization options as possible. More options = better sandbox.
I don't know what you mean by grinding for dew collectors. I usually can make one within 30 minutes of a new game? Unless I'm really unlucky with that 1 forge ahead. And if you don't like the spawn at backpack - just play permadeath xd
@@Kuzka_ Permadeath should not be the solution to that problem. And yes, if you are cripplingly-unlucky finding the materials for a dew collector then it can take even longer to find it than a mere 30 minutes.
@@JeffarryLounder Many games have the "drop items on death" which to me feels like a very bad decision as well. Just running back feels like a punishment of boredom rather than anything else
I do miss the multiple types of clothing they had. Also I will die on the hill that 7DTD is one of the best survival crafting games.
Me too
This reminds me of how the Starbound devs ruined an awesome open-universe sandbox game by turning it into a tedious interstellar point & click adventure game with occasionally interesting combat. It'd be really nice if devs would stop doing this.
fr bro
Honestly, Alpha 15.2 is my favorite. Not just because its the closet to the old console versions which I started on, but because I genuinely have more fun on that with my mates with that versions "learn by doing" approach to leveling up is just better and more engaging.
It really seems like the developers hate their players having fun in their own ways and spent more development time stomping their un-preferred playstyles into the dirt and forcing everyone to play how they would than actually getting the game out of the door.
Just my thoughts though, still gonna play old versions so lets hope they don't remove them from the betas list
I played since really early alpha (A6?), it was well before the square voxels were changed to diamond-shaped voxels. I agree with you completely, A15.2 was the peak. If we could go back to those gameplay mechanics, but with today's graphics and POI variety, reimplement natural caves, it would be my favorite game of all time.
Let me ask: what about A15.2 was better than A16? From memory, I think A16 had the same action skills as A15. The zombie AI was also still the old AI that would come at you from all sides and not just magically know the shortest path. Hornets were already changed to Vultures (Always hated the vultures. The hornets were great). And I liked the HUGE RWG maps (10km circular radius from the world center) of A16.
Where did A15.2 excel over A16? Did A15.2 not yet have the dungeon skyscrapers? On A16, I am pretty sure the skyscrapers were the _only_ type of building that was a dungeon. So you knew what you were getting into.
@@PsychedeliKompot 15.2 was before sleeper zombies, trader quests, full base electricity with electrical traps, radiated special zombies and block painting. There might be more differences but those were the main changes to the game at that time.
@@resemblelife Thanks for the answer.
Gotta be honest, I have to prefer A16 then. The way the sleeper zombies were initially done was also alot better than what we have nowadays. Back then they were just spread throughout the structures, not placed in bullsh*t positions to most of the time not be visible until triggered. They were what you'd actually expect to see when entering a building.
I don't know about A16 trader quests, I just remember not really playing any.
Electricity I have no issue with, it worked reasonably well on a small scale in A16, and since batteries and engines and all that still had quality levels, you made progress with it as well as you found more loot.
Correct me if I'm wrong but A16 had no POI trader quests right? Only buried treasures and stuff like that? I don't remember being able to reset POIs in A16 by simply starting a quest in them.
And I used painting alot. It made base designing much more fun since now I wasn't tied to just using the small number of materials the game offered by default.
Either way, that era overall was the golden era of the game.
Let's not forget that stealth is no longer viable because the devs added ambush rooms
Went from Mid-Development to a Mid Game
oh burn.
They will just say youre not playing right. I requested a refund on steam. It was denied because I played too much but i would have loved to pull the rug out from under them like they did to us . They said xbox players would also get a discount on the new version but the discount never appeared in the store. Its a completely different game now. Doesn't appeal to me at all. Im glad people share my sentiment. I posted my opinion on steam and got dogpiled and told to play old versions... Yes, thats an option but doesn't take away from the fact we were gaslit into loving a game and then they changed it.
"Ha ha, gotcha !" - 7 days devs probably
There is so much about 7D2D that is good. And so much that is pathetically lazy, mid and forced. The Fun Pimps is an apt name, because they back hand players if you don't play the way they think you should want to play. No so much about openness or choice.
@@Me__Myself__and__I 💯
You will find any reason to cry
...I would normally say _"don't"_ but I feel the end result would be so entertaining I'd just stand back and watch what happens.
_So yes, DO switch game genres mid development, actually, do it more than once, it'll be funny._
_In fact, the further the change the better, turn your survival horror game into a kart racing game with fishing & dating mechanics._
Simply for the entertainment value? Yeah!
Me when the Kart is Nightmarish
@@danolantern6030 Pretty dope game ngl.
I will never say no to fishing mechanics in any game
I love fishing minigames
@@dkstudios4805 It worked in Cruelty Squad, it'll work everywhere else.
As someone who could never really get back into this game after a certain point of development, this fully articulates why I don’t like this game anymore. It went from being a sandbox survival game to an opened world rpg with all the things I enjoyed about it being tossed, nerfed, or reforged into something completely different. It’s not a bad game, but it’s far from what I was enjoying when I bought the game way back when it first came out.
Been playing since march 2015 and stopped altogether somewhere around covid. This video is correct, and I miss the sandbox game I knew and loved
Member clothing? Member empty jars? :D
you can still progress entirely normally without doing quests, it really isn't that hard to get the books you need, also you can still loot/enter POI's any way you want. It isn't hard to guess where the loot room would be and knock the wall down.
You can easily get the books you want by just putting a skillpoint into the category that would increase the book drop chances. If you only play a world for 7 days before getting burned out and starting a new one then obviously you'll never get to the end game.
You also don't have to spec into a "class". By the time that that really starts to matter, you'll be such a high level that you will be able to spec into basically everything at the same time.
It's such a shame the path 7 days is on now... I played for 11 years, I'm glad I got to experience the best of the game, for me that was Alpha 10-12, zombies literally everywhere, never ending maps, no cheesy traders or vehicles, all loot is wanted and needed, no smart path finding zombies, no op players, armour and guns.
For me best version was Alpha 5 when I first started to play 7 Days. You could do better underground bases because terrain was blocky like minecraft and not whatever they did after changing it. Railings dropped scrap iron which I don't know why they removed it to drop nothing after breaking them. Overall crafting was simpler. You could craft crossbow from the start just with sticks and grass. And you didn't need to hunt 1000 hours for books to unlock recipes, mainly the recipe for crafting forge.
i think we should add more quests and dungeons, i think you missed that part
seriously this one threw me for a loop i could NOT tell where the sarcasm was until after the first 30 seconds-
Ha, Got'um! ;)
i think the worse updates to this game are possibly the armor and magazine changes, actually such an insane method of progression, and such an insane nonsensical armor change
I know the magazines, armor, and overall tech progression piss me off. Now there are long plateaus not because you were rounding out what equipment and overall gear you had oh no no no it plateaus now because you can’t find 10 fuckin magazines of kind you need and are stuck at the same place with far more than enough resources to advance but whoops not enough levels to craft thing go find magazines to do that. FOR EVERY SINGLE THING. It’s dumb and unfun and the only joy I get out of it is playing with friends because we all just stockpile magazines between us to max out a skill each in order to do the things the game wants you to do.
@@hbsavage0387 yea the magazines are so awful, I love spending my points on the shotgun perk, but instead of being able to build a normal shotgun I get the honor of crafting iron spears now
@@oodfty3740 exactly you get pigeon holed not by your own choices no no no but by a rng mechanic
@@oodfty3740 also the weapon and vehicle change sucks as well. I loved cobbling together weapons and vehicles and slowly making them better
I thought this was actually serious at first 💀💀💀
Got'um
And then doh de oh started playing
I actually really like how things are now, but I see how this move would frustrate long term players
someone said what i was feeling the whole time ive been playing this for the past month after having a 7y break from it.
1:25 this part is realy f up ... i loved the old system and now i´m kinda struggling to get any joy from the new one
They removed that one because the players would spam craft stuff early on to level up skills early e.g stone axe. Cheap reason and they even blocked people who tried addressing this when it was changed
Since i think my other comment got swallowed for caps lock i will reiterate my point like a functioning human:
This video is objectively correct.
@@IzPrebuilt THANK YOU! Oh. I mean... I appreciate you pointing out that undeniable fact. You are very kind.
Artindi woke up today and chose violence
I will say that while I do enjoy playing the game as it is, I miss a lot of the things that it was. The reliance on utilizing POI's instead of just making your own camp, having the grind religiously to even be somewhat useful, and getting frickin magazines to get unlocks. I do miss the using specific skills to level up... specific skills.
i actually prefer the skyrim style of level up.
however the fact trading became so unavoidable and powerful became ridiculous, my buddy loathes the whole trader system
It would be nice if it didn’t require finding magazines to do it and allowed you to do said thing and lvl up said thing in conjunction. Also the whole weapon, vehicle, and armor overhaul just sucks
As someone making a sandbox RPG game, I will follow these instructions perfectly!
+1
This explains why my recent play time for 7 days was so different to a few years ago.
I only just started playing 7d2d for the first time during 1.1, but I have experienced this exact form of pain from other early access games.
Even without having played earlier versions, I thought there was something really weird about unlocking the dew collector, and having to read randomly generated magazines about every little thing in order to be able to do anything. It was pretty unintuitive and caused me to lose my first couple of playthroughs. I'm surviving fine now but only because I had to learn the hard way what I should be beelining for right from the start.
What started warning me about this game was when they redid POIs to pretty much all give one giant loot cache at the end. Back in the day you had to explore, find, and loot a POI that contains what you needed. The gun factory would have guns, the hospital would have meds, different stores would contain different things inside like like books and food. While the existing POIs today have contextual loot throughout the building, the big loot caches at the end makes it so you can basically go anywhere and get what you need, bigger more dangerous places simply has more at the end.
To some degree this system existed before, but it was only in the super massive POIs like the factory or hospital where you frankly deserved the expanded pool of loot at the end, or even needed it depending how long it took you to clear somewhere. Now a barn in the middle of nowhere will have a food crate, a trunk with weapons and ammo inside, a medical stash and a box of magazines.
The 7D2D slander I've waited a good decade for 🙏🏾
It's not slander if it's true.
Thankfully theres an easy solution: just play the old versions of the game, i think all the way back to alpha 6 can be downloaded
You could make a video on the right way to combine genres of games, I think it can definitely be done and it would be nice to know how to avoid accidentally setting an expectation on the player without it seeming like you changed things mid-way through
Might be a good idea. I'm sure there is a game out there that has done it right. :)
@@Artindi yeah! I notice how cult of the lamb is kind of both a roguelike and a towny kind of game at the same time
@@Artindi pretty much any immersive sim *cough* *cough* the original Deus Ex
Friendship ended with 7 days, now project zomboid is my best friend
Same. :)
You must be really mad at this one particular game that you made an entire video about it, disguised as game-dev tutorial.
The main goal was to be educational, or at least shine a spotlight on the situation, from a perspective that doesn't get a lot of attention. A more serious, educational video just had the wrong vibe. So turning the topic on it's head to a sarcastic, fake tutorial of sorts, more or less accomplished the same thing and keeps it a bit more entertaining. :)
@@Artindi Im aware of your approach of tutorial, quite a long time subscriber ;). Its just you give out the impression of venting out about that one particular game. I mean let's be honest, we all have that one particular game that is so bad we hate every aspect of it with passion.
Or a favourite game turned hate because of that one unbalanced achievement.
@@gearbox8969 I am in the camp of people disappointed with the changes. And while discussing it with some friends I felt like I was learning a lot about what a sandbox is and what choices help sandbox games become better vs what can tarnish them. So I felt like it would be a great topic to cover on my channel.
At first it was just going to be an educational, long-form video essay, setting aside my subjective opinion, and talking mainly about sandbox games, using 7D2D as an example among many other sandbox games. But the pacing felt slow and it would have taken a lot of effort to cover all my bases.
So instead I decided to embrace it and go full sarcastic rant, and hopefully people will still be able to read between the lines and learn some things. ;)
@@Artindi In my opinion, you chose the right approach. Most 'video essays' (and virtually all over about 45 minutes in length) don't justify the time it takes to watch them, let alone what it must take to make them.
When they changed the loot system to a leveled lists that are dependent on gamestage I knew it was over.
That was basically when I quit playing, along with one of the developers going off on me on a forum when I said it was unrealistic & boring.
@@toffee3944 because they are morons
hot take: 7dtd is not an rpg or sandbox, IT'S A TOWER DEFENSE GAME
I recomend the "Afterlife" mod for a more survival and sandbox aspect.
- No trader and quests
- Serious survial problems regarding food, water and infection
- Mix of Perk books and learning skills, Perks aren't OP (at least at the beginning)
- Better hordes and atmosphere
- More usage of "trash" items like bones, paper, plastik scrap
- POI dungeons remain, the loot however is nerfed atleast in my opinion
- there is unfortunately no wiki so its a lot trial and error to do but you encounter a lot of new things
The mod is very grindy, but you can get more chill at the start since the game stage is progressing quite slowly.
It's definitly a good change compared to the vanilla version
My problem with it is probably the infection system, the fact there is no cure and you can get it in one single misclick without any way to fix it. Other than that personal gripe. It's really good
@@TrollBishbaalkin apparently if you let the infection get to 100% it kill you and you have a debuff to ur skills but the infection will be gone. But it becomes pretty trivial anyway once you've got farms to make herbal antibiotics, antibiotics and so much honey
Tested it and like it
Neither RPG or sandbox. Went from a zombie survival game with mild base building elements to dungeon crawler.
Oh man and I used to want to play 7 days to die because of the sandbox aspect it provided. The game is still there of course but this showed me that the game I once wished to play is no longer the same.
But I mean hey RPG!!!!
It's still a pretty fun game. For the right kind of person. :)
Thank you for saying what I've been feeling.
you forgot to mention how they took away equipment slots to make that armor system make more sense
Having played basically every iteration since launch, I don't necessarily hate 1.0. They obviously didn't think it out since scrapping clothing was the best way to get cloth and now it's a complete chore, but there's something with every update. The fun gameplay comes from the struggle which is mainly the early game. I'm mixed on traders and skillbooks since I remember a time where I went to day 60 before managing to find a minibike schematic in a pile of garbage, which was both the only vehicle and the only way to unlock it. I think it's at a comfortable middle ground right now since skillbooks aren't completely random. Investing in a skill gives you more of those books, so you're still incentivized to pick up different skills if you're playing in a group. Or, you can save up cash, get a person to spec into intelligence, and try your luck at the right trader. In this current game we're on day 50 and have only just scraped together enough for a 4x4 we have to share. For POEs, I don't mind having dungeons but I do also miss having some random buildings to loot as well. A nice middle ground might be to limit trader quests to only being once a week and only to specific buildings while leaving 'normal' buildings everywhere else to loot. After all the work they spent turning every building into a fun-house I doubt they'd bother but maybe modders will.
Ideally they hit a point where everything is fun and rewarding, but frankly I'm the guy in my friend group that just digs a big hole every time we start a new server. And they've not managed to butcher that mechanic yet. Not until they add auto concrete collectors 😂
If you want to see how to fail at changing genres mid-development, look no further than End Of Nations!
One of the best ways to fail changing the genre mid-development is to chase trends. In case of End of Nations, changing RTS game into MOBA and then fizzling out.
I missed the learn by doing skill progression. So many good memories running around the ranger cabin punching grass to level up my stamina while my friend plinks zombies in the head from the balcony with a hunting rifle
I too feel the frustration for many Fun Pimps decisions, some really bad choises they made over the time. Most of all the magazines, man I hate that feature, in particular in a multiplayer situation where you have to keep asking the other players if they have "read the magazine" "have you read this one?" "I've read this already, did you?". Feels like a bunch of old grandmas in a waiting room flipping pages.
We just put all the magazines we don't need in a dedicated storage just for magazines, so party members can check and use if they need.
@@Kuzka_ except when you are out looting you want to get rid of them right away if someone needs them, to free inventory space, so again "who needs that?" "no, I don't, does he need that?" and all that jazz.
@@BuioPestato I'm the hoarder, so it's normal for me. Plus, with how nerd outfit works, you never want to use magazines without it anyways...
You know, for the life of me I could not figure out why 7Days was not fun anymore. This video explains it perfectly. The fact that my level dictates the loot was the first thing I noticed. Getting rid of water bottles was the second big clue. The quests are not fun to me but I thought that it didn't hurt to have them. Now they are kind of necessary. It makes sense now.
Used to love 7DTD for the authentic survival feel now thats gone and I stick to Dayz.
i went from 7DTD to Project Zomboid
Spot on! I miss old days from a16 :) great vid ^^
I am so glad someone said this. Imagine my surprise coming from play to learn, system to this current Harry Potter, Hunt for books, Hogwarts, hogwash.
Everything is unpolished, hamfisted to the 10th. Nothing makes sense. You just basically hop around from one town to another looking for libraries, play schools. Also the book headquarters has no books. Every POI is basically the same with a different location and rotation.
Zombies can't even walk or run diagonally. Is this 2024?
The trader system is the biggest piece of dump taking I have seen by a developer in a long while. It does not even fit the game.
They had such good and cool systems earlier, but the dev just got lazy or bored.
Dude, I remember feeling there was something wrong when I came back to the game after so many years. This video really put all my feelings to words lol
It’s even easier than that! All you need to do to make a good RPG is just make the player grind for 3 hours for a number to go up to progress. Don’t bother doing anything else, right?
That's right. Grinding is what you want in an RPG, it's the secret sauce. :)
a lot of what he says is true but i still had a lot of fun with the game regardles.. I recommend getting it, especially on sale
Yeah, it's still a great game! :D
I grew up and beloved A13-A16, now the game is nearly unrecognizable and hellbent on burning down everything that made the older versions good. The greatest example was the gun/tool part system being sacrificed for the mod system, while also degrading the 1-600 grading system to 1-6. The removal of log spikes is another one, along with the addition of the demolitionist, it completely ruined the tower defense aspect of the game for me, as all forms of traps don’t work on Demo, you HAVE to shoot him or cheese the AI with your silly straw of a base. Previously it was a battle of attrition and resources, refilling turrets and repairing walls/spikes, now it’s a cheese fest or die. Even the small fun things like toilet pistols are gone.
At the very least we still have the older versions to go back to, unlike some other games (cough Tarkov cough). That, and some mods make the modern versions pretty fun.
You can easily kill demos with blade traps, dart traps, and fences. IIRC robotic turrets dont even set them off anymore. Idk how you think the tower defense is somehow worse.
@@zakanater1 for the multiple versions I played, blade, dart, and all turrets set him off with the exception of fence traps but they do piss damage so.
@@zombieranger3410 dude you can open a creative world rn and see blades dont set them off, they never have. I've been doing trap only bases since a19.
@@zakanater1 A19 is exactly the version that nerfed demo, after a quick google search. Between the introduction of the Demo 4 years ago and A19 he was set off by nearly all traps.
@@zombieranger3410 dude a19 came out 4 years ago. The problem that you say prevent you from playing the game have been fixed for FOUR YEARS. And now you're back like anyone cares? Dude you made up your mind long ago, this video changed nothing.
Man this captures every single gripe I have with modern 7d2d. I play on alpha 14 because of this.
alpha 16.4 still awesome till this day thumbs up to you :)
Best version of the game
will check this version someday to compare
Its also technically the last version for consoles before 1.0 came out
I checked 16.4 alpha and it was better and more survival, than new version of trader rush simulator
I used to play this game with my dad years ago, and its sad to see years later that its a whole different game now
Yea, this really hits home. I've been playing 7dtd for a very long time. Many hours in it. Some of the changes I can applaud others not so much. The whole water revamp still rubs me the wrong way. Changing the way leveling happens is nice, the whole book system I really don't like either. /shrug it is what it is. I still enjoy the game I just tweak the settings to something I enjoy and I have no problem spawning in things if I feel I need to. Afterall games are meant to be fun. What is fun for me may or may not be fun for others.
Honestly they should have melded both the new and old water and the new books/magazines with the old progression of doing a thing levels you up in a thing having the books help speed that along giving more motivation to look around and explore. I miss the original parts system for vehicles and weapons as well as the quality level number being so high. Also it’s annoying having to find schematics for everything or locking everything behind a high af level requirement that takes forever to find the right stuff by chance to actually get
This level of saltiness earns a subscription.
Holy sheet, you're so extremely right about all of this.
I'm personally okay with the POIs being dungeon-like, because the thing to remember is that *you can still enter any way you want.* Just because the back cellar door that guides you to go through the whole labyrinthine basement before reaching the ground floor is unlocked, doesnt mean you can't break down the front door or a window and do what you need much faster. But the introduction of the magazine-based skill system (in conjunction with the dew collector that had the extremely expensive water filter) made me really dislike A21.
I hate 1.0 so I rolled back to A21 and installed a jars mod. That said, I haven't played in a couple of weeks because I'm bored with the magazine system, and to a lesser extent the trader quest system. The game has become boring.
@@BunE22 The building is fun though, I’ve spent way more timing building than questing.
@@BunE22 agree with you - 7 days is ruined
until your tier 6 quest gets bugged because you didnt activate a trigger point to magically spawn in zombies, the way the fun police want you to
Dude some of the older clips bring back terrifying memories 🤣🤣🤣
Im glad theres a large group of people who feel exactly like me about 7 days... what happened to SURVIVAL????? Im just really hoping to find some mods that fix it. I miss alpha 15.
try the war3zuk mod! idk if it was updated to work with the current version yet (me and my bf played it together in A21) and believe me it ramps up the difficulty a lot 💀 but we had lots of fun still
Thought this was a genuine guide on changing genres mid-development and thought "You can just do that?"
I bought this game ages ago for dirt nothing price, it's shocking that it took them 15 years to get to where it is now. I would never buy this game for the price they offer it for now.
15 years? i thought it came out 2013?
but yeah i agree with you on the price... almost $50 now 💀💀💀 i got it for like $6 on sale back in April
I’ve been playing 7 days on ps4, pc, and series X since 2018. I have never been more disappointed with a game purchase than I was after buying “1.0 full release” in July for $45… I really hope they start listening to their players and stop ruining the gameplay experience for the consumer. The game feels and literally is setup to be against the player in every aspect now. From the zombie pathing, to removing certain items and adding other unwanted or unnecessary items, to simply abandoning certain promises entirely and censoring their customers voices, I’m genuinely done with this game after almost 7 years and countless hours of playing the old console and the new pc and console versions.. such a sad death and handling of a potentially unstoppable video game blueprint solely due to greed..
No way! I was playing the Ps4 version and always had a blast, I was just annoyed by the content difference to the PC version, but it can't be that bad now, all the wait for nothing....
I hope they improve their game and listen to their fans
Bruh, this is my exact reaction on 7dtd development. Every "dang it we RPG now" update i played was really disturbing but also fine cos my bois in multiplayer. The game is ok and still fine but i liked it a lot more when it was sandbox 😑
Same, it's still a fun game, just not what I signed up for. :/
I feel its worth noting that the mayazine drop rates are jeavily affected by skill points, so putting pojnts into shotguns for instance finds you more shotgun magazines, which is a roundabout system to ensure you prohress where you invest
They just made a good foundation for the modding community
Afterlife got a good grip of what 7days should stayed
problem with mods is they aren't balanced, so you have to spend forever trying to make mods work well together. i did it with skyrim and minecraft, cant really be bothered to do it for 7days2die because i will spend more time modding than playing.
last minute is DEFINETLY so he doesnt get shot by the dev.
reminder that this $44 game used to be $7
My friend gifted it to me.
You mean when it was on sale? Lmao. Game was 20 something bucks on release stop reaching
The more I play game and compare things, the more i understand that Artindi is right!
i'm a new player to this game so i don't have the same feelings for the most part but i understand. me and the boys found out spamming quests gets you the bike no matter what so we just did that the whole time. still a seriously good time with friends but now i'm imagining how it would have been with more natural progression instead. likely more fun. as it stands, you barely need to even interact with a lot of the rpg mechanics. like building vehicles from scratch? too bad we'll just give you one when you spam 15 quests in a row.
it's pretty much a case of feature creep incarnate. still, i'm glad the game found new life and a new playerbase. just sucks that sometimes games can't do that without alienating the original players.
It used to be even more fun with friends because it felt way more like surviving. Zombies were actually dangerous and houses and stuff felt entirely unique. Looting was also far more interesting cause you could find all sorts of stuff like doorknobs and things of that nature that made the game world feel better. Weapons and vehicles felt way better as well because you had to either find an individual piece like the barrel for the pistol you have been piecing together or the handlebars for the mini bike. Armor used to be so cool and fun because zombies were always lootable and you could find and cobble together interesting but effective outfits by just exploring. You didn’t need levels to progress you just needed the right resources which you scavenged for. Water was easier to get since you had jars which you could reuse. Hordes were actually scary compared to now where you just kinda build on top of a building and kill everything while they wonder aimlessly. It used to be they would mulch the foundations of your base till it collapsed so had to utilize your resources to keep up repairs and traps to slow them down once they got past a defensive layer. It was a war of attrition that you sometimes only just barely made it through the night.
Easily the most devastating loss to me was the removal of the active skill system. That was so much fun.
I really hate how 7DTD is turning out. The game went from being my favorite zombie game to being on the bottom of my list and replaced with Project Zomboid as Number one.
Thumbnail looks amazing;)
Thanks! Couldn't have done it without ya. :D
@@Artindi no problem dude 😎
How dare this game take advantage of my incredibly depressive free time!
by golly, there is only so much to go around!
@@Artindi what do you mean there’s a project due in 2 days, pfft I’m sure there’s enough time, besides, I need to get all the magazines and candies in this game that I don’t even play.
Played the game a month before the new update and this is so damn accurate.
Old game by day 2 we had a forge and bows. Same week we set up and got plenty of food but had to travel for water
New game: machine guns and shot guns with bicycles by day 3 no water no food. We would suicide because it was easier and debuffs from starving is just not fun to have all the time We had a finally got a forge by day 12 the game kept giving us guns. We stopped play by day 20 because it got boring. We set up a kill tower and didnt need the other perks our house was by a merchant and we would just buy what we needed the dude also gives tons of ammo as rewards
i want the magazine system removed and i want to boil water again. those are my two biggest gripes