@@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.
@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 ❤
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
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.
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.
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)
@@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.
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.
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.
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.
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
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.
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.
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!
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.
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.
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.
...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._
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*
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.
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
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.
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 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.
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 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.
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.
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.
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 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.
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 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
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!!!!
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.
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 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
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 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
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?
We also used to have interactive building of things like guns and minibikes. Quality parts mattered back then. Repair wasn't just repair kit = instant back to perfect legendary gun. Had to always keep eye out for good parts. It was fun.
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
I haven't enjoyed 7D2D since about A15/16 - Apart from the zombies running in circles in A16, the game was pretty much perfect and only extended by mods. I hope the devs see this but after listening to them speak multiple times on their perspective - nothing will change, they are far too stubborn and dogmatic. It took 10 years to get character models that didn't look like they stepped out of Chernobyl and we still don't have player swimming or climbing animation, but we got budget Codsworth that nobody asked for.
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 😑
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 😂
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
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 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'm have several decades on me. I play games since Spectrum Sinclair to this day. I agree in all of what you have said, BUT this game is the ONLY game I have played again and again. I got more than 3.5K hours. I suffered all the modifications and I don't know why they "brainwashed" me to believe the game is better on every alpha. What I realize is that it's true that despite the changes, there is a lot of freewill to play the game. I mean, or through traders or looting. And to be honest, people doesn't like too much freewill while playing despite saying otherwise.
Having to start over collecting magazines every playthrough is a pain, I wish subsequent starts would lower at least by half the number of those you need to collect to unlock your recipes...
@@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.
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.
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
Oh man, I think I was watching LPs of this game during the skill xp era and tried getting into this game myself during the generic xp era but my computer could hardly play potato settings. The most magical thing at that time was the wellness system giving you up to like 2.5x max health and stamina, maybe finding clay and metals from the digging the same patch of dirt repeatedly. As I keep thinking about it, it really rubs me the wrong way having 100% fall damage protection, 100% lockpicking chance, +50% melee damage for minutes in commercially available candy that comes out of vending machines, still getting restocked in the middle of a zombie apocalypse. At some point bring out the laser guns and magic runestones, and the consumables temporarily boosting your loot tables and resource harvesting are making my mind goblins scream.
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 only played few hours of this mess of a game after the 1.0 launch, then I uninstalled it, and replayed Project Zomboid instead... I never saw a game made in 10 years with this price tag having such low quality standard in so many fields. Everything looks like a first time unity project with generic assets, made by 4 students in game dev during their week end, and the thing have more than 80% positive reviews on steam, I don't get it.
Another Mechanic they removed was empty cans, after you ate canned food you got an empty can, you could fill it with water and boil the water to clean it even if you didnt have the cooking pot yet, it was always nice to be able to get water early on like that now if you dont find a cooking pot you are SOL.
I agree with almost everything... I finished 7d2d recently and it was easy as f***, i remember playing older versions and the game being really hard, but the trader was op, the trader is still op. It's still fun tho, before you had empty water containers and you could fill them with taps, toilets, showers, and almost any object related to water, even rivers or drains... now only with the collector or finding it in houses, it's not a big deal, you have water for life, also, you forgot about the mod for the hat, were you can literally drink dirty water, grab a bucket and place the water "block" in your house, infinite water... I didn't notice all this changes you mentioned on the video while playing again after a long time, the game is still fun, less customization but better graphics, a trade that we all needed... I do agree the RNG part is anoying as f***
I like the customization options, but I don't like having the early game choices be "ridiculous nonsense" or "completely naked" and I hate that they removed the interesting appearance with no buffs (clothes) in favor of going entirely into armor (so that two people with the same desire for e.g. stealth wind up looking identical). It still bugs me that you start the game naked and can't turn rags into clothing but CAN immediately weave clothing out of RANDOM WEEDS AND GRASS.
Lets agree to disagree. But it is a cold hard fact that some of the new armors are ridiculous and the set bonuses are stupid and just make the game worse.
@@Me__Myself__and__I oh i agree that there are serious balance issues with the current system, i just think it gives much more options and enchances more playstyles than just tanking damage
I played years ago and i do remember when they started changing directions in the game. My friends and I were confused why they would make certain changes like the rpg level system. As I've seen it developed, and especially when they removed jars i started realizing they were making a very specific more broadly accepted game thats streamlined and simpler for other people to start. Glad im on pc so i have the option to mod it the way i like it.
oh look, its not like games that receive constant change are you know, constantly changing? but no seriously, its better for things if your change in direction is not a full 90 degree turn to be honest, and if you eventually turn 90 degrees, then you should go in 3 degree increments.
This is so real it hurts… Also kinda hurts to think about how I tried to continue anyways and focus on the survival aspect. Only to not realize until now I kept getting stuck on the quest grind. Or getting stuck missing specific magazines.
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...
It's like the games RAGE and Borderlands. Big open world but he quests are linear.
@@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
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.
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 ❤
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
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
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.
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.
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
we're not doing funny little theoreticals today. we're doing autopsies.
Look at how they massacred my boy
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.
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.
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.
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.
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
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.
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.
Interesting approach to "sarcastic tutorial" while tackling real-case of game development. I hope this format will see some sort of continuation :)
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.
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.
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.
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
...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.
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.
"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
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
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
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
The way the game changed over time makes me wish I could've gotten my money back 7 years ago, tbh.
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 thought this was actually serious at first 💀💀💀
Got'um
And then doh de oh started playing
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.
Member clothing? Member empty jars? :D
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.
The 7D2D slander I've waited a good decade for 🙏🏾
It's not slander if it's true.
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.
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! ;)
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.
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 just made a good foundation for the modding community
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.
This explains why my recent play time for 7 days was so different to a few years ago.
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.
A few dozen magazine? More like a few hundred
i want the magazine system removed and i want to boil water again. those are my two biggest gripes
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.
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 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...
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 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
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. :)
Now imagine someone makes a clone faster than they can finish their game.
Used to love 7DTD for the authentic survival feel now thats gone and I stick to Dayz.
i went from 7DTD to Project Zomboid
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.
Let's not forget that stealth is no longer viable because the devs added ambush rooms
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.
someone said what i was feeling the whole time ive been playing this for the past month after having a 7y break from it.
As someone making a sandbox RPG game, I will follow these instructions perfectly!
+1
Artindi woke up today and chose violence
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
you forgot to mention how they took away equipment slots to make that armor system make more sense
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
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
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
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. :)
We also used to have interactive building of things like guns and minibikes. Quality parts mattered back then. Repair wasn't just repair kit = instant back to perfect legendary gun. Had to always keep eye out for good parts. It was fun.
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
I haven't enjoyed 7D2D since about A15/16 - Apart from the zombies running in circles in A16, the game was pretty much perfect and only extended by mods. I hope the devs see this but after listening to them speak multiple times on their perspective - nothing will change, they are far too stubborn and dogmatic. It took 10 years to get character models that didn't look like they stepped out of Chernobyl and we still don't have player swimming or climbing animation, but we got budget Codsworth that nobody asked for.
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. :/
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 😂
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
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
As much as i like how the poi's can be dungeons it is insane how just about EVERY building is one. Good video btw
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'm have several decades on me. I play games since Spectrum Sinclair to this day. I agree in all of what you have said, BUT this game is the ONLY game I have played again and again. I got more than 3.5K hours. I suffered all the modifications and I don't know why they "brainwashed" me to believe the game is better on every alpha.
What I realize is that it's true that despite the changes, there is a lot of freewill to play the game. I mean, or through traders or looting. And to be honest, people doesn't like too much freewill while playing despite saying otherwise.
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
Having to start over collecting magazines every playthrough is a pain, I wish subsequent starts would lower at least by half the number of those you need to collect to unlock your recipes...
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.
last minute is DEFINETLY so he doesnt get shot by the dev.
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, 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
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
Oh man, I think I was watching LPs of this game during the skill xp era and tried getting into this game myself during the generic xp era but my computer could hardly play potato settings. The most magical thing at that time was the wellness system giving you up to like 2.5x max health and stamina, maybe finding clay and metals from the digging the same patch of dirt repeatedly.
As I keep thinking about it, it really rubs me the wrong way having 100% fall damage protection, 100% lockpicking chance, +50% melee damage for minutes in commercially available candy that comes out of vending machines, still getting restocked in the middle of a zombie apocalypse. At some point bring out the laser guns and magic runestones, and the consumables temporarily boosting your loot tables and resource harvesting are making my mind goblins scream.
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.
That's why I love mods, especially - "Afterlife" overhaul which brings back the old fashion progress system without traders
I only played few hours of this mess of a game after the 1.0 launch, then I uninstalled it, and replayed Project Zomboid instead...
I never saw a game made in 10 years with this price tag having such low quality standard in so many fields. Everything looks like a first time unity project with generic assets, made by 4 students in game dev during their week end, and the thing have more than 80% positive reviews on steam, I don't get it.
Project Zomboid has taken the cake for best zombie sandbox game in my eyes. :)
play a15.2 and you'll understand those reviews
Another Mechanic they removed was empty cans, after you ate canned food you got an empty can, you could fill it with water and boil the water to clean it even if you didnt have the cooking pot yet, it was always nice to be able to get water early on like that now if you dont find a cooking pot you are SOL.
insteaded of updating the AI of the zombies so they're not brain-dead, they decided to make the game an RPG Bravo fun pimps great job
I agree with almost everything... I finished 7d2d recently and it was easy as f***, i remember playing older versions and the game being really hard, but the trader was op, the trader is still op. It's still fun tho, before you had empty water containers and you could fill them with taps, toilets, showers, and almost any object related to water, even rivers or drains... now only with the collector or finding it in houses, it's not a big deal, you have water for life, also, you forgot about the mod for the hat, were you can literally drink dirty water, grab a bucket and place the water "block" in your house, infinite water...
I didn't notice all this changes you mentioned on the video while playing again after a long time, the game is still fun, less customization but better graphics, a trade that we all needed... I do agree the RNG part is anoying as f***
new armor system actually gives a lot more customisation options than the janky old one
Maybe. From the 7 hours I played and reading the update notes I didn't feel it. But maybe I just didn't play the 1.0 long enough. 🤔
I like the customization options, but I don't like having the early game choices be "ridiculous nonsense" or "completely naked" and I hate that they removed the interesting appearance with no buffs (clothes) in favor of going entirely into armor (so that two people with the same desire for e.g. stealth wind up looking identical). It still bugs me that you start the game naked and can't turn rags into clothing but CAN immediately weave clothing out of RANDOM WEEDS AND GRASS.
Lets agree to disagree. But it is a cold hard fact that some of the new armors are ridiculous and the set bonuses are stupid and just make the game worse.
@@ArkylieTFP have a very strange view when it comes to gMe mechanics and realism.
@@Me__Myself__and__I oh i agree that there are serious balance issues with the current system, i just think it gives much more options and enchances more playstyles than just tanking damage
Omg... They wanted to become Fallout 4. No wonder I hated the experience upon returning in 1.0, after leaving a negative review in 2018 or so.
They ruined this game
fact
I played years ago and i do remember when they started changing directions in the game. My friends and I were confused why they would make certain changes like the rpg level system. As I've seen it developed, and especially when they removed jars i started realizing they were making a very specific more broadly accepted game thats streamlined and simpler for other people to start. Glad im on pc so i have the option to mod it the way i like it.
oh look, its not like games that receive constant change are you know, constantly changing?
but no seriously, its better for things if your change in direction is not a full 90 degree turn to be honest, and if you eventually turn 90 degrees, then you should go in 3 degree increments.
Yeah, and I'm not against games changing, as long as player expectations are set along the way it can be great, you just need good PR.
Your video is actually pretty effective at showing how much the game improved in terms of graphics.
Their changes made the game more fun, No two ways about it.
The more I play game and compare things, the more i understand that Artindi is right!
This is so real it hurts…
Also kinda hurts to think about how I tried to continue anyways and focus on the survival aspect. Only to not realize until now I kept getting stuck on the quest grind. Or getting stuck missing specific magazines.
I thought this was going to be a genuine video on the progress from one game genre to another but I was poorly mistaken.
That Dew collector nonsense. Few days in and got myself bucket for water mod. With an exception in wasteland.