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Steam reviews - I kinda figured


hillbilly

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Am I the only one who hasn't seen a floating poi like, at all since experimental was released?

 

REALLY? What map seed are you playing? (I want it) I run across about 2-3 in every town. And then they crash to the ground and my frame rate bottoms out and sometimes something eats my face while I'm waiting for the crashing to stop.

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that's some recency bias right there

 

 

unlikely that you've read more than the people they pay to read the forums for them but i mean sure

 

 

yikes it's almost like people like different things

 

as someone who chronically picks up and drops games, i've picked up a17 and rolled back in with gusto. i was fussed during the brief stint where gathering/mining/etc didn't get the xp i needed to keep pace with my friends, but now i'm 5 levels and 10 game stages higher than them because i gather while they're shooting zombies. i'm pretty sure one of them is going to murder me before horde night just to lower my game stage /shrug

 

 

mmmmm dat recency bias again

 

 

the core of the game is still shoot zombies, build stuff, build better stuff, build better stuff to shoot zombies better, shoot zombies real good and that hasn't changed. the menu options are different, how you get stuff is different, but the core hasn't changed.

 

maybe you just need a different zombie shooting game?

 

Your join date is Dec 2018, so I'm pretty sure you DO NOT know how things have been here the past few years on a daily basis when Experimental and Alpha have released. But thank you for trying.

 

You're right though. This isn't the zombie shooter game for me. Because it became a zombie shooter just 3 weeks or so ago.

 

They pay people to read the forums? Damn.

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I even remember you harping on about what a sh** A16 is and now you defend the GLORY of A16?!

 

Yup. A16 had levelgates, a lot of things I dont even remember now, because A16.1 was over 1 1/2 years ago. Wolfspawns on day 1 were insane, landmines on randomass pois (that are still there), and more issues that are still in there now.

You want me to hate on A16? Sure I can do that. A16 had a lot of problems. A lot of them were fixed by .4, but certainly not all.

 

Do you want to know why my dislike for A16 is different from the "hate" of A17?

 

Things I disliked in A16:

-(new) wolf and sleeperspawns

-(new) pois with stupid traps (mines on cranes, partial collapsing STONE floor)

-(new) a lot of recipes were levelgated

-removal of the "amount of zombies spawned"

 

mostly new additions where they didn't listen to feedback.

 

A17:

-removal of learning by doing

-removal of spikes

-nerfing of stamina and ressource gain

-(new) perks are heavily levelgated/progression is slow

-blockhpnerfed/stained steel removed/zblockdmgbuffed

-(new) A.I.

-performance

 

mainly removals of key parts of the game that most players loved or liked, replaced with either nothing or a subpar replacement.

 

While certainly not everything, it shows the general trend.

A17 removed a lot of things players (me included) loved and replaced it with a broken system with less potential than the previous one and released it in a state that is absolutely unacceptable.

Some things, like blockdamage and levelgates can be changed lateron.

But the early grind, no learning by doing, removal of spikes and more are here to stay.

They might be slightly improved, but the overall problem is not fixed and they have no intention of fixing. MAybe not even if reviewscores were to plummet even further.

 

THAT is why A17 is way worse than A16.

16 added stuff I disagreed with and they showed nearly no interest in logic in favour of their idea of the game.

A17 continued this trend AND removed a lot of the fun, while completely screwing over progression.

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Your join date is Dec 2018, so I'm pretty sure you DO NOT know how things have been here the past few years on a daily basis when Experimental and Alpha have released. But thank you for trying.

 

You're right though. This isn't the zombie shooter game for me. Because it became a zombie shooter just 3 weeks or so ago.

 

They pay people to read the forums? Damn.

 

Oh c'mon Jax, lose the elitism. He could be brand new or could be an a1 player who never posted, but in either case he gets an opinion too.

 

Even if it's wrong. :)

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Your join date is Dec 2018, so I'm pretty sure you DO NOT know how things have been here the past few years on a daily basis when Experimental and Alpha have released. But thank you for trying.

 

You're right though. This isn't the zombie shooter game for me. Because it became a zombie shooter just 3 weeks or so ago.

 

They pay people to read the forums? Damn.

 

@Jax

 

My wife and I are on day 12 and she has around 80 zombie kills. Admittedly since it is MP and I have around 500 and we share xp your statement is probably correct. But...for us anyway the system works great. I like to loot and explore and she likes to collect resources and build (and make me better weapons lol) So the shared xp allows us to do both. She levels up Int, 69er, motherload etc using mostly my xp gains - however she doesn't have to play it like a zombie shooter game. She hasn't played a SP game yet so until more balance is done to chopping rocks it probably wouldn't play well for her. On the flip side my SP game is much slower progression because I can't spend all my time exploring and looting.

 

I've played a lot of RH (much respect btw) so I think I know what "kind" of game you like. My wife on the other hand hated it (sorry) I guess my point is I just don't know how to balance it all for everyone. Please don't take this as argumentative as I find many of your ideas have merit and would be fun, however for me....A17 is a much improved version over A16 vanilla. Perfect? No, but that is rarely the case I've found.

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@Jax

 

My wife and I are on day 12 and she has around 80 zombie kills. Admittedly since it is MP and I have around 500 and we share xp your statement is probably correct. But...for us anyway the system works great. I like to loot and explore and she likes to collect resources and build (and make me better weapons lol) So the shared xp allows us to do both. She levels up Int, 69er, motherload etc using mostly my xp gains - however she doesn't have to play it like a zombie shooter game. She hasn't played a SP game yet so until more balance is done to chopping rocks it probably wouldn't play well for her. On the flip side my SP game is much slower progression because I can't spend all my time exploring and looting.

 

I've played a lot of RH (much respect btw) so I think I know what "kind" of game you like. My wife on the other hand hated it (sorry) I guess my point is I just don't know how to balance it all for everyone. Please don't take this as argumentative as I find many of your ideas have merit and would be fun, however for me....A17 is a much improved version over A16 vanilla. Perfect? No, but that is rarely the case I've found.

 

Honestly I wasn't even looking for a Ravenhearst like experience. I didn't even need it to be more difficult than A16 (even though it turned out to be that ). No hating on wifey, RH isn't for everyone :) And I actually like the shared xp too. Me and my wife also play and toss around RH ideas so we welcomed the party system.

 

I was completely taken aback and some of the poor decisions, some not even related to difficulty at all, but design. Difficulty I can always add myself. I fell in love with vanilla so i was excited for this particular type of vanilla. The fact that some of the tools that i use to make RH have been completely removed is annoying yes (being able to lock up classes to skills for instance) but I was hyped like everyone else to put my mod away and just enjoy vanilla for once. That excitement lasted a week. The more I played the more frustrated I became and the patches compounded that frustration.

 

Ill never call anyone any names for enjoying it. Like Gup said I can only fight for what I believe in and speak for me. Thank you for your kind words on RH :)

 

- - - Updated - - -

 

Oh c'mon Jax, lose the elitism. He could be brand new or could be an a1 player who never posted, but in either case he gets an opinion too.

 

Even if it's wrong. :)

 

Ok fine, the elitism is gone but I STILL expect my check in the mail for having to read through some of these forum threads :)

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There's a difference between being able to play "passively" and digging a 2 meter hole in the ground in which you can stay and survive every horde night.

 

Digging zombies is a necessity, in my opinion, and one that took too long to come back.

 

Ehh, I think it depends on perspective. I haven't played as much as some people have, I'm only at 2300 or so hours in the game, but most of that was in alpha 16. I think I started shortly after 15 dropped, so when 16 came around it was a nice addition to the game. Then you play two thousand hours on that iteration of the game for a year and a half and you figure "This is how the game is. This is how the game has always been, for years, for thousands of play hours."

Then something changes and you say "Oh, well that's different."

 

Such as explosives doing very little block damage. Mining nerfs and the like. On my servers we like to dig underground kingdoms and have literal highways and tunnel systems connecting everything. This is how it's always been, at least for our server the past year and a half. Now things are different.

 

Now, not saying good or bad, just different. A completely different game from what I bought and played. But, as I know it is an alpha game, I know things may not stay that way. I liked 16. I like 17. I like some from one and not the other and vice versa.

 

So I don't know that digging zombies is a necessity. As a matter of fact, with the current zombie ai, it makes zero sense. For example:

You have a base. Regular little box or rectangle, right? Walls are concrete. Hell, walls are steel, right? Very strong. You dug the foundation two or three blocks deep. Hell, you dug them ten deep.

Now, zombies have an inbuilt gps. They also have a cybernetic implant which gives them artificial intelligence algorithms like the Terminator so that when they sense something a mile away they know exactly which blocks to destroy to get to them, right? These terminator zombies also can dig.

So why are the zombies not sapping our bases? They must know that concrete or steel has more hp than the blocks of sand, right? Wouldn't it make more sense to dig ten blocks down and completely undermine the base? Why is the ai failing at this point? All of a sudden they went from super intelligent space android terminator zombies to barely more than dogs that dig a hole.

 

I agree that there needed to be something done for underground bases. Making them so inconvenient and inefficient to be a luxury fad isn't working with it, it is removing the playstyle. I liked the idea of adding air as a component to the game. Do it like how Empyrion Galactic Survial had it where if you're enclosed, underground per se, you have to work out an air filtration system. And also work on structural integrity issues you often have when doing massive excavation.

 

Just my two cents.

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I did leave my review as a thumbs up on steam tho, too many good times had to be that salty about it.

 

On a totally different note, I find it extremely humorous some people would dare dismiss steam reviews considering the same people reading and placing those reviews are the same one who watch your youtube garbage, so knock them at your own peril.

 

 

cpVUhvy.jpg

It was fun, many good times had and met many cool people from all over the planet. :crushed:

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The same, I have neither seen a floating nor a collapsing POI. Not in any version of A17

 

I think it is because my CPU is hardened against Meltdown :smile-new:

 

I've seen a few but not since wipe for b240. I have however seen A LOT of water works and radio towers. I need to look in the game file but I've seen probably 2 dozen water works. Sometime 3 in a row along the road.

 

Edit: Just checked and there are 61 on my 8k map lol

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I agree that there needed to be something done for underground bases. Making them so inconvenient and inefficient to be a luxury fad isn't working with it, it is removing the playstyle.

 

Why are underground bases inconvenient now? Shouldn't it be possible to make them quite safe?

 

1) Built near to bedrock

2) Invest in stealth

3) Add a field of spikes and in later game shotgun turrets directly above on the surface to get rid of screamers.

4) Optional: Put forges somewhere else if you have too many.

 

Has anyone tried that yet and failed? Stealth alone should make you exeptionally safe down there except for horde nights.

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https://store.steampowered.com/app/251570/7_Days_to_Die/#app_reviews_hash

30% positive reviews (look at the recent tab and look at the last 5 days, not the last 30)

 

this should give an indication.

 

- - - Updated - - -

 

 

 

but not without reason. Not every reason is justified, but 30% positive reviews are not just on a "whim".

I don't hate for the sake of hating. They made the game worse in a lot of aspects... still a good game, just less so than A16 and ability to mod back certain aspects is gone as well.

 

You had a point until you said, still a good game. That's my point. I think a lot of the steam reviews are people using it as revenge to tfp for not making the game the way they wanted it. If its "still a good game" your words and you leave a negative review because alpha 17 was worse than a16 your doing a real disservice to potential future players. Your giving a bad review to a game you admit is good.

 

Now I'm not specifically accusing you of this but I bet a lot of the reviewers are.

 

Maybe I was a bit harsh to say to ignore steam reviews. But whenever I read them they are 90% pointless ramblings about another early access survival game, or some other crap like that. In sure there are well thought out reviews in there. But there buried by the hate.

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Moderators are to blame for the crying we now see regarding underground bases. So many people were handed bans on steam forums for “gameplay bashing” when calling out cheese tactics so it's only fair people living on bedrock thought it was OK to bypass a main mechanic.

 

Now the devs have fixed it we have tears from people that have spent the last 4 years playing this game on bedrock. Maybe next time let cheese tactics get called out so there is no shock when they get patched.

 

Ark never banned people calling out exploits or cheese tactics and when they patched those tactics no one complained because they all knew they were gamey af

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Moderators are to blame for the crying we now see regarding underground bases. So many people were handed bans on steam forums for “gameplay bashing” when calling out cheese tactics so it's only fair people living on bedrock thought it was OK to bypass a main mechanic.

 

Now the devs have fixed it we have tears from people that have spent the last 4 years playing this game on bedrock. Maybe next time let cheese tactics get called out so there is no shock when they get patched.

 

Ark never banned people calling out exploits or cheese tactics and when they patched those tactics no one complained because they all knew they were gamey af

 

 

Well to assume this is everyones bitch is highly pretentious, digging zombies are great in theory untill you have 3 guys decide they will use a horde to destroy another players base, with 1 or a 100 land claims it doesn't matter. Digging zeds is great in theory and fails miserably in application.

 

I will tell you what IMMEDIATELY turned me RIGHT OFF from A17 and that is the nerfing of movement speed, in any direction, I thought my keys weren't bound properly, HA! When I found out this was part of the update, I realized the game that I spent many nights on was not that game any more. There are so many unwarranted changes, you have no idea. Let's take for example the HDR options we had an alpha or two back, awesome idea, worked great, never seen 1 complaint and the very next alpha that ♥♥♥♥ was gone!

 

Anyways I didn't mean to bicker, just point out that you are one person with one perspective that doesn't appear to give a rats ass about any other perspective than your own. This game used to have a million options, every alpha we lose more and more, that is not progress and that is not good.

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Note that this happens every time. This is not special to A17.

Every patch and also the recent experimental release. A flashfire of negative reviews from a handful of people who don't like (insert change). A week or two tops and the episode passes.

 

Well, because if you say "we will not change it" it make not much sense to inform you further that there is a issue.

Thats the "screw it" moment people load a mod or play something else

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Moderators are to blame for the crying we now see regarding underground bases. So many people were handed bans on steam forums for “gameplay bashing” when calling out cheese tactics so it's only fair people living on bedrock thought it was OK to bypass a main mechanic.

 

Now the devs have fixed it we have tears from people that have spent the last 4 years playing this game on bedrock. Maybe next time let cheese tactics get called out so there is no shock when they get patched.

 

Ark never banned people calling out exploits or cheese tactics and when they patched those tactics no one complained because they all knew they were gamey af

 

In A14, A15, A16 i had a very immersive bunker, no forced horde, no benefits.

 

Now i have that

4F4CABE898363931FE1D81A6A69E841CE7AD6668

* It feels not Immersive

* I can go afk

* Or i can make 4 Level in each hordenight without any risk

 

- But i cant longer build mega scyscrappers from Bedrock on

- And every Base in PVP is soon seeable by the holes in ground

 

What a advancement

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You had a point until you said, still a good game. That's my point. I think a lot of the steam reviews are people using it as revenge to tfp for not making the game the way they wanted it. If its "still a good game" your words and you leave a negative review because alpha 17 was worse than a16 your doing a real disservice to potential future players. Your giving a bad review to a game you admit is good.

 

Now I'm not specifically accusing you of this but I bet a lot of the reviewers are.

 

Maybe I was a bit harsh to say to ignore steam reviews. But whenever I read them they are 90% pointless ramblings about another early access survival game, or some other crap like that. In sure there are well thought out reviews in there. But there buried by the hate.

 

I still have a point. I'm honest. Its still a good game. It is.

But it is definatly worse than A16 in a lot of ways that even mods cant fix and the devs are reluctant to listen, because they "have a plan for the game".

 

It got to the point where I do not recommend any of my friends to play this game anymore. I regularly did before, even if I disliked some changes, it was still a great game at heart.

Now its a tedious sluggish mess that has removed its greatest strengths (building(might come back with new updates) ,learning by doing, good progression through 1-100 skills and 1-600 quality, and more) which also has worse performance.

 

Saying that people who give that a negative review after loving the game to bits in previous versions is wrong.

If a game goes down in quality, those who have played the game should NOT sit idly by and just accept it, because its still a good game. It is not spiteful, hatred,kneejerk reactions or mobmentality that drives those reviews (well maybe some) but that the game is OBJECTIVELY worse. Some might still like it better. But some people like those weird japanese rotten eggs. That doesnt mean they are on equal foodquality as lobster.

 

I know that there are people who don't mind the changes and even those who like them.

But those two groups are neither the majority, nor do they have best arguments.

"it feels new" "I like slower progression" and "I only played A17 but I like it" are not objective positive things that withstand scruteny.

"new" will fade.

"slow progression" is nice, but as we have been "raised" by the game to enjoy faster rising to the endgame, all you did was stall the game, as you still do not have an endgame. You didnt add anything, just made it feel slower.

And I don't think I have to say why new players liking it is not an argument.

7d2d is a good game. Even still... But that only means theey didnt manage to destroy it completely, not that A17 is good. ;)

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How does playing at bedrock affect you? As a solo player it is nice to have a base to craft and forge in safe from the constant maintenance of an above ground base.

 

We've been trying to communicate this simple idea to TFP for about a year and a half now. For some reason they think that eliminating bedrock base option made the game better. They are wrong, but they will never admit it.

 

People who want to build above ground gained nothing from the change. People who want to build below ground lost that option. The only people who gained anything are the ones who don't build below ground themselves and don't want anybody else either. In real world people like that are usually referred to as ♥♥♥♥♥♥♥s.

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same ♥♥♥♥ diffrent day.

the game needs to be balanced and FUN without taking any specific perks or finding any specific loot items.

 

if i NEED to level up motherload for gathering to not be a complete grindfest... thats broken.

if i NEED to take the pack mule perk because as it turns out having a smaller inventory isnt fun...

if i NEED to level up melee for it not to take 5-6 hits to kill somthing...

 

balance these aspects of the game to be enjoyable instead of tedious at level 1 first, then go from there.

 

I couldn't disagree more. If it doesn't suck to begin with then there is no reason to take the perk to make it better. IMO it HAS to SUCK and SUCK HARD at first.

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