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Anyone else think this version is a big pile of stinking Krap?


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I could do that.

Add a modlet which adds a basic GUI which would have been added 2 versions ago.

Add a modlet that decreases experience gain to normal levels from 5% to 1%

Add a modlet for animal herding because this is the apocalypse.

Add another modlet for dropping bag chance to increase from 2% to 15% or above.

Add a modlet that decreases the zombie's reach.

Add a modlet that balances perks not requiring schematics.

Add a modlet for making melee and bow weapons viable.

..a modlet for harvesting zombies.

..another modlet for fixing FPS issues.

And finally a modlet for adding uncraftable items in the game like the beaker,the engine and now the mechanical parts and the springs.

 

Sorry but I'm not going to fix their own horrible performance in their game nor am I going to stand idle and watch as a game turns from a survival zombie crafting game into a fortnite clone with zombies . When the developers belittle gamers for enjoying base building and forcing them to play the way they want which is bad. When the developers delete comments not for swearing the developers or other gamers but for suggesting they cheese the gamers into buying a product that takes a totally different direction from the one they paid for.

 

Whatever. Im only trying to help. I gave up on them going in any direction that fits my tastes 2 alphas ago. I may still get upset at some changes but I play daily and have fun doing it because I play how I want to with no restrictions.

 

Nothing is going to change here in any of those departments. They are set on their end game goals.

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In A17, i modded the truck to actually be the fastest of the vehicles.

 

And guess what: It actually made ♥♥♥♥ing fun to ride it! Nothing better than flying over bumpy streets in a truck, from time to time going into a wild rotation and desperately trying to stabilize the thing, then sprinting away again. That was definitely one of the better aspects of A17 - after modding, of course. The original speed was ... pitiful.

 

What it looks like in A18, i cannot argue so far. I am curious, however.

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  • 1 month later...

I don't like, they have messed with the graphic engine and now it hammers my GPU, Ravenhearst mod runs better the vanilla. Having the crucible at lvl five engineering really gripes me and I find the whole balance crafting wise and game progress less finished then 17 like they started to change it and got bored and never finished it off. Like why have steroids so late in science by the time you can make them you dont need them.

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Sorry OP, but A18 rocks, and beats all prior Alphas into a bloody stain on the floor.

 

A shame you're not enjoying it, but A18 is where I found I can really see TFP's vision coming together for making a great game in all aspects, where previous Alphas had some elements of hit and miss to them.

 

Yeah, I easily and completely disagree

 

There’s a long list of problems and steps back from A16, which for many many reason will always be s better version than A18

 

The hit boxes and utterly terrible melee alone disqualify it - it’s increibly terrible programming with the hitboxes. This is 10000% undeniable

 

There’s no zombies anywhere and A18 is a huge loot fest with terrible vehicles

 

A18 is a mess

Edited by Ac75 (see edit history)
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Whatever. Im only trying to help. I gave up on them going in any direction that fits my tastes 2 alphas ago. I may still get upset at some changes but I play daily and have fun doing it because I play how I want to with no restrictions.

 

Nothing is going to change here in any of those departments. They are set on their end game goals.

 

Who are you and what have you done to Jax? Or blink twice if Roland is bullying you.

You should still give feedback, TFP do listen to it more than the average game studio, from my experience at least.

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A15.9 is still my favorite, as buggy as it is. Hub cities! Spam crafting! Working RWG for up to 20K worlds! AFAIC, TFP may be moving closer and closer to their goal, but the overall fun level of the game has been left behind...

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People aren’t noticing how much of their time now is spent just cheesing the AI

 

Which has become part of the “gameplay” after a16 - kill corridors, etc

 

Zombie AI was better in 16 = they’re supposed to be dumb for the most part

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People aren’t noticing how much of their time now is spent just cheesing the AI

 

Which has become part of the “gameplay” after a16 - kill corridors, etc

 

Zombie AI was better in 16 = they’re supposed to be dumb for the most part

 

It's still rough around the edges and the horde behavior needs more RNG, but making kill corridors etc is not cheesing. It's how every TD ever works and the ultimate goal is to make the player have to design their base to counter a variety of enemies.

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Why this version "sucks". It is because this game lost its survival aspect. It is no longer about setting up a base in an iron node, find leather to craft a forge, find some very rare seeds ,craft a hoe and plant a farm while eating scraps of food and protecting your base. In A16 you usually had to either hunt a lot of animals or turn into cannibalism until the farm would give you crops. Of course turning into cannibalism would also mean having too few hit points and weakened you dramatically . The firearms were very rare, bullets were spare and you'd have to survive until mid-game with melee and bow weapons. Feathers were also very rare but at least the damage of the bow and its ranged headshot capability made it worth it even end game. Explosive arrows were fearsome even in A16.

 

With A17 half of the above was gone. Level gated forges, zombies that have path finding algorithmic sentience and everything from melee weapons to base building nerfed because why not. I got bored really fast in A17 but at least I could still level up and progress the game stage fast. A17 was somewhat salvageable for about 100 hours.

 

A18 arrives and it's turning into a mess. This version focuses solely on looting and not about preparation and base building as you can find almost ANYTHING from looting :

Have high enough looting perk and you find tones of food. No longer do you have to hunt, farm and scrap leftovers but you find food everywhere. No longer do you have to hold your base, protect your underground farms from zombies but just find canned food in perfect quality. Farms are no longer viable as you never have to worry about food and you'll eventually find schematics for crafting canned food out of ...corpses...

And the list of unrealistic things just grows:

Boiled food is poisoned but canned foods are perfect quality.

You somehow find endless amounts of ammo. In a zombie apocalypse. Which ravaged the world for decades.

Somehow you get to have a nuclear powered sentient turret that spits bullets made out of iron with your bare hands.

You are both a great blacksmith and a great warrior.

A knifed weapon and an axe are less efficient than a club.

Melee weapons have equal or less range than zombie hands.

You learn to craft items with perks but require the schematics to build them.

Point black headshots can't instantly kill zombies.

Zombies can somehow explode and damage items behind concrete walls and steel walls.

Somehow a bucket of water produces infinite water and is more efficient at stopping zombies than barbed wire.

Get tones of items that help you build an entire base. It's no longer about finding those few leather parts

Point black headshots can't instantly kill zombies.

Zombies , with almost perfect clothing, have a 2% of spawning an "loot bag" upon death.

Zombies are no longer harvestable but just poof out of existence. In previous versions you'd have to clear the corpses to build new traps which by itself was a challenge as only axes could clear out corpses and only from a close distance.

 

Structures can literally reconstruct themselves with the use of quests and are the main source of rare ingredients.

Those rare ingredients are also no longer craftable. Can you craft ELECTRICAL COMPONENTS? Sure. Can you craft literal ROCKETS? How about a 4x4 vehicle? But GOD FORBID if you try to craft mechanical parts and springs. Those things are just too tech savvy for the average joe to comprehend.

 

The reason the game now looks so unrealistic and imbalanced is this: The developers don't even know how to play their own game. You can see it from the total lack of melee or bow weapons, the horribly misplaced traps, the constant use of firearms and the lack of base complexity.

 

So when you say the game sucks you are right. It's somewhat salvageable because kids like shooting stuff. And this version disregards melee and bow weapons . And this is apparent from the fact you can bulk craft ammo for a cheaper price.. assuming you find the right schematics. It's all about guns and schematics now.

 

This game should probably have new tags: Zombie,crafting,looting,schematic reading simulator. And I'm not even sure about the zombie thing. In all the games I have ever played zombies die to headshots.

 

I absolutely agree

 

The defenders of A18 blow me away - there’s so many things out of balance.

 

The headshots aren’t right because they absolutely borked the hitboxes

 

There’s many thing going on in A18 that if you brought them up in a game development course in a college you’d get laughed out of the room

 

If you demonstrated the difference in a16 and a18s collision detection in a class with a professor or professional game design instructor, you’d get laughed at and bounced out of the room

 

Some of the constant TFP defenders need more education about game development because many of the things going on, from a professional and technical POV, aren’t improvements at all. Very much the opposite.

 

The melee is like playing a PS1 game now from the 90’s - the hits don’t match the animation and the zombies have a ridiculous reach now - that is simply terrible programming, nothing more.

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It's still rough around the edges and the horde behavior needs more RNG, but making kill corridors etc is not cheesing. It's how every TD ever works and the ultimate goal is to make the player have to design their base to counter a variety of enemies.

 

The amount of time players spend cheesing the terrible AI has increased 100 fold since a17

 

This isn’t tower defense and zombies are supposed to be dumb, not attracted to “ramps”

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The amount of time players spend cheesing the terrible AI has increased 100 fold since a17

 

This isn’t tower defense and zombies are supposed to be dumb, not attracted to “ramps”

 

 

well maybe they wanted to change that. not every zombie is dumb in universes with zombies. like in some of the romero movies.

 

and while i think zombies using some guns or weapons is a bit much. (Unless there's a reason like half human and half zombie)

 

 

and i say that zombies have a Chimpanzee level of intelligence. (while granted sometimes they can be as dumb as a rock) they can follow paths , and try to go to a weak point.

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The amount of time players spend cheesing the terrible AI has increased 100 fold since a17

 

This isn’t tower defense and zombies are supposed to be dumb, not attracted to “ramps”

 

It is supposed to have TD elements - that was the vision from the beginning. Even traditional Romero zombies can path but don't have particular motor skills. Personally I want both dumb zombies and TD elements, which is perfectly possible imo. Animal-like zombies stop being "zombies", not only in the "traditional" sense, but in any sense, because the "uncanny valley" which gives them all of their characteristics as a horror element goes away. TFP still need to work on their behavior to make them more "natural", but it's a good thing if we actually have to design a base instead of spamming walls everywhere.

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It is supposed to have TD elements - that was the vision from the beginning. Even traditional Romero zombies can path but don't have particular motor skills. Personally I want both dumb zombies and TD elements, which is perfectly possible imo. Animal-like zombies stop being "zombies", not only in the "traditional" sense, but in any sense, because the "uncanny valley" which gives them all of their characteristics as a horror element goes away. TFP still need to work on their behavior to make them more "natural", but it's a good thing if we actually have to design a base instead of spamming walls everywhere.

 

Agree 100%

 

but in my opinion some zombies could be smarter then others.

 

Like spiders can jump over high walls and defences natrualy

 

ferals could be super smart going different ways then normal zombies. douging hopping over walls etc. basically a Crackhead athleat

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No

 

You guys are such rabid defenders you’re now saying “7 Days is supposed to be like Tower Defense hurr durr”

 

Sorry - no it’s not at all. And no, zombies aren’t supposed to be smart in any capacity

 

I’ve heard of making excuses for extremely poor development but come on

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Saying that 7 Days has elements of tower defense is not being a rabid defender. It is simply quoting the game description on the Steam page and reiterating the intentions of the developers.

 

I've heard about people not reading the fine print and then complaining about what they got but come on.....

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No

 

You guys are such rabid defenders you’re now saying “7 Days is supposed to be like Tower Defense hurr durr”

 

Sorry - no it’s not at all. And no, zombies aren’t supposed to be smart in any capacity

 

I’ve heard of making excuses for extremely poor development but come on

 

Again, TD elements was one of the things the game was advertised for from the very beginning. That is just stating a fact. And personally, it's simply something I enjoy. More so than just spamming traps/walls all around like a bot. Zombies don't have to be smart, identify traps, ramps etc, for TD elements to work (neither do we need laser shooting flying zombies to make the game engaging or challenging). Yes, that is just cheap and I have complained several times in the past myself about it and how TFP don't seem to consider that important. As said earlier, would prefer them to fully take the route of more randomized behavior profiles, varied animations and more "immersive/natural" threatening survival mechanics that balance out zombie behavior.

Edited by RestInPieces (see edit history)
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I would never ever consider 7d a tower defense game

 

It was probably tacked on years-and years ago as a genre tag to put the game in more genres, guys

 

But hey - even though 99% of gamers around the world would never call 7d2d a Tower Defense game, you guys are correct because they threw out genre names all willy nilly when they first started developing the game nearly a decade ago.

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I would never ever consider 7d a tower defense game

 

It was probably tacked on years-and years ago as a genre tag to put the game in more genres, guys

 

But hey - even though 99% of gamers around the world would never call 7d2d a Tower Defense game, you guys are correct because they threw out genre names all willy nilly when they first started developing the game nearly a decade ago.

 

Play more TD. Profit.

 

You'll see the connection once you're more familiar.

 

 

/keeping it short and sweet.

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I would never ever consider 7d a tower defense game

 

It was probably tacked on years-and years ago as a genre tag to put the game in more genres, guys

 

But hey - even though 99% of gamers around the world would never call 7d2d a Tower Defense game, you guys are correct because they threw out genre names all willy nilly when they first started developing the game nearly a decade ago.

 

I wouldn't call it a FPS either.

 

Or an RPG. Or a sandbox. Or a crafting game. Or a survival game. But I would call it "An open world, voxel-based, sandbox game blending the best elements of FPS, Survival Horror, Tower Defense and Role Playing Games. ". That is the subtitle of the original kickstarter page by the way.

 

And 99.1% of gamers would agree. :cocksure:

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