chinothepony Posted December 3, 2018 Share Posted December 3, 2018 Now here is my caveat. I do have about 6 modlets installed. Other than the ones used to fix existing bugs such as schematics, table saw, and chemistry set being able to be used at the right level, I have three major ones that I feel have made the game better for me: Dying debuff lasts 15 minutes Attributes level gates are removed UI shows water and food Playing Day 27 on survivalist, with 2 hour days. The bottom line is the soul of the game is still there. Combat is now exceptional and there is far more emergent gaming with the way the zombies ragdoll and how they seek you out. The first time I saw an irradiated spider leap from ground level over my four rows of spikes onto my iron bar railing and smack me in the face, my mouth dropped. I read a lot of complaints about the new POIs. I absolutely love them. Yes, I do feel 2 hour days are now better to facilitate how long it takes to clear them out, but each one is like a haunted house exploration puzzle. I read complaints also on how easy the game gets after perking up and getting some exceptional gear. Well, I think about every survival game "suffers" from this and especially A16 did with its drunk, not-so-hungry zombies. I for one love that after working your butt off, I get more of a reprieve from all that pain and suffering of growing my character and keeping the base secure. The difference from A17 and A16 in this regard, is A17 still manages to throw me off my hubris. I took a tier 4 quest to a place that I call Hotel Hell. Even in the day it was a nightmare, full of those irradiated alien looking zombies on every floor. I died three times, even after coming in fully stocked. The driving is soooo smooth. You have come a LONG WAY TFP, from the days of minibike getting stuck on a blade of grass and therefore couldn't be mounted. People are also complaining about being able to pocket your vehicles. Please do not take this away! This is such a great feature! Especially as a single player who dies in the distance, and then I can take my back-up 4x4 to get my bike and pop one right into my pocket while I drive the other home. Yes, on the so-called realism standpoint, this sticks out a bit like a sore thumb. But there are just great mechanics that can be unrealistic but still keep to the game. And this is one of them. I've always wanted Phantasm (my fav horror movie) to become a game. 7 Days to Die is about the closest I can find in the desolate feeling I get as I drive my bad-ass motorbike or apocalyptic jeep down the lonely roads. Modifying weapons (hello, please add a quad shotgun please, haha) and staving off packs of the ones left behind. Thank you for A17, it truly did revive this game from the dead. TL;DR +Driving is so smooth now! +Pocket vehicles make for such flexibility +Combat is so much more dynamic and fun. +Mods. These are late game treasures in which we seek. +Zombies able to reach you better above and below now. +Graphics and weather effects are atmospheric and eerie +Zombies aren't lootable and occasionally drop more decent loot +Most perks add to interesting and enhancing mechanics +Clothes no longer deteriorate +The return of the bonus resources for the final hit! +With gardening you no longer have to replant -Hunger = Stam feels off. Makes you want to top off instead of wait to enjoy the more hearty meals -Would love the return of the skill-up as you do. -Too much growth revolves around the level system and it makes it feel artificial. -Water still feels like swimming in molasses -Table saw feels a bit redundant. I love to build as I go, so it's a bit annoying to have to plan out the pieces instead of just whipping them up by hand. -Forge gated a little too high -Miss that quality levels had more variances (ala SWG) and that higher quality brought for more block and enemy damage Link to comment Share on other sites More sharing options...
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