I think it describes the (new?) tanky and sluggish camera-movement-system-thingy. I don't know if it was because I played other, faster games in the past few months, but the first hour back in 7DTD felt really bad. The movement somehow just feels off, and I can't exactly put my finger on the "why", just generally delayed and not very precise. I don't know if this was always the case. Like walking through pudding with a dash of ARMA. Also, jumping or more precisely landing is very strange. The camera is violently shaking upon landing, like when you jump on a trampoline and then want to stop bouncing really fast... hard to describe, at least without using the word "spazzing". And when you crouch, suddenly you are moving like a boat... all kinds of strangeFlowerChild wrote:I think it far more likely that someone just got a little carried away in describing their physics-based camera system :)
I addition to what Renegrade said:
The game runs great... I had a stable 60 FPS, which I never had in 7DTD, ever. Content-wise... I don't know... The item quality thing is interesting, I feared they would make the old version of the item the baseline, and by leveling up you can make even better stuff, but that's not the case at all. The first tree I chopped down took 2 of my crappy lowest level stone axes, for example. The game also is a lot harder, I died in the second night on top of a hardware store. Melee combat is still a mess, dodgy hit detection on both sides, with weapon and zombie ranges impossible to predict. The world itself looks much more natural, worldgen is really coming along. It's nice to see cars on the roads now, for example. Also, POIs don't seem to be as ridiculously big as before.
I have to play more for a better summary, but as of now, I don't think they 1.6'd the game yet.
Edit:
I started a new game, and on day 3 I have 2 augers, a chainsaw, a "flawless" pistol and a "great" hunting rifle. After that, I took an hour long walk because the weather is amazing right now, and I thought about A11 for a bit. It's the old 7DTD problem of great ideas burried in bad balancing. This game makes me angry like no other because there is so much wasted oppurtunity. I'll spoiler my rant, because I tend do get a bit rambly, and I don't want to clog up the thread, but I have to vent somewhere :D. Also I write about the new game mechanics in detail, and whoever wants to experience and discover them for themself, you have been warned.
Every 100 quality levels, the item gets a different quality class, e.g. 1-99 is faulty, then poor, good, fine, great and flawless, so there are 6 different quality ranges, but every single quality level counts, somewhat. A quality lvl 45 stone axe is worse than a level 53 for example, even though they are both considered "faulty".
So, the best thing you craft at the beginning of the game is the worst thing you can craft with bad luck at about lvl 11. That's a soft progression that was simply not there before. The quality of the item affects the entity damage, block damage, durability for weapons, guns and tools. For armor it affects the absorbtion of damage, as well as the durability (At least they would if armor would be finally fixed, but as far as I can tell, it isn't. As in nothing loses durability apart from the gloves, and on reddit they speculate that the damage absorbtion does not work ether).
Same thing goes for weapon parts. You find weapons as well as weapon parts in the world, as before. But every part now has a quality of 1-599 as well, and this data is stored inside the weapon. If you craft a pistol with 2 flawless parts (quality 500+) and 2 faulty parts (quality 1-99), the resulting weapon has a quality of ~300, but more importantly, for example the accuracy rating of the stock, the damage value of the pistol gun parts, and the effective range value of the barrel and so on. And if you find a part that has better stats than the part you have in your gun, you can disassemble it and change the part. In 7DTD I always cherish my gun, especcially in BTGB, so this addition I really love.
My problems with both of these new system is that the rest of the game does not seem to be balanced around this, at all. There seems to be no propability curve or something like that. You find items with quality 1 as well as quality 599. Everything is equal, propability wise. Why ever care about crafting new weapons when the flawless quality 577 hunting knife you found at level 2 will be useful to you for the rest of the game? How can it be possible that I have a top tier hunting rifle (quality 500+) and a 2nd best tier pistol (500+) after 3 days of play? Why do I have 2 augers and a chainsaw with loot abundancy 25%? This breaks EVERYTHING. I'm done, basically. Progression is over.
And now we come full circle. Maybe this is what they want to do with leveled loot. They can't possibly playtest this build for weeks and think that the system right now is anything other than broken. Maybe the goal of the coming leveled loot system isn't high level players finding higher loot, but low level players NOT finding high level loot. With this in mind, I'm not against the new system, on the contrary, I actually look forward to it. In my opinion, this is good for the meta game in the long run. If their approach to character progression and gated skills/content is the best one possible, I don't know, I doubt it, but I could see it work. Augers and chainsaws need reworking, they are gamebreaking and let you skip the whole progression, but now I'm nitpicking, and this can also be done via mods.
Leveled loot, as opposed to leveled crafting, is NOT YET IMPLEMENTED. This is exactly what I said in one of my previous post, the pimps implement codependent systems one after another, and in the mean time the game is flat out broken... See you in Alpha 12, I guess :D