RipClaw said:
With the AI change came also a higher block damage and the Area Destruction Mode which is activated if they don't find a way to the player.
The new AI is good but the higher block damage and the Area Destruction Mode has caused problems for players who like classic bases where you shoot the zombies from above. And they didn't want to repair their base every week.
I don't mind the new AI. I use the zombies' intelligence for my own purposes by building funnel bases. Therefore my bases usually take only little damage because I don't rely on walls but use traps.
well never seen your so called "area destruction mode" in 200 day playthrough in a18 zombies never ever attacked anything unless they detected me or wildlife wandering hordes simply stay at target hanging around like randomly spawned zombies
while horde grouped bonus is rather stupid ... damage isnt that bad unless you trigger demolishers .... those guys are extreme if you fail to handle them
also ... if they make base that basically tank zombies and you are too lazy to repair it after horde then you deserve to die by doing two hordes in row withou repair they basically double zombie block damage .... and then complain about it being too high

but even " facetanking" bases should have valid entrance with doorsso zombies group up on one side where you can focus your defenses /attention .... instead bashing it from all sides making you repair 4x more blocks
Zerfall2142 said:
Fall traps? Nah too OP, TFP plz nerf. So now zombies are supernatural beings that can survive terminal velocity. Leading to cheese wedge moats. (Arguably nerfing realism and leading to less realistic bases)
The point I'm getting to is there is a constant race between people finding exploits and snowflakes complaining about them (and then TFP changing core game mechanics to nerf/make people play a certain way.)
Honestly I was happy before sleepers would respawn inside a poi I had just cleared, before a 5 zombie bear train hits my horde base 3 minutes before a blood moon horde starts. I was happy before zombies dug tunnels through straight solid rock into my backup bunker right after my horde base fell. I was happy with my old cobblestone castle that I'd have to defend against multiple breaches.
Now? You almost have to build a exploit base just to survive past your 4th or 5th blood moon horde. Meaning I can't play the game the way that it's fun for me anymore (or in anyway realistic for that matter)
fall traps ? yeah lets return to time of minecraft xp farms ...lets change bloodmoons back to state when you build pit taking down 99% zombie hp and then they instantly die to blade trap/ fence for free xp all you need is 4x4 hole to bedrock
yeah why those damned zombies dig .... lets rename game " 7 days to dig 5 block deep hole and be immortal"
sadpickle said:
I think it would be interesting if zombies were permanent (did not despawn) and were generally more dangerous in combat, but dumber. They shouldn't be able to pathfind well.
tl;dr: zombies are too smart, they wreck fortifications quickly and on bloodmoon you simply cannot avoid them without cheesing. I'm considering just making them really dangerous to melee, dropping their block damage and disabling the bloodmoon entirely, but it's an imperfect solution.
sadly thats not possible game optimalization is quite awfull you cant keep loaded multiple chunks withou 100gb ram requirement so chunk would have to register zombies and respawn them on return
but game actually struggle to handle lets say 50+ or 70+ zombies even on strong machines(you can have spare hardware resources but game stops asking for more and fail to handle it) AI gets buggy as hell many zombies do nothing or start doing crazy stuff like running in circles and fps drops appear+errors in console + possible crashes .. its like when you explode huge building and game turn into slideshow .. struggling to recalculate all that physics .. constantly so nope .. we cant have they are billions due to engine limitations even if they polished it a little
btw be carefull what you wish for . when zombies didnt path so well they just attacked random block close to them ... damaging both poi and bases on multiple places even if they could reach you(but were too dumb for that) zombies being too smart isnt that big problem ... problem is they all choose same way to you
if you made wall around base and they split into lets say 3 groups on several places ... it would be far better
than current smart zombies = lets all focus on single block old dumb zombies = lets make hole every other block
well bloodmoon is created that unavoidable challenging event thats giving you reason to build base and prepare for it ... many survivat games have such event
https://conanexiles.gamepedia.com/The_Purge
sadpickle said:
I do that, but what I'd really like to see is some kind of damage modifier for stone, concrete and steel. Wood should be fairly wreckable, whereas stone is less so. Concrete and steel should be almost impossible to claw through, and require explosives or super ferals to break through. I feel like that opens up tactical possibilities. Just lowering damage feels like too much of a nerf.
again making concrete block once you have cement mixer is as simple as making wood block ( and have 16x more hp)
making "almost impossible to destroy" block with 3 hits of pickaxe and little time would be re*arded
if concrete have to be rmore resistant .. ti must be alooooot harder to get as well
NyLocke said:
This is an awesome idea. They should definitely implement this in some future patch. I don't know if there is any particular lore behind the setting of 7DtD, but the mechanics of the current patch make it seem as though the zombies are somehow related to the zombies from the COD universe. As in, they have some kind of supernatural aspect to them. Their strength and ferocity doesn't seem to be grounded in reality based physics. I would like it if eventually it was. Since, you know, the goal in 7DtD is reality based survival, not banishing Apothicons and magical shadow monsters and such.
well to have survival game where zombies mean any noticeable danger you need
a) have milions of them and be rounded
b) they must be fast and strong
zombies can be both .. many variation of zombie use one or even both types with no magic involved
sadly its game not movie ... so no walking dead ... slow harmless zombies .. you pretend to fear but even granny can walk away from them
also theres gameplay problem if making concrete block takes 5sec of your time hiting common stone and while of forge /cement mixer time you cant really want it to be damage immune from every zombie except demolisher (day 50+) can you ? especially when your first trader have 50% chance to have intact cement mixer ( as well as many POIs) its quite realistic to makel concrete blocks during day 1 so yeah gameplay wise even simplest zombies must be able to get trhough it in some realistic time
I agree. There should be hordes of zombies roaming the cities. And I would personally like to see bigger cities and towns. There is far too much wasted space on the map. Areas one never needs to go to outside.of the occasional treasure map or supply drop.
iam sure thats long term goal but they have clumsy unfinished system to load poi ( if you destroy house its visible from far but falls appart when you run closer lol btw) and not enought poi(they add some every alpha) but it definitelyt akes lot of work to build new one .. especially big like factory or waterworks lol also they do awesome job with hiding small loot everywhere .. or huge laboratories mines complexes etc in simple house where you wouldnt expect it
even cities now have lets same 5-10x same house also you dont want every city to have every single poi to give people reason to actually visit other cities as well