Laz Man
Fun Pimps Staff
Okay... well that is not what the devpost said, but nice to hear that!
While this argument certainly is valid, there was, I feel an even bigger problem, which was the gameplay.
You said zombies were scarier than ever before.
For me, they were just tightrope walking piniatas.
They were 100% predictable.
It was never easier to build a 100% hordesafe base with like 20 blocks and the fact that they all came running down the same small hallway made it extremely easy... laughably easy to survive ANYTHING.
There was no need to upgrade your whole base.
Just make everything cobblestone and leave a 1x2 opening and they will funnel through it.
While beeing absolutely hilariously bad behaviour, the biggest problem was that I and as far as I have read the reviews and feedback support me on this, that they became super predictable, and therefor easy to exploit. WAY too easy to exploit.
There were exploits in <A16 and there always will be.
But in A16 they were far more complex and without a youtube video to help, you probably didn't stumble upon it by chance.
In A17 it was literally "they walk in a line and always take the path of least resistance, lets make a funnel ontop of another funnel and just shoot lul"
I can empathize with players who don't like tower defense game mechanics but this is actually working as designed. There needs to be some degree of predictability in order to plan your defenses against it.
The AI will most certainly continue to be tweaked further to hit a "sweet spot" of predictability but with some variation, especially as bandits and special infected are introduced.