I don't think that positive reinforcement has any place here tbh. The horde as an event is something negative that anyone would want to avoid. If it was positive enough to make players actually want to "participate" you will have turned it into something else - a loot delivery event.Also, increase the lootbag droprate during that time, so players really WANT to kill as many as possible. (positive reinforcement)
Well all the lore is based on natural, even if slightly far-fetched, events, so that would be kind of inconsistent. None of that matters to me though, if they are able to create quality horror. The light component, acid rain, emp power outages all have potential. I don't think a behemoth has much potential in that sense. MM said that they could consider making the zombies move in front of the vehicle to damage it as much as possible, so that it stops being completely risk-free.I don't know. Maybe if they doubled down on the paranormal aspects of the game, this kind of immersion wouldn't be a problem.
The seven day horde makes a lot more sense if you think of it as a curse that attracts zombies rather than some legitimately natural occurrence.
If you look at the postings of the people who say they spend the horde night on the bike, they often give as a reason that it is not worth it for them. And I can understand that.I don't think that positive reinforcement has any place here tbh. The horde as an event is something negative that anyone would want to avoid. If it was positive enough to make players actually want to "participate" you will have turned it into something else - a loot delivery event.
I don't understand either. Apparently it bothers some that there's any chance of running away from the horde. I guess they just don't want to be tempted because they're afraid of not having the willpower to follow self-imposed rules.i still don´t see why this is even a discussion when people that don´t wanna deal with hordes can just turn them off in the settings? I mean why bother with a solution for something that can be avoided by default via menu?
Then use some self control, we're not gimping ladders because you can't control yourself. I self impose role play rules on characters in games all the time. Can I cheese and win, yes, but that breaks the role play so you don't do it.
Same goes for you people wan't spoilage. Just cook up what you can fill up on right now and throw the rest in the trash. You get what you want and average players who don't want that get what they want. The game code does NOT need to force these things on players for it to be enjoyable and possible for the players who do want it.
And they should get a red costume and generate lightning when they run.The idea: During the blood moon, zombies that are in total darkness move MUCH faster. Like 10x faster.
I can understand that too - they are able to easily avoid something negative, why wouldn't they? The first solution that comes to their mind is to turn that "negative" thing into something positive. This however is as fallacious as it gets as I've also posted multiple times in the past and will quote again below.If you look at the postings of the people who say they spend the horde night on the bike, they often give as a reason that it is not worth it for them. And I can understand that.
Throughout 7D's history, it was either simple to completely avoid the horde or death just didn't matter. People have gotten used to seeing it as an optional thing that they don't have any reason to participate to, so it's pretty logical that one would ask to be given an incentive.In A16 I had a big horde base whose ground was covered with corpses after the end of the horde. It took me half an in-game day to loot all the corpses and harvest them for bones. In A17 I only have a small horde base left and 30 seconds after the horde it's as if it never happened.
The last time I felt anything like a confirmation of my performance in defending the base in A17 was when there were about two dozen dogs at the end of the horde. Their bodies don't disappear as fast as those of the zombies. And I was also happy about the yield of bones.
RipClaw, this is factually wrong. First of all, for the simple reason that the horde can now be disabled.If you force the players to do something, it will generate negative feedback. If you encourage them to do something then you will get positive feedback from the players.
Different strokes for different folks as they say. Naturally, it's great that some people who don't like the horde are able to turn it off so that they can focus on other things (e.g. building) and take their time. In general you can pretty much do anything even if the horde is enabled. Yes, it takes some preparation, which comes down to the TD elements of the game, which some people enjoy.Ultimately, it would only result in many players not fighting the horde at all if you force them. As you can see from the positive reports from some players who already switched off the horde, it's not the worst thing. These players seek different challenges and focus on something other than constantly preparing for the horde. They have more time for other things.
That is one of the most misguided concepts I've ever seen - it surely sounds like a great concept, until you actually think what reward is, where will it lead and why are you happy after getting that reward. Sometimes you can make "punishment" look like a reward, which is a good thing overall, but in the end it is a matter of perspective. There can't be positive in the long-term without the negative, because it slowly stops being perceived as positive - it's that simple and it applies to everyone.
So, think about it: you want "rewards" in order to make BM worthwhile without being penalized. Why do you want them? Which is the ultimate goal? Perks, items? What is the purpose of those in the first place? Survival? Do you want to get rewarded in a BM with those, so that you can survive the ...rest of the time that you are barely threatened? And what is that about "don't penalize"? What is survival, other than the positive state on one side of the coin?
Seriously, I know everyone loves reward, but a little common sense won't hurt. Reward must be cleverly, prudently placed not handed out like confetii, otherwise it's not much of a reward.
Yes, in the past zombies acted as infinite delivery devices bringing loot right in front of your door, destroying any sense of item economy, completely inflating it and taking away some of the need for exploration. That is somewhat of a problem, no?
Atm the BM as a threat mechanism is as threaning as they come. There isn't anything more threatening. The exact point I am trying to make is: the greatest and foremost incentive to fight the horde must be survival - not rewards. Because if your survival isn't threatened in the most threatening event of the game and the main incentive is to get rewarded instead, there is not much meaning to that reward in the first place - since the purpose of the reward is continued survival. Unfortunately and unavoidably "threatened" means risk of loss. Can't have it any other way, that's what the core meaning is. Some complimentary rewards might work, but if there isn't something at stake, the whole concept will remain fallacious.
I was thinking you just do this for horde night with drastic speed modifiers, not the "30% modifiers based on how cloudy it is" that you're suggesting. Not that the idea doesn't have merit though.Considering the light and darkness effects on Zombies:- Throw out the idea of night being a separate setting and focus only on darkness speed enhancement. The difference would be that every difference in light level would affect the zombies, but you can change the highest level of influence, so the fastest they can go from being in complete darkness. So if they do speed up past player speed in total darkness or just Jog or something, the choice is yours.
- Zombie speed would be calculated based off the general lighting in the area (if they're indoors our outside, the weather, etc.), but based off the maximum addition defined when entering world, so for example we have: Very high light -30% of speed addition, regular light (cloudy day, sunlight indoors) no change, low light (dusk, dawn, heavy clouds, cloudy indoors) +30% of speed addition, very low light (moonlit night, unlit indoors) +60% speed addition, no light (dark night, unlit basements) +100% speed addition.
- Take into consideration the amount of light a day generates. Clear sky will have lots of sunlight and will slow down Zs. Cloudy day will generate less sunlight and will get them to regular speed. Heavy clouds with rain will be closer to dusk, almost night, but still visible, making the Zs go faster. Add to that a few timespans of night, when there is total darkness (speed up enemies even more) and where everything is seen in the moonlight (similar to heavy clouds). Indoors would shift the lighting 1 level lower, so if it's sunlight outside, inside it's regular, regular outside will make inside low light, etc.
I know this would require reworking how light works ingame, but it only means it would be harder to implement and perhaps not possible... Still i would find it very interesting to see ingame.
So you're saying that the unnaturally fast movement would break your immersion?And they should get a red costume and generate lightning when they run.![]()
Hmm, interesting. That might do the trick. However, how would traps fit into this? Would they count as interacting with the zombies? If the player sits on top of a concrete POI and doesn't attack the zombies at all, will they get pelted with vultures? Maybe that's a good thing. How do you prevent the player from jumping out of the jeep every 30 seconds to ward off the vultures by shooting a zombie? How well can this fit into the lore?If the player runs or drives around without interacting with zombies (not attacking them), just spawn more vultures, that can actually kick off the player from a vehicle. They could also puke some kind of slime that incapacitates a vehicle for a time. (negative reinforcement)
Immersion is one thing I'll never understand. I guess I'm just too rational to imagine that this game world actually exists. For all I care, we could have invisible pink unicorns in the game.So you're saying that the unnaturally fast movement would break your immersion?
Huh, I would have thought that's what you're doing, trying to prevent people from discussing how to solve the horde avoidance problem by preaching to us about the futility of the whole endeavor. You're actually doing a pretty good job, not because of convincing arguments or anything, but because it derails threads really fast.It's just so ridiculous to try to solve a problem that's not a problem for me at all. It's like trying to prevent people from putting on socks with different colors. If it makes you crazy that other people put on socks with different colors, the problem lies with you and not with the others.
I'm not keeping anyone from discussing. I am just saying my opinion.Huh, I would have thought that's what you're doing, trying to prevent people from discussing how to solve the horde avoidance problem by preaching to us about the futility of the whole endeavor. You're actually doing a pretty good job, not because of convincing arguments or anything, but because it derails threads really fast.
Let's have some fun with this statement, shall we?I am just saying my opinion.
Not an opinion. If you don't understand something you can't really form one and well, you don't, because immersion != imagining the game world actually exists in real life.Immersion is one thing I'll never understand. I guess I'm just too rational to imagine that this game world actually exists. For all I care, we could have invisible pink unicorns in the game.
Not an op... oh wait, this is an opinion... about other people.It's just so ridiculous to try to solve a problem that's not a problem for me at all. It's like trying to prevent people from putting on socks with different colors. If it makes you crazy that other people put on socks with different colors, the problem lies with you and not with the others.
Not an opinion. More like an outright dismissal of our concerns and a dubious suggestion for us to use our "willpower" (to achieve one of the things it was advertised for). But yes, with enough willpower you don't even need a PC or a video game! Thank you!The same is it with the possibility that the player can escape the horde. If you impose the rule on yourself that you go down with your base then you should also have the willpower to follow the rule. Then you don't have to change anything in the game at all.
In my experience, faster moving objects do take more resources because the pathing grids need to be updated more often and there need to be more collision checks. However, the bottleneck of land generation speed doesn't apply to non-player entities, so they could conceivably go faster. However, the 10-20% faster than the fastest vehicle sounds fine if it adds performance.But on the subject of what problems such fast moving zombies could cause, fast moving zombies could cause the zombies to fall through the landscape as it sometimes happened with fast vehicles when the landscape was not generated fast enough.
And I can imagine that such fast zombies could also cause lags in the game. With fast vehicles I see also constantly short lags.
For example in the BorderlanZ Mod you have super fast motorcycles and the lags in the streams speak for themselves.
If you would make the zombies only 10-20% faster than the fastest vehicle in the game you would have the same effect but less problems with the calculation.
Fair enough... my apologies to both.@RestInPieces You're not helping. RipClaw already started giving on-topic constructive criticism.