I have no idea what you're talking about. Horde night in A17 is far, far less "optional" than it was in A16.
In A16 you could just go underground and avoid the horde altogether. (I did this pretty consistently.) Now that zombies can dig, you can't do that any more. You have to fight the horde.
Yes, there are ways to build a horde base that cheeses the AI and makes fighting the horde much easier. But that existed in A16 too, and it's not any easier in A17 (different sure, but not easier).
Also - not directed at you - but I feel the people who are complaining that zombies are XP farms, have too short memories to remember that zombies in A16 and earlier were mainly loot farms. Personally I think removing zombie loot in A17 was a step in the right direction.
Now, I do believe the game is still unbalanced, and that the XP from zombie kills still needs to be nerfed somewhat (yes, in A17.2 too, though it was worse in earlier alphas). But that doesn't mean the game is moving in the wrong direction.
Sorry for the long post. Don't worry I am not bashing A17 or anything. As I say in my A17 feedback posts, for me, it had both positive changes and negative changes, with flaws carrying over from previous versions (it's an alpha after all). This belongs to the 3rd category. (You could still hide underground in .0 if you went deep enough, haven't tried it in .2 don't think that changed since .0).
Of course it was optional in A16 too, god knows how many underground debates we had here and vehicles were still a thing after all (I think the only time when it wasn't optional was before they increased the voxel vertical space and zombies could also somewhat dig, just don't remember if blood moons had been implemented then).
Again in A17 you don't have to fight the horde - you really don't, if you can just sprint a little with the A17 player increased speed and get away. I didn't say a word because they said they will add more speed settings which I thought would alleviate this problem, but apparently now there is a speed bug which I hope will finally solve it when it's fixed.
I don't tend to complain about problems which are obviously temporary, but about what seem to be design decisions. For example the AI will be further refined and it's not something fixed on the spot, so there is no point in complaining about it, other than giving some feedback and be done with it. The horde being optional unfortunately seems like a design decision, since there are always ways to get away and not fight, like vehicles, which don't have any real cons or cost.
Removing zombie loot was definitely a step in the right direction. And making them not worth farming for XP, will also be one, imo. Zombies were XP farms in A16 only after zombie kill XP was added. Before that abomination was added,
which turned the zombie apocalypse in a human apocalypse for zombies, you only gained weapon skills when you hit them, which was great, because it was rewarding, but not enough to make you actively hunt them.
Finally, people that are complaining about zombies being XP farms particularly in A17 don't always have such short memories. Even after zombie kill XP was added in A16 and zombies became XP farms, skills were compartmentalized and the game still pushed you towards different activities, as it was still not really worth to throw 100 points in e.g. mining without actually mining. This, with A17 changed, and with most recipes being tied to perks now and zombie kill XP enabling you to max anything (became more globally useful), it is no wonder people started complaining about having to grind zombies. Thankfully MM said they will balance XP sources further, and revamp some recipes so we can only wait and see.
I see players on servers log off ALL the time when bloodmoon starts. You'll never prevent that from happening. So wishfull thinking, only with SP you already have to face bloodmoon.
Gawd, this again! Ok.
First of all they recently added an option for blood moons. So balancing the game according to players that are "peculiar enough" to not choose a server without blood moons and STILL log out during blood moons is -guess what-, at best.
You can avoid events by logging out in countless co-op games. Do you know what developers do about it? Send goons to your house to rough you up if you log out? They do nothing of course - because they are co-op games. Should the devs make something optional for people while playing the game, because people can... stop playing the game and avoid it? And when you think that these people log out during an already optional thing, feel free to draw your own conclusions.
What you say reminds me of gazz - "we won't add POI events/exclusive loot because the game is voxel and players in MP servers may have destroyed the POIs". To balance the game for every single MP scenario, no matter how improbable it is, is madness imo. It is just not worth the sacrifice to give up things for that small of a probability. Except if you find a better solution to go about it.