PC Amazing Gimmick. Well done.

I feel that those traps have potential, but they are badly implemented. There should be a way for player to avoid falling to their death - warnings. For example, if you walk on a block neighbouring with the fake floor, it will play sound like squaking boards. Or perhaps there will be parts that show in how bad shape the floor is.

Yeah level designers can easily kill you by putting such traps in their PoIs, but those deaths feel cheap and undeserved. It is on same level as dyeing to a bug. There is simply no justification to have them the way they are. And stating, that you can nerpole your way up...yeah using an exploit to avoid your death...that is load of steaming ********.

By the way, there are such trap floors, that send you plummeting to instant death. Those are the worst.

 
I enjoy the trapped floors with indications, whether obvious or with minor differences in the textures, but there are a few without any indication and I agree that those are bad game design, especially when not even full stealth points will stop your fall noise from waking up the sleepers you fell in the middle of and it becomes an instant death if you've reached mid-game+ and everything is feral.

I've mostly given up on following the devs' intended routes through PoIs and gone back to cheesy wood frame/ramp schemes, partly from this kind of trap and partly because the devs' route requires you to frequently unstealth and jump over obstacles - which will wake up the whole house, and will usually kill you at a late game stage/high difficulty if you don't bail immediately - unless you take out your axe/pick and destroy all the windows, window frames, door frames, partial holes in floors, etc. and replace them with wood frames/ramps that allow you to progress without leaving stealth.

I still greatly enjoy the minidungeons, they just can't be played as intended without aggroing half a dozen ferals in an enclosed space. Even with frame cheese, it's a feat staying alive in mid/late game on highest or second-highest difficulty, especially when you turn a corner and have a split second to fire or GTFO before the feral fully animates and you end up sprinting out with the whole awakened feral house on your ass.

 
There is a warning, you can avoid it. If you hear it break, you can run/jump away from it. Works pretty good. Also that floor tiles do look sligthly different.

 
I enjoy the trapped floors with indications, whether obvious or with minor differences in the textures, but there are a few without any indication and I agree that those are bad game design, especially when not even full stealth points will stop your fall noise from waking up the sleepers you fell in the middle of and it becomes an instant death if you've reached mid-game+ and everything is feral.I've mostly given up on following the devs' intended routes through PoIs and gone back to cheesy wood frame/ramp schemes, partly from this kind of trap and partly because the devs' route requires you to frequently unstealth and jump over obstacles - which will wake up the whole house, and will usually kill you at a late game stage/high difficulty if you don't bail immediately - unless you take out your axe/pick and destroy all the windows, window frames, door frames, partial holes in floors, etc. and replace them with wood frames/ramps that allow you to progress without leaving stealth.

I still greatly enjoy the minidungeons, they just can't be played as intended without aggroing half a dozen ferals in an enclosed space. Even with frame cheese, it's a feat staying alive in mid/late game on highest or second-highest difficulty, especially when you turn a corner and have a split second to fire or GTFO before the feral fully animates and you end up sprinting out with the whole awakened feral house on your ass.
Yeah, if you want to go stealth build for raiding PoIs, you have to use ramp frames, which is really killing it for me. Would love to be stealthy ninja, but the exact thing you stated just completely destroys it.

 
I don't use ladders when building. I use wood frames as they are perfect for building.
Cheater! You must use ladders instead, because it's more challenging and more fun that way!

There is a better way. Modding. That way you can nerdpole and I can't and neither of us has to care how the other plays because our individual game worlds never collide.
Modding can only do so much and Sphereii and couple of others can't do everything by themselves.

 
Cheater! You must use ladders instead, because it's more challenging and more fun that way!
Guess I’m a pumpkin eater.

Modding can only do so much and Sphereii and couple of others can't do everything by themselves.
What? I just stated that the mod is simple and effective. With it active you cannot place a block if you are in the air. Period. End of story. Sphereii already did it. It works great. Modding didn’t do only so much in this case— it did it all.

 
One of the things I love about 7 Days to Die over Minecraft is gravity and physics and its consequences. Nerdpoling fits for Minecraft because there is no gravity, structural integrity, or physics to speak of. Nerdpoling doesn't fit for this game in my opinion.
I listed two obvious reasons for anti-nerdpole feelings, but I hadn't thought about immersion. However, if that is the main reason why you dislike it, I don't think that mod handles it the way you would want it to. I could still build a 1 x 1 column from bedrock to sky without using nerdpoling to assist in making my column.

 
Well keep it to yourself please and thank you. The mod has been working great for me and I’ve no mind to start looking for workarounds and exploits.

 
Well keep it to yourself please and thank you. The mod has been working great for me and I’ve no mind to start looking for workarounds and exploits.
lol, well... it's not an exploit. I am just pointing out that there still exists the possibility to make immersion-breaking columns.

If the goal was immersion, the blocks would need vertical SI. I don't know the exact numbers, but let's say steel allows 10 blocks horizontally before it collapses, then it would stand to reason that you could probably stack around 20 steel blocks in a single column without it toppling over. 2x2 might be able to do 40 say.

I doubt they would put something like this in the game, I suppose you never know though.

 
Hey a trap and I fell for it, haha yeah, great.

5 mins later: Oh yeah, that trap again, yawn.

Great way to spend time "developing" those awesome traps you only fall for once.

But hey, the children that made the game got their giggle, which is what matters.

It's just all so sad and childish... urgh

 
Hey a trap and I fell for it, haha yeah, great.5 mins later: Oh yeah, that trap again, yawn.
Sometimes you forget that traps are are there. You remember the second you're on your way down. :)

 
You you know what I love? Losing 10 hours of progress by falling through a floor which had absolutely no indication that it would give way or that it was different from the surrounding floor into a pit full of 20 zombies and no possible way to escape.
Just amazing. Well ♥♥♥♥ing done. Amazing game design. Just die unless you know the ins an outs of all the buildings. ♥♥♥♥ing amazing. Good job.
The have always kinda liked the false floors. When I didnt know they were there it was exciting to fall into one and live. Now granted you died and that sucks but if you make it out it's awesome.

With that being said I understand your anger and thinking about it further i kinda agree they aren't great.

Think about it. It's a cheap death, the game didnt earn it and that's not fair. I would like to see clues, like in some POIs they have that WARNING printed on the wall. That kinda thing should be everywhere.

Also once you know the false floor is there it offers nothing. So first time is a cheap death and after that it offers nothing.

 
The first time might be a death or it might be awesome as you stated in your first paragraph.

Put a warning or clue on every false floor and what you’ll get is zero chance for any awesome situation to happen.

If people think that knowing where the false floors are becomes boring and stale over time, then knowing what the clues look like will become even more so and sooner because you will always avoid the trap.

You’ll be in a new POI for A18 and walk up the stairs to see “Danger!” written on the wall. Guess what has no chance of happening even one time? Once you know what the clues look like it offers even less than nothing because you won’t even get that potential escape or death moment even the first time.

 
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Earlier this week, my wife and I were looting a POI, clearing up the various cobblestone and concrete sacks. There was one on a hoist, and by coincidence we both simultaneously jumped onto the hoist to dig up the concrete.

The hoist collapsed under our weight and we both fell to the ground and both broke our legs.

It took us a good few minutes to stop laughing, and we and our friend spent the rest of the evening making leg jokes.

 
Well as stated, not all of those traps are bad. If you stand a chance, once you fall down, iam ok with it. But if its instant death (Iam looking at you Shamway and dishong)? Sorry, no.

 
Earlier this week, my wife and I were looting a POI, clearing up the various cobblestone and concrete sacks. There was one on a hoist, and by coincidence we both simultaneously jumped onto the hoist to dig up the concrete.
The hoist collapsed under our weight and we both fell to the ground and both broke our legs.

It took us a good few minutes to stop laughing, and we and our friend spent the rest of the evening making leg jokes.
So let me ask this since I just got negative reputation from someone else for "not understanding" that the hint would need to be a creaking sound instead of a danger sign....

If you and your wife knew that the game gave a hint that something might collapse if it was making a subtle creaking noise as you drew near and as you drew near to that hoist you both heard the creaking sound-- would you have jumped to it or would you have passed it by?

In the same vein, are people actually tickled by the corner of the wall paper peeling back or the slightly ajar panel that hints there's treasure inside the wall? Does the fact that there is a hint make the experience glorious every time? Wouldn't it be better if there were zero hints for hidden treasures and just a plain wall that looked like any other plain wall and maybe you find the treasure but maybe you never do? Maybe one day a zombie breaks a section of wall and you happen to notice there is a backpack hidden in there. That would feel much more like an exciting find than seeing that same old hint.

It may earn me another red mark but I say it is the same with the collapsing floor. No hint means that you will at least experience it from time to time. A hinted at false floor (no matter how subtle) will be quickly learned and means that you will almost never experience dealing with the trap springing on you because you will always see the hint or hear the hint.

I would be fine with a creak as long as floors creak often and randomly as you walk on or near them whether they are false or not...

 
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I would be fine with a creak as long as floors creak often and randomly as you walk on or near them whether they are false or not...
I do think the game should avoid "Ha ha gotcha" deaths (for lack of better words), - not that the OP's death was such as case, as it definitely wasn't - but should reward a careful and prepared player by giving them options to either avoid a trap, or giving a way out of one if they fall for it, but were properly prepared. The same should apply for treasure.

So, in an ideal world there should be some sort of very subtle tell, that a player rushing about would miss, but a player being careful should (mostly) catch, and, in the event of a trap, there should be some way out of it, if the player took the time to prepare for it (for example frames on the toolbar, as just one particular example).

The problem for the Pimps though, is that in the real world, as opposed to an idealised one, is making some sort of texture tell subtle enough that a player not paying attention will miss it, but still noticeable enough that the careful player would spot it.

 
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Just to clarify, I am not defending undetectable false floors that lead to guaranteed instant fall death. I want traps that lead to life or death situations and thrilling narrow escapes. A survival game should expose the player to situations that must be survived because they are potentially lethal.

The player should get poisoned or infected from time to time and that poisoning or infection should lead to a countdown to certain death if action isn't taken. There should not be a guaranteed way to prevent getting poisoned or infected in the first place because then that shuts the door on surviving poisoning and infection.

The player should take a fall from time to time and that fall should lead to a life or death situation that can be possibly escaped. There should not be a guaranteed way to spot every false floor so the player never falls because then that shuts the door on surviving those very thrilling and fun (when you win) scenarios.

The player should get stunned when hit from time to time because getting stunned leads to a tense life or death situation where you might survive or you might die depending on how you handle it. There should not be a guaranteed whay to never be stunned because that shuts the door on surviving those tense moments.

And finally...

When I first played The Walking Dad's invisible HUD mod which removed all indicators from the screen I found myself losing track of time and getting caught out at night away from my base because there was no clock always in my face. This led to some very interesting survival scenarios that I never would have enjoyed if the clock was visible.

So I would even say the player should be able to lose track of time from time to time and find themselves too far away from base safety before nightfall. There shouldn't be a guaranteed way to quickly and effortlessly be reminded of the time because that shuts the door on some very interesting and tense survival situations

 
So let me ask this since I just got negative reputation from someone else for "not understanding" that the hint would need to be a creaking sound instead of a danger sign....
If you and your wife knew that the game gave a hint that something might collapse if it was making a subtle creaking noise as you drew near and as you drew near to that hoist you both heard the creaking sound-- would you have jumped to it or would you have passed it by?
We'd have carefully stuck a few frames to the side of the building so that we could get to the concrete without standing on the platform that we had been informed by the creaking was unsafe.

It can be interesting to do that across floors that are known to be unsafe from previous experience, but it's definitely more fun to learn from experience rather than be told by hints. Having said that, if there are going to be rotten and unsafe floors then they should at least look rotten - even if the majority of rotten floors turn out to be safe. Having floors that look like solid concrete but turn out to be unsafe should be used very sparingly; only for places where someone's actually booby-trapped a location rather than the (more common) case where a location is simply falling apart and unsafe.

In the same vein, are people actually tickled by the corner of the wall paper peeling back or the slightly ajar panel that hints there's treasure inside the wall? Does the fact that there is a hint make the experience glorious every time? Wouldn't it be better if there were zero hints for hidden treasures and just a plain wall that looked like any other plain wall and maybe you find the treasure but maybe you never do? Maybe one day a zombie breaks a section of wall and you happen to notice there is a backpack hidden in there. That would feel much more like an exciting find than seeing that same old hint.
My personal opinion is that when it comes to caches a mix would be best. Some should be hinted, others should be hidden - although I think hidden in just a plain wall is a bit much. They should at least be hidden behind pictures or under beds or the like. That way although there's not always going to be something there, at least there's something to investigate (even if sometimes it's just a picture or bed or whatever without anything behind/under it) rather than just a generic wall that might contain something inside the third block on the second row but there's no way of knowing that unless you or a zombie happens to randomly do enough damage to that specific block.

 
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