How would you know that in an unknown house? The only reason you know it in the game is because you were in the house before in another game.
If you need a reason why I know it, I can just make one up. Very easy. Someone told me. So, that's why I know it. And - which is the point - if I knew, I would go there. In game I know it because the house is not unknown. The game's devs know that as soon as I have played the game once, the house is not unknown anymore. So they should consider that and make sure it's not 100% forseeable where treasure rooms are. It's even relatively simple, you can randomize loot containers. All the crates already are random, they can be food, guns, tools or meds. They also could be trashbags. It's easy to remove the treasure rooms.
You could never be certain. It's like those people who keep dangerous pets. On some cases never something happens on other cases it does, no matter how certain they were about how their pets behave. In a life or death situation like we have in the game I would never count on all zombies behaving the same way.
If you knew that Zombies behave a certain way, for example get stuck in a loop when you build a simple staircase, you would build a simple staircase. You would, just like I do in game, make sure that you don't die when the staircase fails, but you would build the simple structure to outwit the zombies. And so I do, and it's enough.
The bottom line is that if you knew a simple solution to a problem, you would use the solution. It is unsatisfying when the game is only a challenge and enjoyable when I pretend not to know the solution.
You already agree there is too much loot. Let's move on to the AI. Do you think an AI that is less forseeable would be better th an what we have now?
Then let's hope they will spread the loot all over the POI and get rid of loot rooms.
That would be much better, but going through a POI is no problem either, bee lining to the treasure room is just "even faster". Only spreading loot all over the POI means we would still have great loot all over the place (aka in too many POIs). There simply is too much such loot.
Unfortunately, they sorta navigated themselves into a bit of a corner with the sleeper concept. If you go through a house with 20 sleepers, it's a risk and has a cost, particularly when you cannot rely on cheap weapons like melee anymore, because you have feral or radiated zombz. So if you go through a house and take a risk and expend resources and get no reward, you have a point calling that unsatisfying. I'm not 100% sure about it, might be interesting, but you'd have at least a point. Would the number of sleepers indicate that a POI has good loot, again we have the issue of people knowing where the good loot is. I would certainly find myself going from POI to POI and then only loot those that indicate themselves as rich in loot.
Therefor, I say, the general concept of having sleepers all over the place is a mistake. The majority of zombies should be outside, and should be spawned by and around houses, so it is a problem to go into towns and cities, and you'd have to get rid of zombies before you can get into houses (like it was the case before being replaced with sleepers). Or lure them away first, for example with noise producing devices to draw them to a certain location. Like "in the movies".
Inside houses, a very few sleepers should appear, and these should be designed to give the player a fright. You shouldn't just know that in the next room there are 5 construction workers and on the roof is a radiated cop and so on. Sneaky sleepers should jump out of walls, fall out of ceilings and provide jump scares. Which, though, they only can if you cannot be sure they are there. They need to be relatively rare and random, so even in the same house you cannot be sure. It would already be enough if you would encounter one such sleeper in, say, five houses.
Only on top of that and regulated by quests, that are either triggered by random POIs themselves and/or given by the trader, houses full of sleepers should be a thing, because yes, it is fun too to clear a building of zombies, and only once done, one should receive an appropriate reward. Since you could get them from traders, you still could clear houses full of sleepers all day long, if that's what you enjoy. The "just find the box that is conveniently marked on your compass"-quests need to go completly, I had lvl 5 quests of this type where I found that box within literally a minute. Too easy, needs to go.
Yes, I don't like loot rooms. I mean I usually clear houses completely, but of course I know where the loot is and thus there is some incentive to just go there. But it's not the loot rooms that take away the challenge, but my knowledge where those loot rooms are and how to get to them without encountering zombies.
Like I said, going through houses on day 1 is no challenge for experienced video game players. I don't even need to know 7dtd, if I have good aim and understood how the basic weapons work, I can kill the day 1 trashmobs. And once I (me personally) have a pistol, I have good reason to go through houses and kill em all anyways, to begin with, because I enjoy it, but also because of the xp-reward.
Even if they would get rid of those loot rooms and distribute the loot over the whole houses there still would be some rooms more interesting than others. In a game where we can destroy everything with ease and nerdpole to any height we want to, they can never keep us from using knowledge we wouldn't have in real life. That's the price we pay for the freedom we have. And that problem already existed in previous alphas.
The problem did not exist before loot rooms, because then you had to be lucky to find a shop to begin with. Shops were rare. And before they removed that, shops would spawn zombies outside, so when you approached a shop, 10 - 20 zombies would appear to protect it. It was a great system, that was changed for the worse.
Aside from how difficult (if even possible with the power average computer provide) it is to make an ai outsmart players, it would be bad lore design if zombies would outsmart players. So of course we are supposed to outsmart zombies.
Sure. But zombies were given intelligence, meaning, they do no longer just come for the player in a straight line, you know, like zombies, but understand what obstacles and traps are. And that is what the player can outsmart and use as an advantage. Obviously, right? Zombies should have no intelligence that leads to a certain behaviour that the player can outsmart with as little effort as currently. In my opinion, zombies should behave like the zombies in Dawn of the Dead or The Walking Dead. They should be attracted by noise, smell, light and movement - and that's it. The danger comes from the numbers and that you don't know where they are and come from and where they attack. That you have to protect a base in all directions. Now you just leave an open gate. Or build a staircase with a kill corridor. Boring.
But there is a difference between playing the game and playing the system. I mean you do you, I don't care how you play your game. But complaining about a lack of challenge when you are playing the (not even done) system, is something I don't understand.
How is the game not the system? Would I want to not play the system, I would still have play the system, because I would have to ignore the system very specifically. For example do I know that zombies will go through any opening. So I leave no opening. Then I know that zombies go for the weakest spot, so I have to make sure there is no weakest spot. And then I would grind for materials and spend time building defenses, knowing that I don't actually need all that. If I can afford "all that" to begin with, because the game is (probably) balanced so that you can't have enough traps to protect a not-tiny base from all sides.
Overall, the much better solution is that the devs change the ai to something less forseeable.
I don't even get why you are calling it roleplaying to play the game instead of the system. I guess we have a completely different take on what games are and I don't think that any alpha will ever meet your expectations, since alphas usually are in a state where playing the system is at easy as it gets, since preventing it isn't the highest priority.
I call it roleplaying because I have to pretend being someone I am not: Someone who does not know how zombies behave. And I was very happy with many alphas and played several thousand hours, so your thought about my mindset is false.
Of course you can. I did it too. I was discussing the crafting situation (no Q6 crafting) and how overpowered Lucky Looter is. Roland was stating that loot numbers are being looked at, but that it will take some time. I'm still not convinced that tweaking some numbers will actually solve the problems I have, but there is no point to further discuss it until those tweaks are in and tested.That said, many of the problems mentioned in this thread are work in progress as well and many others are related to the game being still in alpha. Some actually are just due to is playing the game for thousands of hours already.
And I think most of the problems, if not all, are related to bad design changes. The "but it's alpha"-angle works to a degree. If things change for the better, I'll be happy and happy to admit it. But now I judge what I see now, and providing feedback, well,
should be appreciated by the devs.