Wait...you don't just have the majority? You have the VAAAAAAST majority on your side?!?!!?!
BTW, you have made his point for him. The game has a learning curve that cause people to need "to look at how they're playing". It is possible to "play a game like this wrong" precisely because it isn't obvious or basic or simple for those who haven't already put many hours into it and they will need time playing before it becomes simple for them.
The fact that the game has settings that can be "cranked up" to satisfy elite gamers like you and your vast majority is a pro in its favor and not a con like you are making it out to be.
I hate it when people talk about the modability of this game as some sort of derogatory thing or treat it as some sort of sly thing that people are doing in spite of the developers as though the modders are pulling one over on TFP and Madmole and the rest are probably ashamed and chagrined that lots of people like to play Ravenhearst or Darkness Falls. The truth is they are overjoyed that people are using the tools they provided to create alternative ways of playing-- and that includes greater difficulty.
It is unfathomable to me why someone like Stallionsden who is a modder and can bake into his version of the game whatever difficulty he wants and has zero hesitation or reticence or phobia about playing a modded game-- why he would even complain about Vanilla of all things. Why would he ever play vanilla with his 1000's of hours?
What the heck is wrong with people turning up the difficulty if they want? Even if it is the vast majority of servers--does that even scratch the surface of the number of people playing this game SP and not represented at all in your inventory of who is playing on Insane? We really don't know. All we know is that A18 is the most popular and longest living version of all time and even if that is thanks in big part to mods like some people like to point out as though that settles the argument it STILL counts because the mods are possible because of the generosity of these developers.
The "vast majority" comment comes from the fact I watch a lot of 7DTD stuff on YT, twitch, etc. A LOT of comments in chats/videos/etc seem to be folk saying that's how they play as well (regarding difficulty) because it's too easy. Way, way more than I remember from earlier alphas, and that includes some folks i've seen saying they started in A17 and cranked it up.
Shortly followed by other folks saying "If you think this is too easy, go install a mod or play an older alpha."
Personally, I still occasionally play vanilla. One reason is so I can look for basic mechanics I do/don't like so I know what to leave in or remove, and another reason is... well... sometimes it's just nice to play the game the way TFP intended (even if I still personally believe it's a pale shadow of what it used to be).
And I think that's the problem. A lot of us on here do remember what the game used to be, and we miss that, and a lot of that ISN'T easy to mod back in. The old bloodmoon system where zombies spawned on all sides? Can't easily mod that in (already looked into it). Fertalized farmland? Can't easily mod that in due to missing texture and microsplat. New biomes? Can't easily mod that in due to microsplat AND RWG won't spawn them. Older RWG where we could essentially have any sized map? Can't mod that back in at all (from what i've seen, though I will freely admit I don't know enough C# to even begin patching the RWG code).
There's some stuff we just CAN'T put back, but I do appreciate the extra options we are being given.
Speaking of... I do have a question.
How does onCombatEntered work? Is it when you shoot a zombie or when one "aggros" you? And when is the player considered to be "not in combat"? Obviously "when dead" is going to be one of options there (you or the zombie) but does it also happen if you run away far enough for the zombie to lose interest?
EDIT: To add to the paragraph above, will we be getting an onCombatLeft trigger in A19?