JaxTeller718
New member
I think this comment shows how off the rails the game itself has become as a survival or horror game and how people themselves do not truly understand that you were playing an unfinished concept that was a work in progress. While it excels at both in my opinion, if your only incentive is to collect loot when killing zombies then that is a failure on the games part in making the zombies an actual threat. As fataal and others have said it wasnt that they intended to deceive, it was that other things needed to be fixed and polished up and implemented before we got to the meat of what this game is truly about. And with the new AI we are finally seeing that vision in all its bloody goodness.fwiw I don't see an inherent issue with taking out zombie loot, or taking out fat and bones from gore blocks. My major concern is an incentive to fight zombies.
Within our current system - assuming the zombies dropped no loot - the only incentive to kill them would be for exp, but what if your spikes are killing zombies? Or your turrets or other traps? Your spikes get destroyed and you waste a bunch of bullets but you get absolutely nothing for it.
Now, why bother making a base for 7th night? Why not just get on a minibike and drive until sunrise? Sure - you can easily kill walkers during the day for exp, or clear out a house to loot it, but no point in bothering with a big zombie defense. It just gets destroyed and you get nothing for it.
I guess I'm not understanding the design process here to incentivize participation in the most exciting part of the game: horde nights.
The main incentive to kill zombies should be survival. You do not want your base wrecked, and you do not want to die. Zombies are now seen only as loot pinatas to be hunted down and rounded up anyway possible to gather loot, not to disperse a threat or to save your life. As a matter of fact very few kill zombies out of reaction unless a wandering horde shows up. Everything is meticulously planned and A17 is about to drop a bomb on everyone's party when it comes to comfort and ease. Literally no one and nothing is preventing you from gathering the supplies you need to collect a cache of ammo. ESPECIALLY in vanilla where you don't have the limitations some mods put on you like progression gating etc.
On our server a good deal of people are annoyed by looting corpses after a certain period of time as zombies are actually a VERY inefficient way of gathering materials. They get way more out of ramboing houses and stores in their purple gear then sitting back and letting spikes destroy a few zombies that may or may not have loot. What this does is force passive players out of their normal tactics and encourages interactive gameplay with the entire environment.
It's only my opinion of course, but if i was in charge of development ts actually one of the fist things I would do. Make the zombies a threat, something to be AVOIDED because the risk factor is high. Sneak is going to play a very important role in this Alpha it seems so there is always that option, and that will make gameplay more fun and interesting. We already do this in our mod. A select group of zombies do not drop any loot no matter what but you CAN chop up bodies for bones. Which i agree is also key, and Im sure Pimps have not forgotten we need them.
But what do i know. It's not like I run a very successful or popular mod geared to a more survival intensive experience. And while people have issues in some areas with it overall they have a blast playing it. So maybe the Pimps aren't as crazy as one may think with their decisions and their vision. Give it a chance before crucifying it.
If anything mods will find a way to put it back the way you like it. Darkness Falls by Khaine and Walkers by Dwall will reach even greater heights because that is the beauty of the whole process. We have options. As for Ravenhearst we won't be adding it back. In our opinion the performance we will gain from this change is 100 percent worth it. Give it a chance before everyone here condemns it.
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