-snip-What we are wanting is for avoiding zombies to be part of the gameplay. We want zombies to be there, but we want to be able to hide from them rather than just fighting them. Like the option of fighting zombies, we want avoiding them and hiding from them to be exciting with elements of danger. -snip-
This. Definately this. For me I'd like -any- zombie encounter to be a 'real' danger. Something that, if you have the time, you'd find yourself weighing the risk vs reward.
Think of the first days of the first time or two you played 7dtd. Jumping at every sound, no idea what to do, no confidence that you could either win a fight or would be able to run away.
Then there are some that enjoy roleplaying, 'this is -real!-'
I know I certainly wouldn't be instigating fights in a ZA. That'd be certain suicide eventually.
Trouble is, well, -how-? Make z's extremely tough, or 'bulletsponges' and it just gets silly. TFPs have done a really good job to keep that fear/uncertainty evident without straying too far into, 'well now that's just silly' territory. Stamina, ammo scarcity, 'believable' "oh ♥♥♥♥!" z's like dogs & bears, etc.
No idea if they've come up with any new supporting mechanics for A17 that will feel like they fit into that narrow space. Personally I'm not sure if I can rationalize digging zombies. Z's taking out concrete is hard enough to ignore, heh. Not that I have any great ideas regarding this. Wish I did. For now I guess we're stuck with having to leverage our own imaginations and roleplaying a 'ruleset' to fill the gap.
Edit: should add that most anything TFPs add that supports the above would also likely make the game 'better' for those that prefer the 'kill em all!' playstyle.