Discussion on the topic of QoL solutions

Unamelable

Refugee
My feedback

  • Can't open the whole map in world settings (visitmap doesn't work)



    There should be a button in the game under the "normal" tab when creating a world. Or add an item that would display the map for example as in Unturned.

[*]Most of iron sights is weird and unlogical


  • I personally don't like the iron sight, it's very out of place because we're not aiming at the fly, but at the rear sight. I've had experience with aligning the sight on Codename CURE models and it looks weird and impractical. You don't see this in 90% of the FPS. (Reference: Call of Duty 4)
  • image.png

[*]Sight does not hide when aiming


  • It's easily fixed by the mod https://www.nexusmods.com/7daystodie/mods/213 but personally I don't understand why it can't be hidden in the settings. Or it would be switched off by default.

[*]The scope covers the entire screen with black area like a game from 2003


  • I hope the developers have fixed this, as the game. 2014 from the one person with the same engine. Has an elaborate sniper scope than the 13th year game that is about to be released. I'm sorry, but that's just pathetic.(Reference: Unturned) - You can also disable it for performance.
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[*]You can't see a damn thing indoors even in the daytime


  • I personally hate this as it makes the environments unbearably dark, and at some points pitch black. This can also be switched off via the .xml configuration, but it's strange that you can't configure everything humanly via the GUI
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[*]Night/early morning sounds and enemy spawning sound cannot be switched off


  • I'd be lying if I didn't say that after about 50 hours it gets really annoying. And I'd like to turn those sounds off first. I don't understand why it wasn't added originally, were the developers playing their own game? I'd add the disabling sound of the blood moon starting.

[*]You cannot select the update level of the unit (instead of a building block to a cobblestone or concrete or metal)


  • Of course it's logical that in order to improve a block a player should do it gradually. But what prevents to do it selectively, as we can create separate blocks with the necessary level of defense. And can not remove blocks as building blocks (Which 0 level)
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[*]You can't take away blocks, or change their shape


  • The player must have 5 seconds before the block freezes and cannot be removed. There are many situations where you place a block incorrectly and you are forced to break it in order to remove it. Also the block freeze parameter should have a setting in the world creation menu

[*]Many items cannot be removed after placing


  • There are a lot of entity that can't be taken back. How can this be done with other entity placed by the player. Below will be listed a list of those that even under the effect of block claim cannot be taken back
  • Almost all of the entities that are the containers and furniture's


    Metal furniture
  • Filing cabinet
  • Mailbox
  • Roller shutters
  • Block "Equipment"
  • Thick44 Flags
  • Sinks
  • Cabinets and Cupboards
  • Wooden furniture
  • Sofas
  • Glasses
  • Writing desk
  • Gates, doors, Reinforced bridge, manhole cover and other entry points
  • TV's
  • Portable cold room
  • Safes
  • Wooden boxes, crates
  • Barbed wire fence
  • Farm plot
  • Braziers
  • Garbage can
  • Sandbags
  • Huge bed
  • Wooden signs
  • Paintings
  • Haystack
  • Spotlight
  • All types of lighting (Not including the gas lamp)



[*]The lamps are unbalanced and shine like the sun.


  • In the game right now, it's the brightest lantern that shines better than a spotlight. Not only is it very bright, it does not require fuel (e.g. gasoline). It can't be customized in terms of brightness. And it can also be picked up. The point of all the lighting if having a workbench it is the most efficient light source that is not even blocked in the electronics branch? This needs to be fixed.
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[*]You can't put a merchant's hours of working in world settings


  • This can be changed via XML file, but there is no way to do it via world settings (i.e. via GUI).

[*]The map does not automatically cognize locations and their names except for merchants


  • The game has a very stripped down map that does not allow you to see the name and level of the POI. This is a serious miscalculation on the part of the developers. I'm sure for this there should be a separate tab urban map where you can zoom in and see all locations. Moreover, when you create a world you have access to prefabs, so it is unknown why it is not yet implemented in the game.
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[*]Once a label has been created, you cannot change its name, also when creating labels, you can't hide them from the map so that they are visible only in the list


  • Once the marker is created, the game has no interaction with it other than hiding it from the compass or deleting entirely. Which is strange, it would be more logical to hide the name of the marker and make it gray. So that it's only visible in the sheet. And can be activated by clicking
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[*]A chainsaw is useless in battle, it doesn't stun any damn enemies.


  • In a zombie apocalypse game, things that technically may be the best solution against zombies, and fits the style of the game. It works terribly. The zombies don't become stunned. If a player would like to have an effective end-game melee. He'd probably want to use a chainsaw. Makes sense, right? You could create debuffs to make it not too overkill against other slow melee. Since they aren't effective against an oncoming horde of a dozen zombies.
  • For example, to make the chance that the weapon will have to restart from - stuck clothes on the chain. This chance will be higher if the player uses half and less worn chainsaw making it resource-intensive in terms of gasoline, efficient in terms of horde, and balanced against such a breakage.

[*]Characters always have the same animation and food item


  • I watched a couple videos of people playing old alphas, and they had a lot of animations for interacting with items. Now to use medicine, food, or water the character has the same animation. I think this is due to the lack of an animator on the team. So I think this will be changed during development, because it's one of the things that players look at directly damn it.

[*]Read and unread magazines should be marked with more than just an icon. But also a color


  • Personally, I had an embarrassment where I didn't know if I had read the magazines or not. Since there were no obvious marks except for a one-color book in the corner. To prevent this from happening, unread books should be marked red, and read books should be marked green or blue.

[*]Modification journal are not obviously indicated by another icon other than a small book in the corner.


  • Modifications for weapons in the form of books should have a red icon to be immediately clear that it is a book modification, not the modification itself

[*]The game does not allow you to throw things away except by dragging things outside the inventory border, instead of pressing RMB and the conditional Shift/Ctrl


  • Of course you can use the "D" from the control menu designed for the D-Pad on the gamepad. But as a PC player I'm always used to using keyboard shortcuts for many actions.

[*]If you "trace" the item's crafting, it closes the merchant's active target. And doesn't track more items. For example, I want to craft two pieces of transportation. And to craft it, I have to focus on one part, then track and craft the other. What prevents to make a slideshow where the player can track up to 5 crafts at the same time. At the same time not to close the main goal, again a task from the trader?



  • Let's say we have 24 points for a spot on the right side of the screen. For a 1920x1080 monitor. If a craft or task does not fit in the tracked actions. We will see an error window that also has a fixed number of points.
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[*]Can't hide difficulty of POI/Biome in settings



  • This information is mostly useless. It can be safely turned off in the settings

[*]Can't pick up quality of items in creative menu



  • You really can't select the quality of items in the creative menu. It's unknown why. Of course you can click on "Hide Forms". But this only updates the menu, where you still need to find the required random quality number for the item

[*]Some door frames have strange values to repair



  • Some door frames remain at 1hp when doors are destroyed, and are repaired with seemingly random materials. This also repairs the door, in some cases taking a very high amount of random materials, like 50 brass to repair a 250hp wooden door, while a standard 1000hp wooden door only takes a small amount of wood. Some doors have this problem, some don't.

[*]Spikes hitboxes is janky, same goes with window glass


  • This is really odd since melee covers a large block range. Why it doesn't work with glass and spikes is unknown to me. There you have to find a special place to improve/repair. It's mostly a bug

[*]Zombies could attack you through door, melee are not able to hit though hole in door



  • This is indeed true, easy to check by putting a block with a hole through which to shoot/swing
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[*]Fast-healing have unmentioned downsides



  • The author didn't say anything about it

[*]Inventory locking is unintuitive



  • Locking could be sorted into individual items (i.e. food, modifications, ammo, crafting resources) to make it easier to sort. If there is no space in the inventory, do not fill locked slots. Well and other ideas from players

[*]The game should have full-fledged settings via GUI which could always be changed in XML files. But now players have to do it manually through a text editor or save the settings in the "mods" folder.



  • This is the thing of first necessity for which very many players download mods. Simply because the game does not have such a menu and everything has to be done manually. It is inconvenient and unintuitive

[*]Many blocks have strange hitboxes when you can't shoot/use melee in the hole so you hit block itself. But in movement they are right


  • I've talked about this before

[*]Craft menu does not show all the crafts, you have to use the search


  • This is really a problem if you want to display all crafts. Right now you can't have a complete list in the game where you can see all the crafts. Many things have to be recalled or opened manually. Or use the creative menu to see if it can be crafted or not.

[*]The electrical system needs a little tweaking


  • Drop Link

[*]The game gives players level 6 items by loot/from a merchant. While items that can be crafted by a player up to Max 5 LVL makes collecting magazines pointless. Since the player may accidentally find a weapon that will be more effective than basic crafting. And will be infinitely repaired regardless of its number of repairs.


  • It breaks the point of progression when a player can find a 6-level item that can't be crafted. Either the player should be able to craft level 6 items. Or create a number of possible repairs for items. For example, after 3 repairs an item can no longer be repaired. It cannot be dismantled for resources. 

[*]Vehicles should not be operated while in the water.


  • The logic speaks for itself

[*]Mini Bike, Motorcycle, Truck, Gyroplane should not be able to take into inventory after first landing on the ground


  • A character should not be able to pick up an entire truck in his backpack after he has collected it. It's illogical, and it's easy to train. I can understand picking up a bicycle. But the rest of the transportation shouldn't be "compact" for the player.

[*]Plants should not collapse when harvested. Plus a 50% chance of getting seeds reduces progress if you make a large field.


  • To ensure that farming is not overlong. The player can collect the fruits of the plant without taking it down from the farm plot. This saves resources and time.

[*]

Innovations to mechanics

[*]Can't fast-travel from trader to trader


  • Traveling from one point to another becomes extremely boring. And it will be much easier to go from one merchant to another, especially when you have discovered all the merchants and are actively communicating between them.

[*]Can't skip the night before 4:00 am


  • That was one of the thoughts when I played the game. Even though I know after seven days I'm gonna have a blood moon. But if I really have nothing to do at home. And I didn't think of anything. Why don't players just get a chance to sleep? By morning you could for example give a player a +10% bonus to sprinting for 2 hours.

[*]Can't find maps that opened the main map


  • Because the game doesn't have its own map. It would be possible to give the opportunity to open some WarFog zones that would fall from zombies and open 10% of the map. They would fall from dead zombies.

[*]Getting water was made complicated for some reason, just because.


  • The player would be able to find empty bottles that would have a random number of uses (1 to 5). The player would then receive the item "Dirty Bottle - This bottle is not safe to drink from" and it could be broken down into synthetic garbage. And it would be unavailable for crafting or pouring into a container. Also players should be able to fetch water from taps. After all, to loot them from toilets and other things is an idiotic solution
  • When the forge will be available to the player. He will be able to melt glass bottles. They will not have an expiration date. And it will be possible to pour water into them with dew collectors.

[*]Artificially limited skill tree


  • Like I said before, I want to remove the main progression branch that requires 16 levels (skill-points) to fully unlock. The player is given skill points to level up characters. Not for flushing points down the toilet.

[*]Awful Learning by Reading


  • The game should have fundamentally 50-40 magazines for crafting and 4 for each unique skill. This will make progression faster and not boring because you won't have to search for 89 more logs so you can craft a 5 level item that you will find in the loot anyway.
  • The player can also exchange magazines found at the merchant for magazines needed by the player. The merchant will have an option "Exchange Magazines" where the player can select the magazine to be exchanged, and get the next of the 5 options offered by the merchant. This will not force players to wait for the next delivery from the merchant to buy all the magazines from him.

[*]The game should kill the last zombie that delays the quest.


  • I've had many instances where the game had a single zombie that prevented me from completing a quest. If the player fails to find the last zombie within 60 seconds. The game will kill the last zombie and end the quest forcibly.

[*]Add normal 3D sound positioning


  • This is relevant when clearing multi-story buildings where you simply do not realize on which floor is the zombie, on the top or bottom. It also has no identifying marks where exactly it is. This can be easily fixed with the screenshot below
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[*]Can't craft dye, you have to scavenge it from random clothes


  • The player must still find dye in clothing in order to change the color of the equipment. The player can already craft paint. But he can't apply it to clothes? Removing dye from clothing should be impossible. Once it's painted, it's there forever. You can only repaint the item if you are not satisfied with the color.

[*]Stealth is janky and useless in most cases


  • Stealth as a skill is absolutely useless in this game. Zombies always notice you, you move too slowly. When triggered a point, you are always noticed. Stealth needs its own rework to make it a relevant playstyle. Now it's broken and unplayable

[*]

[*]When you hit a zombie and it stumbles toward you.


  • The game must stop zombies in place, as zombies defy the laws of physics if they are from hitting you forward. It's absurd

[*]The “crouch-run” right when you try to melee them.


  • It's more of a nag than a bug, but if it happened all the time. It would matter.

[*]As much as I enjoy the dungeon POIs, it can get annoying when somehow in small family-sized houses that would fit 4 people, every zombie that hides inside closets, above ceiling panels, behind walls they somehow plastered themselves in. And somehow, they will magically know when a human just breathed across the building and know the exact path to get you.


  • Triggers should not give zombies information about the player. Such situations happen in 99% of POIs and events should be diversified. Since it becomes very predictable quickly

[*]The 2 steps forward, 2 steps sideways, 2 steps backwards development.



  • Technically many are right, as the innovations that make TFP don't make it to the final polish. Instead of knowing what direction the game should be going in the release. Developers add, remove a lot of things from - for which it can be safely said that many alphas are like separate games, except it's in a bad way. Either you have a clear plan, or you get a huge barrage of criticism in your address.
  • This is reminiscent of the situation with Yandere Simulator. Except that TFP works, unlike YandereDev.

[*]Constantly reworking and removing things that worked, adding features no one asked for, not giving endgame any love, forced looting, the move away from crafting to questing, Fun Pimps trying to turn this into an RPG instead of a survival game. For every quality of life addition there is a sacrifice on gameplay, feature or items.


  • I think that's a problem with all RPG survival games in general. The TFP haven't really created RPGs before and I wish they had emphasized sandboxing more than RPG progression. Add a clear plot and variety. That's what 7 days to die was loved for. And now it's a soulless grind for nothing, endless POI dungeons that make you sick.

[*]Kinda miss the old loot table that wasn’t gamestage based. Really just miss finding good guns in guns safes. Maybe my luck is just rotten. Better off looking for toilet pistols.


  • One of the things that influences the RPG component, the renunciation of sandboxing

[*]Trigger points. it is @%$# design. it @%$#s on many core gameplay loops & isn't fixable even with dev commands. its 100% what lead to me quitting playing even tho i liked 90% of the updates to that alpha.



  • The developers should think about the variety of POIs as the situation is the same everywhere. Only locations with their stories change. They created traps with multiple triggers, what prevents developers from thinking about it in the same way?

[*]I really hate how prevalent they are and how they make stealth into the ONLY playstyle that you cannot use throughout the whole game. I can be more understanding of why blood moons aren't stealthable, but at least then you can also try going into traps and/or using all the extra ammo and loud guns you pick up just for those nights.



  • Stealth needs a total redesign. But it is one of the styles of the game. TFP likely hasn't decided what 7DTD is yet, and until they get to the end result. Stealth will remain useless

[*]Every other build type can be used to clear every POI. Stealth is basically the only one where the game says "sorry, you have to completely change how you play once you enter that room". Trigger zombies should either be way less common, or actually be effected by stealth to some extent.


  • Same situation


[*]Zombies need to move around more in Poi's. Them being static until stumbled upon is lame and boring



  • This is odd since zombies are never dynamic when mopping up. It would most likely cause a reaction where zombies would break through to the game. Although you could make 3 options



    Static - Lying down
  • Dynamic - All the zombies in the POI are active.
  • Mixed - Half lying, half wandering.



[*]Locks on doors/switches only being activatible once. Like why can't I used the button again to close a garage door in a POI? Once I have the key to the door why can't I close it again?



  • That's weird too, because switches are supposed to work both ways, aren't they? If you destroy the switch, you close the door lol.

[*]Trying to kill the screaming jumper things with a shotgun, how do they crawl past the shots? and vulture hit box is bit off too.



  • I hate these things because of the VERY loud sound, they're just like jumpers in that they're actively moving. It's melee against them.

[*]The drop rate of seeds when harvesting them.



  • Seeds should have a 70% seed rate

[*]That zombies always know the most efficient way to get you rather than just blindly trying to get to you. i.e. they immediately identify and try to exploit your defenses weak spot



  • That's weird too, I'm sure the developers didn't code them with that kind of behavior. After all, it's easy to obfuscate and use it in exploits

[*]PVP remains broken because cheaters use clipping to locate bases



  • Unfortunately the game is voxel-based, and it is obvious why there is such a possibility. After all, I myself accidentally stumbled upon such a bug. The game is far from the final stage, so PVP is the least of their priorities





In order that the topic is not delayed for checking links by moderators, you can go to this thread where the sheet was originally posted along with links to reddit comments

New

  • The search filter should have suggested names + ignore misspellings



    Let's assume a situation where a player is bleeding. He has no medication. He urgently opens the krafts, and tries to write "bandage". And he misspells the word bandage as "vbandage". The game fails to find a named item and the player dies.
  • Or another example: A player wants to find all items related to electronics, he writes electronics. The game doesn't give him any items except those that are written specifically
  • Or the player searches for all items by keyword. He wants to find all available lighting sources in crafting. He writes "light" and is not given any options. Or he writes "lamp" and is given all electric light sources. Instead of writing a specific type of item that you have to memorize.


 
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I promise!

https://community.7daystodie.com/topic/35425-this-game-is-emergency-lacking-in-qol-changes-list/

https://community.7daystodie.com/topic/35446-is-it-just-me-or-is-the-electrical-system-missing-something/

  • You can't collect muddy water from the shells


    It would make sense to have a chance to drain the sink

[*]Sinks placed by the player cannot be connected to the dew collector, although we have a wrench available.


  • The shells placed by the player are nothing more than decoration. Therefore, it would be logical that the player could have a source of water at home without having to drink from bottles collected from dew collectors

[*]You can't put blocks on the bush that gives the wood. Although grass can be easily jammed. Unlike the other various resources, bushes spawn more often and interfere with construction.


  • This is really annoying because on the ground you have a lot of bushes that need to be destroyed by hand

[*]The icons in the corner should have different colors for easy resource management


  • The same color really confuses the sorting of loot. Unless you use autosorting, of course.
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Sight does not hide when aiming

  • It's easily fixed by the mod https://www.nexusmods.com/7daystodie/mods/213 but personally I don't understand why it can't be hidden in the settings. Or it would be switched off by default.


I've played on a server with this mod and I did not care for that change. But as a player by player option, rather than server-wide, I would have no complaints. Indeed, I'm not a fan of UI mods being server-wide, though I know a number of servers count on being able to adjust the UI. I'm hopeful that future UI updates create some separation between a player-side UI and a server-side UI.

You can't see a damn thing indoors even in the daytime


Agreed. Though opinions will differ on how dark is too dark. I am typically a stealth player and I do find it annoying to be inside where it's dark but I think I'm still getting daytime stealth modifiers.

The lamps are unbalanced and shine like the sun.


Agreed. There have been suggestions in the past that the UI available to light sources in the Prefab Editor be something a player could also use to adjust light on player-placed lights in game. Indeed, with overlapping light sources being a performance issue (I believe related to shadows) this would let players take a more-active role in preserving their game's performance.

A chainsaw is useless in battle, it doesn't stun any damn enemies.


I think a buffed up chainsaw is better as a mod, but that's just my opinion.

Vehicles should not be operated while in the water.


That would make sense, though I suspect it would be unpopular with players if you combined it with this next one...

Mini Bike, Motorcycle, Truck, Gyroplane should not be able to take into inventory after first landing on the ground


... where some servers would have abandoned vehicles in lakes and players would be complaining that a network issue disconnected them, etc. The combined case I think would be one where the game has to depart from reality to preserve sanity.

Plants should not collapse when harvested. Plus a 50% chance of getting seeds reduces progress if you make a large field.


The farming system changes were talked to death. The Devs want it to have some game aspects and some random chance. Some players, like myself, preferred the previous approach for a variety of reasons. I just find replanting to be a hassle for a part of the game I enjoy but also don't want to be a burden. The old system is available via a mod, and that's probably the best approach.

Can't fast-travel from trader to trader


I believe that is a future feature, but I could be wrong. The trader POIs got a helipad and radio in A21. Speculation is that those will be part of a fast-travel system.

Can't skip the night before 4:00 am


I could see this feature in a solo game, but in server play this would be a big complication. Not all players, like me, want to skip the night. I'm an active hunter at night. Stealth is more effective at night. There are night-based perks. Night play is awesome! So imagine a server where everyone wants to sleep off the night except two players?

Getting water was made complicated for some reason, just because.


Oh my, this topic has been discussed at great length, and I'm guilty of perpetuating it. It wasn't "just because" and there's plenty of Dev reasoning available as to why they did it. Still, I'm sympathetic as I enjoy a more-realistic survival aspect to the game. (I admit, not all players do.) I don't miss the empty jars as in the game many of those kinds of containers are just an illusion. What I do miss is not being able to carry water away from a water source as humanity has done since forever. I admit, letting me carry water away from a water source does in some ways, work against the Dev's goals. Mods solve the issue and I think that's the best solution for me.

Awful Learning by Reading


I like Learning by Reading. I can understand the feeling that the magazine system takes too long to advance. Some times I want to savor a slow-paced game and sometimes I don't. As the magazine approach is new, I suspect there will be some tweaking, but the "loot" setting I would hope might provide relief.

Regarding a trader exchanging magazines, they kind of already do. I mean, they buy and sell magazines.

That said, I'm really getting into trader-less play and that slows down my acquisition of magazines quite a bit since I don't have any trader missions so there are no trader rewards or the ability to buy new magazines. It's actually pretty cool, though it doesn't sound like it would satisfy your tastes.

The game should kill the last zombie that delays the quest.


Oh no. I don't care for that idea at all. I think if you want the prize, you finish the job.

Can't craft dye, you have to scavenge it from random clothes


Huh, I never really thought about it. We can craft paint but not dye. Usually I'm swimming in dye so it never occurred to me. That's an easy enough fix.

Stealth is janky and useless in most cases


[Another of other Trigger/Stealth comments were present too.]

I disagree. I play stealth all the time. It isn't a 100%-effective solution, but it is really good. I could agree that triggers are a bit overused, but stealth does have an answer for many of the triggers and what it doesn't cover, player planning and block placement largely solve. Stealth play shouldn't be the "Easy Button" or just "Crouch and Go."

When you hit a zombie and it stumbles toward you.


Again, disagree. This unexpected element leads to good game play. I think the argument about physics is inaccurate and misplaced. If we go down the physics rabbit-hole then lots of things get called into question. No more ragdolls. A lot fewer dismemberments. No more surviving ramping off the skyscraper with your motorcycle. Lots of entertaining game stuff goes away.

Zombies need to move around more in Poi's. Them being static until stumbled upon is lame and boring


As a POI designer, I would enjoy having the ability to place a non-sleeping zombie. I suspect this might be on the Dev's wishlist too, but perhaps not an idea that has achieved sufficient priority.

I would point out that comes with some choices on how it could be implemented. Do I place one and it just knows to stay within the bounds of the POI? (Can it wander outside? Can it set off mines? Can it fall through loose floors?) Do I define a volume in which it can roam freely? Do I define a path for it to follow? Do I define destination points that it can wander between?

Dynamic - All zombies wandering is probably not realistic. There are performance issues with lots of active zombies. A large POI might have 100 zombies. You'd get an instant horde-night event for one player. That's not going to be good for servers.

Locks on doors/switches only being activatible once. Like why can't I used the button again to close a garage door in a POI? Once I have the key to the door why can't I close it again?


Hehe, yes. There is a button combination in the game that does let the door both open and close, but the designer has to use it. Otherwise, I'm with you on this one.

I also find lockpicking in games (not just 7D2D) to be humorous. Basically, nobody gets it right in terms of a realistic simulation, but all of them get reasonable game play. Yes, it is hilarious in 7D2D that I can use lockpicks on a combination lock, but cannot use them on a house's door.

The drop rate of seeds when harvesting them.


That's going to be personal preference. If we were worried about reality there would be a gazillion seeds. That is, each ear of corn is easily 100 seeds. Yes, modern corn is sterile, but any surviving corn clearly isn't. And... okay, enough of that. Back to the Farming changes, I can have some sympathy, see above.

PVP remains broken because cheaters use clipping to locate bases


I used to play PVP in other games. I feel for the PVP players. My opinion is this is kind of a PVP-lite game and I suspect addressing PVP quirks are likely are unlikely to be a high priority. I think it is a satisfying game in terms of PVP options can lead to fratricide among cooperating players.

 
Oh no. I don't care for that idea at all. I think if you want the prize, you finish the job.


I'd like to see how much fun you'd have looking for the last zombie who burrowed down. And you literally have to dig him up to finish the job. It's totally not infuriating, really

photo_2024-05-10_01-09-19.jpg

 
I'd like to see how much fun you'd have looking for the last zombie who burrowed down. And you literally have to dig him up to finish the job. It's totally not infuriating, really


That is interesting. I've never seen that happen. Which POI was that? If would be good feedback for the designer.

A situation where the last zombie volume has been triggered, the player has gone mobile (perhaps to flee) can lead to zombies in odd places. After a period of time (I'll guess 5 minutes) after they've lost their target they will reset.

 
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