firstedition
New member
Hey Fun Pimps,
Happy 2019! I hope it's a great year for you. I recently fired up 7 Days to Die again and gave your newest version a spin. I gotta' say it has come a LONG way from the days of Alpha 11 where I came in.
I do, however, have some serious feedback that I would like to give regarding your latest version of the game, and, indeed, the direction the game is going in as a whole. I hope you understand that I wouldn't bother writing an essay like this if I didn't care. I have a lot of fond memories of this game and I hope that by providing this feedback I can help you guys make it even better.
So, without further ado, here's my feedback:
When you nerf one option, you effectively provide a bonus to another.
To the Developers,
When you nerf one option, you effectively provide a bonus to another.
So, for example, when you make it so players can't effectively hide from the hordes, what you are essentially saying to them is: "The choice you made is not intended gameplay. Even if you try you will fail." I feel that message - subtly directing the player towards a particular style of play through mechanics - is at odds with the spirit of the open-world sandbox survival game that you have created, because it eliminates the most important thing gamers look for in these type of games: player-choice.
When players find an exploit that allows them to lure zombies to fall to their deaths, and you change the mechanics so that is no longer possible, you are telling the player: "Your choice in dealing with situation is not the one we would like you to take." You are, in effect, removing one choice players had.
Continuously removing choices that players have in dealing with the hordes is at the core of the problems for me with the latest builds of 7D2D. If I am not fighting the hordes head on, I'm - according to the developers - doing it 'wrong'. If I try to use pit traps to kill zombies, I'm doing it 'wrong'. If I'm trying to trick stupid, mindless zombies into killing themselves on my traps, I'm doing it 'wrong'. If I'm trying to build a base that kills zombie hordes without any effort on my behalf, I'm doing it 'wrong.'
I would rather enjoy a game that either A) Gave me full choice for any of those strategies to succeed, or B) specifically put me in the situation where I could focus on enjoying the intended experience. As a player I'm NOT interested in playing a game that presents me with a huge array of options, only to waste my time as I discover that most are useless.
So, let's briefly look at strategies players have used to deal with the 7th-day Horde and talk about how those strategies were systematically torpedoed - how the amount choices in dealing with the bloodmoon horde has been made smaller and smaller.
- Using walls of storage boxes that zombies can't target as barricades. Since the zombies can't target or damage them, there was no way for them to penetrate the defense. It was later changed that zombies would target these and break through. The developers were saying here "Using this strategy is not how we intend for you to play the game," so they fixed it. And this is one of the few places where I agree with that choice. Moving on.
- Using large pits to lure the zombies to their deaths, even as they were attempting to avoid falling in. A deep enough pit would cause a horde to bunch up on the ledge, and eventually they would slip and fall to their deaths. It was later changed that zombies could not be killed by a single fall. So using pits AT ALL is either non-viable or requires special 3-tiered pits which make no sense, except in terms of the mechanics that were intended to eliminate pit traps entirely. The developers are sending the message "Pit traps are not the solution for the 7-day Horde."
- Using bases on stilts in the middle of lakes to avoid the hordes. Since the hordes were slow and couldn't reach the player the zeds would sit in the lake and do nothing. This was later changed to where the zeds would attack things around them, thus endangering the stilts upon which the base sits. So, now zeds can track people from underwater and can break through concrete because this strategy by some players didn't sit well with the developers. The developers though the players shouldn't be doing that, so they changed the game mechanics.
- Using walls, spikes and traps to lure zombies into a maze of traps. This abused the zeds pathing mechanics and would lure them into run through a gauntlet of tower-defense like traps, thus obliterating them through little effort of the player. However, the zeds are now aware of such traps (whether it makes sense or not) and will simply tunnel directly through any standing walls to reach the player directly. So, in reponse to player using traps to deal with zombies, the developers just made them super aware, able to know where traps are without any ability to see them, and able to know the most direct route through your base to get to you, and they are able to smash through walls easily. And again, this was done because the developers didn't like that players could invent base defenses which would trivialize their hordes.
- Using a raised platform, spikes and traps to lure zombies into a maze of traps. This works like the previous method except that instead of separating the maze with walls, it uses falls instead. However, zeds have been altered so that if they fall off the path, they will attack the stilts upon which the platform sits, thusly defeating the defense. This is basically the result of an arms race between players and developers. Players took the previous idea and modified it, and the developers - again - have shown that they're not interested in players using those strategies so they've implemented even further abilities for the zombies to counter it. Specifically, our all-aware zombies don't immediately path back towards the player (despite clearly knowing there they are), instead they will flail along on the ground for some time, hoping to knock out any support structures the player might have. The zombies do this only because it is a measure taken to remove this type of play from the game, and for no other logical reason.
- Using a very high vertical tower to avoid detection and attacks from the zombies. This was nerfed because now the zombies, upon arriving at the base of the player's location, will attack anything, including the base of the tower, eventually leading to its destruction. Again, the developers didn't want their players to be able to hide, even if they went beyond the range of the zombie's massive detection abilities. There are still methods to overcome this behavior from the zeds however, but the developers are telling the players here, concretely, we don't want you hiding from the zombies.
- Using an underground bunker to hide from the zombie hordes. Rather than face a horde, players would simply tunnel deep underground and wait them out. Now, however, hordes not only automatically detect players underground but also can tunnel through solid rock straight to their locations. Again, super-aware, super-strong, rock-crunching mobs for the win here. The developers don't want you to hide, so they create this behavior, whether it makes sense or not.
- Using a vehicle to ride throughout the horde event as to avoid any zombies. By staying mobile through the horde the player avoids conflict with any zombies and thus can indefinitely avoid confrontation. No counter to this method has been introduced yet. My guess is that the developers don't want this as intended play either, but I also guess it'll take them some time to devise a method to defeat this. Maybe some kind of EMP that can turn off vehicles, or an enemy who specifically targets and destroys vehicles.
- Using heavy weaponry, mostly guns with high damage, high rate of fire and accuracy, to dispatch the zombies in a straight up fight. No counter to this method has been introduced yet. Notice that no zombie-behavior has been introduced to specifically counter this. Being able to smash blocks fast doesn't impact the zombies melee damage against a player at all. Being hyper-aware is irrelevant here because the player wants to find and confront the zombies. Zombies attacking terrain at random here plays to the player's advantage in this case as well, serving to slow the zombies down. Everything the player has WORKS in this situation. Unlike previously where zombies avoid traps, demolish concrete walls, and have super perception (which guts half of the things players can make), guns do full damage, power-ups provide valuable boosts, armor prevents damage very well and first aid restores health very fast. It is clear that this is what the developers are trying to push their players to do.
( continued below )
Happy 2019! I hope it's a great year for you. I recently fired up 7 Days to Die again and gave your newest version a spin. I gotta' say it has come a LONG way from the days of Alpha 11 where I came in.
I do, however, have some serious feedback that I would like to give regarding your latest version of the game, and, indeed, the direction the game is going in as a whole. I hope you understand that I wouldn't bother writing an essay like this if I didn't care. I have a lot of fond memories of this game and I hope that by providing this feedback I can help you guys make it even better.
So, without further ado, here's my feedback:
When you nerf one option, you effectively provide a bonus to another.
To the Developers,
When you nerf one option, you effectively provide a bonus to another.
So, for example, when you make it so players can't effectively hide from the hordes, what you are essentially saying to them is: "The choice you made is not intended gameplay. Even if you try you will fail." I feel that message - subtly directing the player towards a particular style of play through mechanics - is at odds with the spirit of the open-world sandbox survival game that you have created, because it eliminates the most important thing gamers look for in these type of games: player-choice.
When players find an exploit that allows them to lure zombies to fall to their deaths, and you change the mechanics so that is no longer possible, you are telling the player: "Your choice in dealing with situation is not the one we would like you to take." You are, in effect, removing one choice players had.
Continuously removing choices that players have in dealing with the hordes is at the core of the problems for me with the latest builds of 7D2D. If I am not fighting the hordes head on, I'm - according to the developers - doing it 'wrong'. If I try to use pit traps to kill zombies, I'm doing it 'wrong'. If I'm trying to trick stupid, mindless zombies into killing themselves on my traps, I'm doing it 'wrong'. If I'm trying to build a base that kills zombie hordes without any effort on my behalf, I'm doing it 'wrong.'
I would rather enjoy a game that either A) Gave me full choice for any of those strategies to succeed, or B) specifically put me in the situation where I could focus on enjoying the intended experience. As a player I'm NOT interested in playing a game that presents me with a huge array of options, only to waste my time as I discover that most are useless.
So, let's briefly look at strategies players have used to deal with the 7th-day Horde and talk about how those strategies were systematically torpedoed - how the amount choices in dealing with the bloodmoon horde has been made smaller and smaller.
- Using walls of storage boxes that zombies can't target as barricades. Since the zombies can't target or damage them, there was no way for them to penetrate the defense. It was later changed that zombies would target these and break through. The developers were saying here "Using this strategy is not how we intend for you to play the game," so they fixed it. And this is one of the few places where I agree with that choice. Moving on.
- Using large pits to lure the zombies to their deaths, even as they were attempting to avoid falling in. A deep enough pit would cause a horde to bunch up on the ledge, and eventually they would slip and fall to their deaths. It was later changed that zombies could not be killed by a single fall. So using pits AT ALL is either non-viable or requires special 3-tiered pits which make no sense, except in terms of the mechanics that were intended to eliminate pit traps entirely. The developers are sending the message "Pit traps are not the solution for the 7-day Horde."
- Using bases on stilts in the middle of lakes to avoid the hordes. Since the hordes were slow and couldn't reach the player the zeds would sit in the lake and do nothing. This was later changed to where the zeds would attack things around them, thus endangering the stilts upon which the base sits. So, now zeds can track people from underwater and can break through concrete because this strategy by some players didn't sit well with the developers. The developers though the players shouldn't be doing that, so they changed the game mechanics.
- Using walls, spikes and traps to lure zombies into a maze of traps. This abused the zeds pathing mechanics and would lure them into run through a gauntlet of tower-defense like traps, thus obliterating them through little effort of the player. However, the zeds are now aware of such traps (whether it makes sense or not) and will simply tunnel directly through any standing walls to reach the player directly. So, in reponse to player using traps to deal with zombies, the developers just made them super aware, able to know where traps are without any ability to see them, and able to know the most direct route through your base to get to you, and they are able to smash through walls easily. And again, this was done because the developers didn't like that players could invent base defenses which would trivialize their hordes.
- Using a raised platform, spikes and traps to lure zombies into a maze of traps. This works like the previous method except that instead of separating the maze with walls, it uses falls instead. However, zeds have been altered so that if they fall off the path, they will attack the stilts upon which the platform sits, thusly defeating the defense. This is basically the result of an arms race between players and developers. Players took the previous idea and modified it, and the developers - again - have shown that they're not interested in players using those strategies so they've implemented even further abilities for the zombies to counter it. Specifically, our all-aware zombies don't immediately path back towards the player (despite clearly knowing there they are), instead they will flail along on the ground for some time, hoping to knock out any support structures the player might have. The zombies do this only because it is a measure taken to remove this type of play from the game, and for no other logical reason.
- Using a very high vertical tower to avoid detection and attacks from the zombies. This was nerfed because now the zombies, upon arriving at the base of the player's location, will attack anything, including the base of the tower, eventually leading to its destruction. Again, the developers didn't want their players to be able to hide, even if they went beyond the range of the zombie's massive detection abilities. There are still methods to overcome this behavior from the zeds however, but the developers are telling the players here, concretely, we don't want you hiding from the zombies.
- Using an underground bunker to hide from the zombie hordes. Rather than face a horde, players would simply tunnel deep underground and wait them out. Now, however, hordes not only automatically detect players underground but also can tunnel through solid rock straight to their locations. Again, super-aware, super-strong, rock-crunching mobs for the win here. The developers don't want you to hide, so they create this behavior, whether it makes sense or not.
- Using a vehicle to ride throughout the horde event as to avoid any zombies. By staying mobile through the horde the player avoids conflict with any zombies and thus can indefinitely avoid confrontation. No counter to this method has been introduced yet. My guess is that the developers don't want this as intended play either, but I also guess it'll take them some time to devise a method to defeat this. Maybe some kind of EMP that can turn off vehicles, or an enemy who specifically targets and destroys vehicles.
- Using heavy weaponry, mostly guns with high damage, high rate of fire and accuracy, to dispatch the zombies in a straight up fight. No counter to this method has been introduced yet. Notice that no zombie-behavior has been introduced to specifically counter this. Being able to smash blocks fast doesn't impact the zombies melee damage against a player at all. Being hyper-aware is irrelevant here because the player wants to find and confront the zombies. Zombies attacking terrain at random here plays to the player's advantage in this case as well, serving to slow the zombies down. Everything the player has WORKS in this situation. Unlike previously where zombies avoid traps, demolish concrete walls, and have super perception (which guts half of the things players can make), guns do full damage, power-ups provide valuable boosts, armor prevents damage very well and first aid restores health very fast. It is clear that this is what the developers are trying to push their players to do.
( continued below )