PC Feedback for The Fun Pimps on Alpha 17

Shouldn't melee be some kind of option though? What about a player who specialized in melee?
I don't use indestructable blocks. I can't even play with creative menu on and rather add recipes for blocks I want through modding instead of just taking them because I don't want to cheat myself out of fun. That's in single player btw so I'm not into exploits, all I'm saying is that at a certain point these melee bases should be kinda doable.

In TWD they often have a simple fence where they walk around eliminating zombies. I know we can't do that as it isn't much challenge there but you see where I'm getting at.
I agree, I've also been looking for a good base design kinda like the toothy base that allows me to melee zombies during horde night. So far I've come up with one base design, that borderlines exploit. But it's the best that I've come up with and I haven't seen any better ones. If you want to take a look.

I've already tested it with A17.1, and it still works.

 
+1 for a lot of the overview of the OP. While I agree with Roland's original reply and can't imagine TFP are such horrid people to intentionally nerf every successful strategy just because it's successful, sometimes the perception over time does seem that way. Those of us on the other side of the curtain don't see the end design goal; we only see "Ok this is a challenge. Here's a successful method to overcome it. Welp, I'm back at square one." I'd love to see MM go through some of the end-design views on a video once 17 is more sorted out. I think it could help with some understanding of what's trying to be accomplished as an endgoal, instead of only seeing the results of changes.

I remember digging my first 45m spike pit (way back when I started). It took me a solid RL week. My girlfriend was ready to kill me. But it was an awesome feeling when I had it finished and it worked.

Now, my crew and I play a LOT of crafting/sandbox/survival games. We used to do the massive spike pit, and hide underground in our Batcave, and it worked sure. But we got bored. So we started doing passive defenses that would take care of things, and go uptop to take on the zombies because killing things was fun. They specifically told me (the usual builder) to NOT dig our underground, so that we could shoot things. Our experience in 17 has been rather rough, however. We were getting cops and ferals around the time someone hit level 20, and it got worse from there. Irradiated zed before we've even got iron tools felt... a bit too much, y'know? And that's been one of the biggest places I've wanted to see balance: I LIKE having the midgame Iron stage be longer, but the zed spawn strength feels like it is still calibrated for the old "First Week Forges, Concrete by Third Week" method.

Our crew naturally tends to specialize already, because that's how we roll. The hard levelgating of current perks is honestly getting in our way more than not, because now instead of truly specializing we're feeling that we have to go out as a group in order to farm XP to hit the levels so that everyone can properly do the job they wish, rather than getting on with the role we want to achieve.

Anyways, I'm in the middle of building a new base with a brand new design, so we'll see how this goes. I'm going to have a mighty sad if the AI is going to refuse my trap maze like it sounds like it might. I am excited to see what 17.1 brings; gods know we've swore over some of the bugs on the Fixed list.

 
I'm pretty sure you intentionally misread that. ;)
I was talking about constant effort and maintenance.

Once you are done digging the super pit, zero upkeep is required.
Pretty sure I didn't, I was saying a lot of work and effort was already put into making it, and therefore shouldn't require the constant need of upkeep, that's the entire point of spending an entire weekend to digging out a trench to bedrock with an auger, its a huge project and should have a large reward for the amount of time sponged into it.



A RL week or two ago I joined some fellas on a server defending their horde base. I was only around lvl 30 with maybe Cardio 2 but I had wisely brought a stack of coffee.

At some point I got bored and jumped down in the middle of the 20 or so radiated and proceeded to kill them.

All 5 other players who fought from the battlements died that night. I did not and I was still killing leftover radiated well into the morning hours because they had abandoned their own horde base.

IMO, melee is a perfectly viable way to kill zombies, horde or no horde.
Would love to see a video of you doing this and what perks you had taken, melee seems hit and miss for me, if you're entirely spected for combat I can only see that being viable, I think others playing single player or solo don't have that same luxury as they have other perks they must have to progress.

 
This is not what's happening. You are only assuming that.
So, in your game, they run through without jumping?

1) They fall in the ditch

2) Take trap damage

3) Apparently in your game: they DON'T jump and just stand there for a second, before continuing on?

I've just tested your setup in creative... and in my game, they ALWAYS jump out of the ditch.

You are using the JUMP movement with its delay to gain time and kill them.

The question is, is THAT an exploit too? Should you tell the team to nerf that too?

 
So, in your game, they run through without jumping?
1) They fall in the ditch

2) Take trap damage

3) Apparently in your game: they DON'T jump and just stand there for a second, before continuing on?

I've just tested your setup in creative... and in my game, they ALWAYS jump out of the ditch.

You are using the JUMP movement with its delay to gain time and kill them.

The question is, is THAT an exploit too? Should you tell the team to nerf that too?
I think the biggest question here is "Whats the "Intended" way we are supposed to fight the 7th day hordes?

From inside a base through a choke point with traps everywhere?

 
That's not exactly true if you look at the kind of "tactics" listed.
If a pit kills every zombie with zero maintenance then it should be pretty easy to see why that needs to be fixed. ;)

Every other means of zombie killing requires some degree of constant effort, supplies or maintenance. See the problem now?

How does this affect your gameplay? As a solo player I loved building drop pits. Now, why even bother building period. Fewer choices are rarely an improvement in gameplay.
 
If you don't want to fight zombies, turn the zombies off.

This is a big part of the current concerns with A17 - prior people could just turn zombies off by digging underground or making a pit or a variety of simple, week 1 deathtrap/cave/high tower designs that made bases 100% safe and turned zombies off until a player felt like killing zombies.

You can still play like that you just have to actually accept that you want to turn zombies off most the time, until you've got all the gear and resources and weapons and such that you want to fight zombies - for a bit, then turn them off again. I realize not everyone wants to come out and say 'I want to turn zombies off most the time and just build, then turn zombies on when I can safely farm them and I don't want my base to ever be in danger'. However that's what's been lost here. It's not 'nerfing player ideas' it's closing loopholes and keeping zombies as a danger that can't be 100% controlled until very late game.

 
If you don't want to fight zombies, turn the zombies off.
This is a big part of the current concerns with A17 - prior people could just turn zombies off by digging underground or making a pit or a variety of simple, week 1 deathtrap/cave/high tower designs that made bases 100% safe and turned zombies off until a player felt like killing zombies.

You can still play like that you just have to actually accept that you want to turn zombies off most the time, until you've got all the gear and resources and weapons and such that you want to fight zombies - for a bit, then turn them off again. I realize not everyone wants to come out and say 'I want to turn zombies off most the time and just build, then turn zombies on when I can safely farm them and I don't want my base to ever be in danger'. However that's what's been lost here. It's not 'nerfing player ideas' it's closing loopholes and keeping zombies as a danger that can't be 100% controlled until very late game.
Insinuating people in Turning zombies off in a zombie game is honestly the most troll of answers.

 
If you don't want to fight zombies, turn the zombies off.
This is a big part of the current concerns with A17 - prior people could just turn zombies off by digging underground or making a pit or a variety of simple, week 1 deathtrap/cave/high tower designs that made bases 100% safe and turned zombies off until a player felt like killing zombies.

You can still play like that you just have to actually accept that you want to turn zombies off most the time, until you've got all the gear and resources and weapons and such that you want to fight zombies - for a bit, then turn them off again. I realize not everyone wants to come out and say 'I want to turn zombies off most the time and just build, then turn zombies on when I can safely farm them and I don't want my base to ever be in danger'. However that's what's been lost here. It's not 'nerfing player ideas' it's closing loopholes and keeping zombies as a danger that can't be 100% controlled until very late game.
You can't make someone's argument for them then try to beat them with the same lines you use everywhere else.

Nobody wants to turn off the zombies..we want to help development by giving feedback to help make the game more fun.

The thread is about losing options to deal with the horde or ways of playing the game in general. We are trying to see the "intended path" and are pointing out that is it close to being the only valid path atm.

@Crackpot, thx man will check that video out. :)

 
Hey Everybody,

Wow! Lots of replies! Thanks for all the great discussion! And a HUGE thanks to our Moderators and Fun Pimp Staff who have taken the time to read and reply!! Thank you so much for taking the time to read all my post and give some feedback.

I know that some of my post has an 'us' versus 'you' kind of language, but I just want to reiterate that in no way am I trying to make any kind of personal attack, and that the purposes of these posts are purely to present a point of view which I hope will help the Fun Pimps in their development endeavors. I have nothing but respect for how hard all these guys work, and I wouldn't bother writing these if I didn't care about the awesome game they've created. You guys are awesome. Thanks again for reading and replying to this thread.

Also, this reply ran a bit long, so I'll have to post the second part to it in another reply post. Please forgive me for double posting but it wouldn't let me post something this long.

So, with all that said, I want post a bit of a rebuttal to some of the counterarguments here. Here are the two main ones I've seen:

1) The nerfs and changes have been done in order to achieve acceptable zombie behavior.

I can agree, to an extent, that this kind of modification is necessary. Yes, zombies being able to jump reasonable distances seems warranted. And yes, zombies going into a 'berserk' mode and attacking things around them if they can't reach you also seems appropriate as well. Giving zombies the ability to dig down also, yes, seems like a thing a zombie should reasonably be able to do. And yes, being able to attack storage boxes seems completely reasonable.

However, this behavior modification has gone to some lengths that I think far surpass what reasonable zombies could do. For example, they can sense you through solid objects, regardless of distance - a sense that cannot be fooled by any sort of decoy. They can also psychically detect the shortest route into your base. They can also smash stone with their bare hands. And, at full health they can fall any distance and survive.

So, I wouldn't so much have a problem with zombies digging, but I would expect they would do the same damage to stone as my character would do to stone with their bare fists. But, since the desired behavior is to oust players from their subterranean lairs, the zombies behavior includes a massive boost to damage to objects. This seems inconsistent because, despite their ability to do massive damage to blocks they have had no damage boost to players. Also, it seems inconsistent with player expectations. A player expects an unarmed humanoid to break rocks at the same rate at which their character does (their character also being an unarmed humanoid).

The fact that a zombie, at full health, can survive a fall of any distance seems at odds with the goal of zombies achieving acceptable behavior. If I was in Halo, and I saw a grunt fall from the top of the map onto the ground, and it didn't die, I would instantly assume that was a glitch or oversight. Why would I not assume that same thing for 7 Days to Die? It seems inconsistent with the rules that the player is presented with.

In short, I'm not criticizing all the updates that have been made to the zeds. Certainly giving them the ability to leap, dig and attack storage boxes seems completely reasonable. But it also seems like a number of abilities have been massively improved solely for the purposes of overcoming obstacles the players might set up.

I want to talk about how it's okay for zombies to be stupid and flawed. If the developers create an AI which the players can manipulate and take advantage of, well, that's just humans being humans.

For example, when catching lobsters, fishermen lower a crate into the ocean with a special opening. Lobsters crawl in to get the bait but can't get out, at which point the crate is hauled up. Catching the lobsters requires ZERO effort on behalf of the fishermen once the trap is laid. In fact, lost traps can even continue to kill, as the lobsters inside will die, which will attract other animals to get inside, and die, and so on and so on. All with zero effort from the fishermen who laid the trap to begin with. Is this an exploit? Are the fishermen abusing broken lobster A.I.? No, this is simply humans being humans in our problem solving. We look for patterns and use them to our advantage. No matter how sophisticated your A.I. gets, people will always do this.

The same is true when seeking places of shelter. When you're being stalked by a sabertooth tiger and you get into a cave and close up most of the entrance with large rocks, you've put yourself in a position where that threat cannot harm you anymore - which was your goal to begin with. You're literally exploiting the fact that creatures cannot penetrate rock, which humans have done forever. But in 7 Days to Die, the zeds are given the ability to specifically circumvent that strategy, completely ignoring the reality of that situation, which is inconsistent with how the zeds are portrayed.

What I'm trying to convey through my argument here is, updating the zombie's A.I. so it can do new things is fine, but in some cases it has far surpassed what a reasonable zombie-survivalist might expect. In specific, the zeds have adapted to counter certain player strategies, but not others. Like the fact the zeds can tunnel through stone, but don't do absolutely absurd amounts of melee damage. Or the fact that no single fall can kill a full health zombie. I am trying to say that I find the zombie's behavior very inconsistent given that they are clearly identified as 'zombies'.

I would go one step further to say that these inconsistencies of behavior have not been included out of any desire to achieve an 'ideal' behavior for a zombie, but rather are included specifically to thwart certain player strategies.

(continued below)

 
2) Strategies that involve zero effort during Horde nights are unacceptable.

So, this counterargument is saying that the developers do NOT want a situation where surviving the 7th-Day Horde requires zero effort on behalf of the player. They also say that, specifically, they want to avoid counters to the Horde that require zero maintenance, even if it has taken effort to set up.

I'd say that both of these concepts are in error, because it overlooks one key fact: the player already always expends effort when they choose how to deal with the Horde.

So, whether the player is expending almost no effort, or all the effort, they ARE, in-fact, dealing with the 7th-Day horde. How? By making choices on how to handle the event. They ARE expending effort, even if that effort is something as simple as "I climb that radio mast and hide at the top all night." This counterargument would argue that this strategy involves little to no effort and is therefore bad. However, I'd say even the current 'successful builds' to overcome the hordes, be it with traps, cages, platforms, etc. are all designed to REDUCE effort on behalf of the player. Why penalize the player if they successfully reduce the amount of effort to zero?

The point is, even a player who elects to literally do NOTHING during the 7th-Day horde is making a CHOICE on how they deal with it. And that is what makes the situation so interesting as a player. We can have a choice. We can (or could)...

-Fight them head on

-Make an obstacle course of traps

-Watch our pit trap kill them all

-Take a 20 minute break from the game as we sit in our underground bunker

-Go for a midnight drive on our motorbike while listening to some Timecop1983

-Hide on top of a gas station using molotov cocktails we made

-Get hit a bunch, fall on the ground and die for 20 minutes

That last choice, simply dying, is one that absolutely requires no effort on behalf of the player. Even if you include something to penalize them, the player always, ALWAYS has an option to expend no effort whatsoever on the Horde, so long as they are prepared to pay the requisite cost (in this case, time spent dealing with death penalties). Why is dying over and over a mechanically acceptable method of dealing with the Horde, but preparing something ahead of time is penalized? The player is still pays the cost for their 'zero effort' strategy, one is simply spent ahead of time while the other is spent after.

No matter what the player chooses, the player IS dealing with the 7th-Day Horde event; they are seeing an event and taking the action which they feel is appropriate. And being given that choice is a huge part of what makes the event so interesting and entertaining for the player.

Having a lot of choices is, for example, one of the thing players love about tabletop games. They love that they don't HAVE to fight their enemies straight on. They can negotiate with them, lure them into traps, stealthily go around them, trick one enemy into fighting another, turn on the party and join the enemies, etc. Just because a group of players 'trivializes' an encounter doesn't mean the Dungeon Master (DM) has run a bad encounter. It means that the DM gave their players the freedom to reasonably handle the situation instead of railroading them on to one particular course of action.

That's my criticism with the concept that Hordes MUST take effort. I feel the game is railroading me. That it's telling me "THIS is how we want you to deal with this situation." Again, all weapons, powerups, ammo types, armor, they work great against zombies, but pit traps, concrete barriers and hiding don't because... you are being railroaded into a combat situation.

I feel like, I used to have the freedom to deal with the zombies in a lot of ways. Now, I have to either look up exploits, follow someone elses build design, or play the game in a way that I don't really enjoy. All because the 'DM' wants me to expend my effort on the Horde in what they feel is the 'appropriate' manner. They are removing my choice and supplanting it with one of their own. Not very fun if you ask me.

My final words on this topic to the developers would be this: It's OKAY if players come up with something that trivializes your Horde encounter. If pit traps kill them with no effort, that's okay, because the player chose that, put the time and effort in to make that. Players will literally always have the option of putting in zero effort during a horde (by dying) - they will just deal with it later. To restrict players from exploring the option of 'zero effort' defenses is a futile effort that only stymies the current player's creativity.

If the developer's goal is a game that forces a combat situation, that's fine, but I think the game would benefit if it set that up more clearly and directly.

Anyways, those are my rebuttals to the two main counterarguments I've heard. Again, I want to reiterate the respect I have for the staff and apologize if any of my post came off as confrontational. I am trying to confront something I see as a problem, but I hope I haven't given any offense in the process of doing so. Thanks so much for reading.

 
Reading this thread made me realize how good TFP are at making a game and fixing exploits.

I salute them for paying attention to their game and actually giving a f*** about it.

 
Except it likely is the truth for a good number of people.
A good number of people if you take their collective IQ and turn it into electricity, could probably toast a slice of bread lightly.

Reading this thread made me realize how good TFP are at making a game and fixing exploits.
I salute them for paying attention to their game and actually giving a f*** about it.
If only they gave any attention to multiplayer and pvp issues, till then I have to disagree honestly.

 
A good number of people if you take their collective IQ and turn it into electricity, could probably toast a slice of bread lightly.
If only they gave any attention to multiplayer and pvp issues, till then I have to disagree honestly.
I take it that you are part of that collective? Both of these responses basically were non sequiturs.

 
A good number of people if you take their collective IQ and turn it into electricity, could probably toast a slice of bread lightly.


If only they gave any attention to multiplayer and pvp issues, till then I have to disagree honestly.
Already stated fact that they are addressing issues.

- - - Updated - - -

Honestly if you are playing without a server mod that is on you. Multiplayer issues and PvP issues are solved problems already. CPM can create unlimited advanced claims for PVE and restore a16 claims for PVP

 
I have never ever heard once during developer discussions a single developer say, “We gotta oust people from playing underground”. Again the OP makes the faulty assumption that the devs are out to stop the players from playing a certain way which is not true. As changes are made there will be old strategies that become unviable but new strategies will be found. That is indeed a major source of fun for certain individuals: to experiment with different designs and try things out.

Instead of complaining that underground bases no longer are viable because the devs don’t want players playing underground, try going underground and experimenting to see what works. Or wait until someone else does and posts it and the copy what they do.

If the devs want anything it is that players will rise to the challenge and be creative in finding new designs rather than bemoaning that old exploits no longer are viable.

 
A friend of mine who works in the Gaming industry once told me that putting out a new video game is much akin to tossing a basketball off the Empire State Building and trying to hit a basket 103 floors down. As the Devs toss basketballs off the roof, they watch how the wind currents affect the drop, obstacles in the way down, listen to folks watching from the windows and make changes to their next release (patch/update/version) trying to get closer to their target goal. The roar of bystanders trying to tell them that they are standing in the wrong place, not putting enough backspin on the ball or that the devs should be using a different type of ball can be deafening and disheartening at times; but they have their target goal. They take notes, make observations and try again.

All that to say, just because there was something you liked in an earlier version that was changed, removed, altered does not mean that it wont reappear closer to the final product and if there is something you absolutely hate in the current version, doesn't mean it will be there in the final cut. This is still Testing Phase, so folks, keep testing, reporting bugs and giving the devs the feedback they need. Don't expect them to respond to everything but also rest assured their pay checks are linked to the success of the final product so they are trying to hit that Basket far below.. they are going to try many variables before locking anything in. I would guess that folks who were playing on open test release would say that A17 looks and plays like a totally different game from back then.

 
I have never ever heard once during developer discussions a single developer say, “We gotta oust people from playing underground”...
Actions speak louder than words. No one may have said “We gotta oust people from playing underground”, but they still did it anyway.

As far as the rest goes, I assume TFP is still trying to sell new copies of this game. That means new players. How intuitive is the current Zombie AI to someone with 0 hours of game time vs. 1500, or more? Is it intuitive that Zeds can ignore fall damge? Bash through steel blocks in a matter of seconds without damaging their arms/hands? Sense the player form any distance, and through obstacles? Eat machine gun bullets like candy?

Can we expect success on their first day 7 horde? Probably not, and I'm not arguing we should. However, can they learn from that and succeed on their second, or third, attempt? Without looking up AI exploits, build guides, or any other external information?

I think the OP has the right gist of things. The current iteration of zombies has so evolved past the pop culture references that Geroge Romero started perhaps a new enemy should star in this series. I reccomend "7 Days to Die: Skynet Attacks".

As far as needing to do repairs after Horde Night goes, all you really need is Rule 1: Cardio and a Bike. A mining helmet is nice, but far from necessary. Kite, kite, kite! All prep work and no after horde maintenance.

Of course, on a persistent server, you could just log out for Horde Night. Or in SP, you can abuse the fact Zeds don't get 'remembered' when you quit and come back.

 
nope, Roland 100% is correct... no Dev has said or lead anybody to that conclusion.

what is happening is game mechanics and features that were discussed ages ago are being tested and or added or subtracted.

why the hell would we have underground bunkers, a few caves large underground attachments to poi houses and so forth if they didnt want us going underground and mining... underground is as much a survival mechanic as living above ground.

 
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