Roland
Moderator
Translation: I’ve already decided it’s impossible so I’m asking how it is possible rhetorically and if you actually answer my question you’re being condescending.What is this "1up" thing?
Translation: I’ve already decided it’s impossible so I’m asking how it is possible rhetorically and if you actually answer my question you’re being condescending.What is this "1up" thing?
I'm not in a position right now to easily respond over there but I do want to answer the accusation that I'm "blaming the player instead of the game" and saying "git gud" to casuals. I will admit that IF building bases in a variety of ways really and truly is impossible (including having a viable underground blood moon defense base) then I do agree that it is the game's fault and not the player's fault.From the steam forums, feedback on Rolands explanations and or comments.
surprisingly its quite productive and civil.
https://steamcommunity.com/app/251570/discussions/0/3441214221469076353/?tscn=1547485881
I'm not in a position right now to easily respond over there but I do want to answer the accusation that I'm "blaming the player instead of the game" and saying "git gud" to casuals. I will admit that IF building bases in a variety of ways really and truly is impossible (including having a viable underground blood moon defense base) then I do agree that it is the game's fault and not the player's fault.
But it isn't impossible.
That is my point. The assertion that there is but one way to build a base now because the devs have nerfed all but the one strategy they want us to use is false from the get go. If the update had just released moments ago then those saying "It's impossible!!!" might have a potentially viable case since it could turn out to be true. But at the time of this thread's writing it had already been disproven and every day people are finding new ways to build a defense that is new. So to continue this narrative that there is only one way to build at this point is particularly closed-minded.
As for casuals, I am not telling those of you with limited time to play to just "git gud". I'm telling you that there are already youtubes you can watch, threads you can read, diagrams that you can analyze already posted by the people who like to solve these challenges and all you need to do is pick a design and go with it and maybe even alter it slightly to make it your own. And let's please not pretend that watching what others do is a sign of bad design of A17 because people have been posting their build strategies since A1 and other people have been thankfully using those strategies in their own game even though they didn't figure them out themselves. Sharing of ideas is a huge part of this community or was until the few threads started on A17 strategy got sidelined by threads screaming, "It's IMPOSSIBLE"
The game got more difficult and the re-learning curve got more steep but it is still the same song and dance of every single alpha update. People flounder and then they learn and then it all feels too easy. I have no doubt that there will be many many base designs and blood moon defense strategies to choose from by time A18 begins and our song starts playing again.
I have to respectfully disagree with this disagreement. Yes, there were some exploits such as using zombie corpses to dupe items. That was fixed by removing the capability of zombies carrying loot. Now, if they "drop" loot, they spawn a container. Zombies can no longer contain loot, and can also not be harvested. A second step was taken a few builds into experimental to spawn gore blocks along the road to deal with the side effect of removing zombie loot.Thanks for your feedback. I think as time goes on the easy exploits that have been found regarding the new AI will be closed and a new variety of building options will be discovered by the players. Already we are seeing builds being reported by players that other players initially stated were impossible. Some players are leaders and love to experiment and discover the secrets and other players need those players to post their findings so they can have fun too.
Adaptation will result in many varieties of ways to defend against the enemies that want to kill you. What the developers don't want are methods that are too easy or don't require effort. It's not that they took your list of building strategies and threw darts at them. It is that they looked at general behaviors of zombies and decided what they wanted and what they didn't want.
They don't want zombies running in a loop so they will seek to fix situations that result in a loop.
They don't want zombies standing around or spinning in circles if they can't reach you. So they talked about it and felt that zombie going berserk and laying waste to nearby blocks was something that seemed fitting and would avoid the situation they didn't want.
They don't want zombies partitioned away from the underworld so they gave them the ability to dig.
They don't want zombies to be stopped by simple gaps so they gave them the ability to jump.
See? It's all about the zombie behavior they do and don't want. They are not directly trying to kill player options. What they hope is that players will rise to the challenge that the new behaviors create and come up with creative ways to defend. They don't want players to say, "I guess TFP doesn't want me to play underground." They do want players to say, "Wow, I wonder how I can be successful underground given the new abilities."
Now, as far as avoiding traps, I'm pretty sure TFP doesn't want them doing that and so I'm sure they will look at it. I can promise you that once they have the zombies behaving the way they want the zombies to behave they will call it quits and move on. They won't be continually trying to wreck every good player idea that comes along (unless it is a blatant exploit like the storage chest walls you mentioned)
This is the trick. I hate it when I see a cool trick or build on a video because I now know if I want to do that I best be quick before it is deemed undesirable.The moral I'm getting from this thread is that when you find a tactic that works, that you consider to be clever but others might call an 'exploit', don't get all excited and stick videos of it on Youtube and start boasting about it. Just quietly use it, and the devs don't know it exists, they won't neutralise it.
Whereas I do agree with your general sentiment I do have to argue with your semantics. If I make a choice to exploit something, I have made a choice. And I am a player. It might be the wrong choice. It might be a choice you disagree with. But let's not pretend that making a choice is, erm, not making a choice.I will just address this one and say that open world sandbox games do NOT mean you can IGNORE or SKIP the core rules of the world.One of core rules is resource investment or active participation in 7 day hordes.
Its as core and as mandatory as hitting things to get resources, needing crafting station to craft advanced items, drinking and eating to keep yourself alife and getting exp to unlock new stuff.
Skipping any single thing of these is NOT a "sandbox player choice", its a cheat, exploit, hack.
If you don't want to participate in the horde and be safe, then build yourself enough traps to passively kill the Zs, exploiting AI to be 100% safe at all times is not "player choice", if you want it to be like that, then disable zombie spawns.
Using unintended exploits is not "player choice", its just that - an exploit, a cheat, an abuse of unintended AI behavior.
Yes, cheaging is also a "player choice" and a "playstyle", but don't expect it to never be addressed.
Open world sandbox doesn't mean no rules, if you want no rules to apply, play in debug mode with creative menu enabled.
If 7 day hordes could be exploited without your direct imput, without any effort, without any material use like in previous alphas, what would be the point to even have them?
You effectively cheated before, now you can't, you ignored basic world rule by exploiting, now you can't.
Playstyle was NOT removed, a cheat exploit was elliminated.
An issue was fixed, not playstyle removed, you like to be a mole, you can still be a mole, just don't expect to be invincible, invulnerable mole.
Risk vs reward.
Nailed it! This is exactly what it's about.All the players I know who had an underground base fought the horde mostly in a separate horde base. Some even ran around on the street and fought the Horde without a base.
I think what people liked most was the possibility to choose. If they didn't have time to prepare for the horde or just weren't in the mood to fight the horde, they could sit them out. They could even go into the mine and work productively while the horde rampaged on top of them.
Another advantage of a safe base is that you can also relax. If you're constantly under tension, it tires you out very quickly. That's why successful games often change pace. You have challenging phases, phases in which you have to think and phases in which you can just relax and get a story told.
I also think that a "Dig / No Dig" option here would bring more relaxation into the discussion.
Someone has posted this since the beginning of horde nights. This can't be used to point at A17 specifically...Someone posted that people on their server log out at horde night, that doesn't seem they are having fun which is the most important thing at the end of the day.
Oh yeah I'm sure they will figure it out, I don't doubt them and I'm lookong forward to those settings they have planned. You said something very interesting..Someone has posted this since the beginning of horde nights. This can't be used to point at A17 specifically...
Bottom line is that the devs have announced plans to add in more options sooner than they originally planned in order to help everyone get through the rest of development.
There is a plan to add a separate slider for zombie damage vs blocks so that everyone can choose to basically have their concrete be made of actual concrete, chilled butter, wet cardboard, or that single ply tp your boss buys for the staff bathroom. Those who are tired of the d̶i̶f̶f̶i̶c̶u̶l̶t̶y̶ ̶a̶n̶d̶ ̶c̶h̶a̶l̶l̶e̶n̶g̶e̶...er...sorry....tedium and lazy dev shenanigans of raw A17, will be able to lower that slider to the point that even the most basic shack with half damaged door will still take the zombies 3 weeks to break through.
So buck up. Everyone will get what they want sooner than we thought they would.
Someone has posted this since the beginning of horde nights. This can't be used to point at A17 specifically...
Bottom line is that the devs have announced plans to add in more options sooner than they originally planned in order to help everyone get through the rest of development.
There is a plan to add a separate slider for zombie damage vs blocks so that everyone can choose to basically have their concrete be made of actual concrete, chilled butter, wet cardboard, or that single ply tp your boss buys for the staff bathroom. Those who are tired of the d̶i̶f̶f̶i̶c̶u̶l̶t̶y̶ ̶a̶n̶d̶ ̶c̶h̶a̶l̶l̶e̶n̶g̶e̶...er...sorry....tedium and lazy dev shenanigans of raw A17, will be able to lower that slider to the point that even the most basic shack with half damaged door will still take the zombies 3 weeks to break through.
So buck up. Everyone will get what they want sooner than we thought they would.
... and meanwhile, Roland is making great progress in Newspeak ... Doubleplusgood.Those who are tired of the d̶i̶f̶f̶i̶c̶u̶l̶t̶y̶ ̶a̶n̶d̶ ̶c̶h̶a̶l̶l̶e̶n̶g̶e̶...er...sorry....tedium and lazy dev shenanigans of raw A17(...)
At least you dont sound irratated AT ALL with thiscomment lolSomeone has posted this since the beginning of horde nights. This can't be used to point at A17 specifically...
Bottom line is that the devs have announced plans to add in more options sooner than they originally planned in order to help everyone get through the rest of development.
There is a plan to add a separate slider for zombie damage vs blocks so that everyone can choose to basically have their concrete be made of actual concrete, chilled butter, wet cardboard, or that single ply tp your boss buys for the staff bathroom. Those who are tired of the d̶i̶f̶f̶i̶c̶u̶l̶t̶y̶ ̶a̶n̶d̶ ̶c̶h̶a̶l̶l̶e̶n̶g̶e̶...er...sorry....tedium and lazy dev shenanigans of raw A17, will be able to lower that slider to the point that even the most basic shack with half damaged door will still take the zombies 3 weeks to break through.
So buck up. Everyone will get what they want sooner than we thought they would.
I agree with this statement honestly, the problem is everyone is stuck trying to build like they used too, I have created several variations of bases and almost none of them rely on cheesing the zeds AI pathing.I disagree with you saying the game forces you into 1 style to play. The game is mostly build around blood moons which is when the game will try to kill you.
There are options to set the zombie speed to walk speed and difficulty settings to lower your gamestage progress. But complaining about exploits being fixed is absurd as far as i'm concerned.
Hellsmoke= I'm not too upset about digging I just stopped building underground. For all those saying you can still build underground said:F[/B]irst
Attempt
In
Learning
You still can, what they were getting at is there were exploits used to defeat the challenge of the game without ever really putting any effort into defeating it, while I agree with some I still disagree with others.I think what people liked most was the possibility to choose.
Don't expect to just pick up the game and be a master after a few days of playing it, this game will challenge you, you are only limited by your creativity, that does unfortunately, mean, Learn the game, and git gud. I have seen numerous players think they knew how to build only to see their designs were extremely inferior.
Doesn't this already exist in the form on Block durability option? I usually play on default or harder settings so correct me if I'm wrong here.Roland said:here is a plan to add a separate slider for zombie damage vs blocks so that everyone can choose to basically have their concrete be made of actual concrete, chilled butter, wet cardboard,
I still build pretty much however I want to, I design bases with a premise of "hey this sounds fun, I'm do this." I work out all the kinks after I see what the hordes do, the Slow event hordes are pretty good at telling me where they want to go,using one of the few designs that works currently isnt innovative or exciting.
Just don't take away my ability to deal with the horde night on foot without my base involved, I am purposely putting myself at risk of dying easier because I enjoy kiting the horde and this helps sharpen my reflexes and aiming as a personal player.
You still can do this if you build electrical traps and design them correctly.Something about there being phases and there should be a phase where if you want to relax and sit a horde night out you should be able too and productively mine underground or something.
When devs start to add sliders and "options" it means they are lost, or can't admit mistakes. Anyways I don't think it matters, block damage is just another factor in the equation, if these delta force zeds bash a single block and only use a minimal fraction of the traps, thanks to the new, improved, "revolutionary" A.I. they will shred though kryptonite anyways.Someone has posted this since the beginning of horde nights. This can't be used to point at A17 specifically...
Bottom line is that the devs have announced plans to add in more options sooner than they originally planned in order to help everyone get through the rest of development.
There is a plan to add a separate slider for zombie damage vs blocks so that everyone can choose to basically have their concrete be made of actual concrete, chilled butter, wet cardboard, or that single ply tp your boss buys for the staff bathroom. Those who are tired of the d̶i̶f̶f̶i̶c̶u̶l̶t̶y̶ ̶a̶n̶d̶ ̶c̶h̶a̶l̶l̶e̶n̶g̶e̶...er...sorry....tedium and lazy dev shenanigans of raw A17, will be able to lower that slider to the point that even the most basic shack with half damaged door will still take the zombies 3 weeks to break through.
So buck up. Everyone will get what they want sooner than we thought they would.
I think that for some of you no matter what step they take next it is a sign to you that they are lost or can’t admit mistakes...When devs start to add sliders and "options" it means they are lost, or can't admit mistakes.
Am I forgetting to add smilies to my posts again?At least you dont sound irratated AT ALL with thiscomment lol
Well, let me get my point straight, I think A17, even with some good nice features, is a dramatic step in the wrong direction in a game, even with all the bugs and early acess shenanigans, that I loved (800 hours here) ... so yeah, sliders won't save this mess, they need to acknowledge the mistake and get back to the drawing board.I think that for some of you no matter what step they take next it is a sign to you that they are lost or can’t admit mistakes...
This takes the cake though. They literally are adding in options solely for the community so that those who have a tough time rolling with the ups and downs of development can tailor their experience. The devs don’t need them or want them to finish up development. They know what they want and it is called default. I pray they don’t spend time trying to balance all the new gameplay iterations because of all the new options.
I know I’ll probably reflexively ban the first person that sets xp gain to 200%, zombie block damage to 0%, and then complains that the game is over by day two and so boring and easy...![]()
There is block durability which makes blocks easier or tougher to break for both zombies and players. The new option will reduce or increase exclusively zombie damage against blocks.Doesn't this already exist in the form on Block durability option? I usually play on default or harder settings so correct me if I'm wrong here.
Personally I think night is too easy because zombie speed is so slow. Even on nightmare you quickly gain distance on even the fastest enemies. The way it should be in my mind is that sprint is just barely under player speed so that they aren’t ditched so easily. Nightmare speed should be faster than player run speed. Run should be the current sprint and jog is probably fine where it’s at—a slightly faster walk that puts extra pressure on POI clearing (for those who do it by remaining in the building...)Just don't take away my ability to deal with the horde night on foot without my base involved, I am purposely putting myself at risk of dying easier because I enjoy kiting the horde and this helps sharpen my reflexes and aiming as a personal player.