PC Feedback for The Fun Pimps on Alpha 17

As for zombies avoiding spikes. This is not my experience at all. I do horde night on a stretch of road with intermittent areas with a torch and some barbed wire and spikes, The zombies DO NOT walk around the spikes thru the total open areas. Some will but others will not take the completely open path to me and will try to walk right thru the traps.

 
So does it feel like game stage ramps up too quickly or does it feel about right. I’m very interested in adjusting the game stage speed of progression.
As it is insane, it feels very nice. I currently have a setup where they still cant touch me on hordenight (although two hordenights before when I didnt have this setup, I was actually forced to run out because they overran us).

I mean it is already nearly only radiated, but I got lucky with a radremover... so I think its fine. Exploring POIs is a bit of a hassle, since all of them are radiated zombies, but that is a A17 problem not your mods.

So yeah. Slightly less to slightly more should be fine, depending on what skills you have and how lucky you got with items/mods.

I always played on insane so for me this is about fine, my mate I play with (told you in your thread) has visible problems, so I'm not sure what you wanna balance it around.

As for zombies avoiding spikes. This is not my experience at all. I do horde night on a stretch of road with intermittent areas with a torch and some barbed wire and spikes, The zombies DO NOT walk around the spikes thru the total open areas. Some will but others will not take the completely open path to me and will try to walk right thru the traps.
Really? Do the Z's have another way to get to you?

Have you tried an underground bunker yet? Because obviously, if they only have one path to you, they will take it.

But since they can literally dig anywhere to get in a bunker, so they avoid spikes like the plague.

 
I think what's currently missing form the game is zombie footsteps . I hate jump scares and I hate ninja zombies. Zombies are not supposed to be silent they are supposed to be loud,they are either running,walking or shambling. In any event they need to be heard when they are moving.

Please make it your top priority to listen to zombies in the next patch if possible.

 
At the beginning of A17 i have mad an elevated pathway with a ramp to climb onto it. My bad decision was to dig the ground in front of the ramp and place spikes inside. They got onto the ramp as long as spikes were there, but when they were destroyed, they couldn't get on top and bashed on the pathway supports to get me down.

So yeah, they do treat spikes(or at least they did) as a whole block fro calculations.

 
To each his own. I love the dungeon crawl POIs and the current ratio of them to basic buildings.
But to your point....if TFP was getting bored with the game they wouldn't have spent the time to convert and update around 70 POI's. Doing what they did shows the opposite. They love this game and want it to be the best it can be. For those who like lots of cluttered structures and blind corners it got a lot better than A16 which was in turn better than A15 as far as POI exploration is concerned.
I have to give you that Roland that is truly a big positive there! The zombies being in buildings and coming out of no where has scared the life out of me countless times now and the hidden chests and hidden rooms etc are cool as well

 
So does it feel like game stage ramps up too quickly or does it feel about right. I’m very interested in adjusting the game stage speed of progression.
I'm on day 88, 120 min days, rwg, no mods but currently got the zombies walking whilst I build my palace and block damage to 25% otherwise I'd say it's far to quick but solely because of the zombie block damage being insane... hearing so many reports of how making a base is impossible but I'm planning to prove it wrong with my massive construction with 30 blade traps at present and 32 dart traps... but who knows I'll stream it when I'm complete... And after all isn't this game about building a defense system to sustain a horde? Or is it to collect all the goodies and lose everything within the space of a horde night? Because I tend to lead my horde night zombies away from my base so it doesn't get wrecked for the meantime

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As for zombies avoiding spikes. This is not my experience at all. I do horde night on a stretch of road with intermittent areas with a torch and some barbed wire and spikes, The zombies DO NOT walk around the spikes thru the total open areas. Some will but others will not take the completely open path to me and will try to walk right thru the traps.
From YouTube vids I've saw that when the zombies clump together than cab bypass and jump over the spikes which is pretty jokes for the one receiving it lol I guess an electric fence and barbed wire would help isolate this issue though

 
Really? Do the Z's have another way to get to you? Have you tried an underground bunker yet? Because obviously, if they only have one path to you, they will take it.

But since they can literally dig anywhere to get in a bunker, so they avoid spikes like the plague.
Another way to get to me - As I said I am standing on an open road during horde night so yes. They can either walk thru the spikes or walk one space next to the spike and miss it completely. They will do both. Spikes are not an automatic avoid. Some will avoid, some will not.

Underground bunker - Do you mean for horde night? No. For living? I have and as long as it is over 40 blocks deep it is not an issue at all. It is as safe from Zombies as it ever was. My standard is living down there with my forges and all etc and I have never once had a zombie dig down to get to me. Trick is depth. Now this playthrough I'm only on D13 and am still staying up top tho I have dug the underground and put my concrete forges down there but everything else I have up top in a converted POI with me.

 
More people need to study Crater Creator's newest avatar. He's trying to educate. If you have issues with zombies pathing around spikes just watch for Crater's next post and look at his avatar.

 
hearing so many reports of how making a base is impossible but I'm planning to prove it wrong with my massive construction with 30 blade traps at present and 32 dart traps...
If you know how the zombie pathfinding works, you can get by with less. I have in my current base only 6 dart traps, 3 electric fences and one blade trap. That's more than enough against a gamestage 300 horde with 32 zombies at the same time.

I will also build a much bigger base with more defense mechanisms but that's more for fun and not because it has to be.

 
More people need to study Crater Creator's newest avatar. He's trying to educate. If you have issues with zombies pathing around spikes just watch for Crater's next post and look at his avatar.
but that goes completely against the Idea of spikes. You cant stand on them.

We need a solid trap block back. Then these can become normal "passable" ones again!

 
Completely? Come now.
If the zombies were fakir' just laying on them... sure.

But those are super thin sticks that are made to impale you on them.

So yeah... kinda completely :D

Like... it is specificially made so that you can NOT just walk over them... :p

The only block even less meant to be a full block is the air block :D

 
I would agree that the spikes are too big to not be considered something "solid", therefore i don't mind it being viewed as a block by the Zs. You can make a 1 block deep ditch and put the spikes in, making your enemies "run" over them and take damage this way. Or make your corridor "sunken" 1 block deep, with spikes on the bottom and barbed wire on the walls to slow them down.

 
Maybe someone already said this, but here are some simple concepts (always in my personal opinion):

Why don't you take ideas from the best Mods? The Mod Ravenhearst in A17 is far better than the Vanilla game, it have a lot of good ideas on it, and the progression system makes you wanna keep playing it for hours and hours, not to mention how scary are the nights even in the day 30.

The Mod Darkness Falls in A17 is incredible, a little bit OP when you reach level 100, but it's really funny to play.

Same with Starvation in A16, plenty of incredible ideas, and it was hard AF, but in a good way, it looks like you don't care about that brilliant mods, you are focused in your own ideas.

I know it's hard to make all happy, it's a giant community and there will always be people angry about everything you do, but you should focus on the good ideas.

I don't like the new receipt system, but that's something personal, so I'm not gonna say anything bad about it.

And the most obvious thing, the regular spikes, I don't get why you removed them, you make hordes harder and harder, the AI is better at every patch, but we can't even defend our bases the first weeks. My first game in A17, I just made my typical A16 first anti-horde base, it got destroyed after 3 mins, that's so radical.

I play this game from many years ago, not a newb, but I'm totally running out ideas for my base (already made bunkers, 5 pilar normal base with iron bars, wall & trap classic, water base, killing corridors, etc..), checked a lot of videos in Youtube with new base ideas, but looks like people having the same issue, running out of ways to defend a normal base, not even a horde base, a normal base with your stuff.

At the end, the only way to survive the hordes the first weeks will be using bicycle or minibike all the night with enough fuel.

One of the strongest points of this game is the building part, if you make building a base useless, well...

7 Days is my favorite game, so I hope you start to check the good ideas from the best mods and add them to the game, and bring back the regular spikes, maybe nerfing their damage, but they are the key to survive the first days.

 
but you should focus on the good ideas.
But good, according to who?

I mean, that really is the crux of the sort of "no-win" scenario (Kobayashi Maru) that TFP face. One persons "good idea" is another persons "terrible idea". Moreover, for content to go into the base game it needs to be relatively universal, and while the mods you mentioned have some really neat mechanics in them, they all extend well past a "base game".

TFP ought to, imho, provide as well rounded and polished a base game as they can, while ensuring to open up as much to modding as they possibly and easily can, so that post-Gold, the community can spend years, tweaking, modding and twisting the base game into all sorts of new and wondrous shapes.

 
I agree with OZHawkeye,

sorry LMental23, I'm glad the pimps are working hard at making a solid base for the game. Then modders can take it any direction they like.

Ravenhearst, while has MANY amazing ideas, what made me quit playing it was the lack of common sense in some actions, Not able to cut meat unless you have a specific blade, or can't make instant noodles without a microwave despite me having a campfire with a pot hanging over it. In a survival game... that's not survival. If you're starving you'd eat the noodles raw and dump the packet in water and drink it for the flavour, or nutrients. So fun is all relative to the user. Some may enjoy that as a challenge, and others like me think, I'm hungry, looks at noodles, looks at hanging pot over fire wondering why they don't work together...

What I do hope the pimps fix is how clunky the game feels. A16 felt smooth. Now it feels like a horrible console port.

When I press a button to switch to a different weapon if I use attack to quick it remains on the same weapon. Even when I waited a second or so (while being attacked) it still didn't move over which ended up getting me killed. I'm fine if I do something stupid to get myself killed, game mechanics, that fail shouldn't cause me to die.

Hacking open a tool stiffy or other loot container, instead of being able to open the moment it switches (when the writing appears) you still have to wait now to open it. The E button doesn't work right away.

A16 felt fluid, A17 feels console porty. Which is sad. I was playing ESO with a friend, and that exact issue happens all the time. Run to a door to open it (or person to talk to), the option to hit E to interact is there and I find myself standing there doing nothing, because it had a delay before I could hit it, so I have to hit E again. Stuff like that is beyond annoying, and as it happens more often, it gets supremely annoying. But perhaps that's just one man's experience/opinion. Others may be more patient with things like that.

If others aren't experiencing this, maybe I have to reinstall the game or perhaps it's the modded game I'm playing.

 
it looks like you don't care about that brilliant mods
That they exist at all shows that the Pimps care. Why should those mods be part of the base game when you can easily download them and play them? You haven't lost anything. Instead of a single experience that somehow blends all the mods together you get three separate experiences that you can play. Win.

If you have a dream about a mod that is a little bit of this and a little bit of that then dig in and create it. Give credit to those whose ideas you use and permission for protected assets and make Dark StarvenHearst Falls...

 
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Just wanted to pop back in for a sec to say that, having begun to read the known issues list for 17.4, and seeing that trader whats-her-name STILL has a deep voice, I am now genuinely concerned that the development team somehow get off on this. That is all.

(The alternative being that they STILL haven't worked up the nerve to ask a girl to record for them)

 
That they exist at all shows that the Pimps care. Why should those mods be part of the base game when you can easily download them and play them? You haven't lost anything. Instead of a single experience that somehow blends all the mods together you get three separate experiences that you can play. Win.
If you have a dream about a mod that is a little bit of this and a little bit of that then dig in and create it. Give credit to those whose ideas you use and permission for protected assets and make Dark StarvenHearst Falls...
Don't you think binding of isaac has gotten better by copying mods into the vanilla game?

I certainly think so. Sometimes creativity needs to be broader to please the masses ... that doesn't sound right.

 
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