JasonX
New member
Hi,
Whilst there are many things I like about 17.x, there is one thing thing (a game direction) that I can't reconcile with.
17.x and its new AI/pathing code has fundamentally changed this game from an open world survival sandbox dealing with mindless zombies.... toward a more arcade-like experience with intelligent mutants (I really can't call them zombies anymore) that have engineering knowledge and can explore multiple routes.
To give you an example: the last time my group played 17.x (we now play 16.4 only) our base that we built on the second floor of the hospital POI had zombies coming up a stairwell and rather than come for us through a rows of traps and a single line of 50 inch columns... they backtracked down a corridor, passed through two rooms in order to exploit a weak wall on the side of the fortified area we were defending.
Now I get that the pro players want more challenge (I love challenge too)... but what is the game direction?
I figured bandits would have been introduced in A16: smaller groups with smart AI, and they would deal with underground bases through sapping, or above ground bases through RGPs/catapaults/C4. I would expect them to go up stairs, avoid traps, and find alternate routes to exploit alternate entrances.
But zombies now sensing people under 100 feet underground?
And intelligently seeking out structural weaknesses and complex paths?
I guess what I am hoping for is a definitive statement from a dev that 7DTD is going in a direction that I think is true to the genre:
-that 7DTD will make zombies mindless again, and move the intelligent AI into bandits.
- that 7D2D will not be made into a heavy arcade experience (every POI a guided scare tour, bullet sponge zombies)
- that 7D2D will continue to cater to those that want a more realistic survival experience (build bases where you want, play how you want)
One last comment, and it's a bit of a feature rollback request but it is related to the third statement above: can't we just keep the old learn-by-use skill system... add some perks to augment it... and use daily XP capping to prevent power levelers? i.e. take the best of both worlds and address the exploits in a way that doesn't add artificial gates?
Thanks for reading.
Whilst there are many things I like about 17.x, there is one thing thing (a game direction) that I can't reconcile with.
17.x and its new AI/pathing code has fundamentally changed this game from an open world survival sandbox dealing with mindless zombies.... toward a more arcade-like experience with intelligent mutants (I really can't call them zombies anymore) that have engineering knowledge and can explore multiple routes.
To give you an example: the last time my group played 17.x (we now play 16.4 only) our base that we built on the second floor of the hospital POI had zombies coming up a stairwell and rather than come for us through a rows of traps and a single line of 50 inch columns... they backtracked down a corridor, passed through two rooms in order to exploit a weak wall on the side of the fortified area we were defending.
Now I get that the pro players want more challenge (I love challenge too)... but what is the game direction?
I figured bandits would have been introduced in A16: smaller groups with smart AI, and they would deal with underground bases through sapping, or above ground bases through RGPs/catapaults/C4. I would expect them to go up stairs, avoid traps, and find alternate routes to exploit alternate entrances.
But zombies now sensing people under 100 feet underground?
And intelligently seeking out structural weaknesses and complex paths?
I guess what I am hoping for is a definitive statement from a dev that 7DTD is going in a direction that I think is true to the genre:
-that 7DTD will make zombies mindless again, and move the intelligent AI into bandits.
- that 7D2D will not be made into a heavy arcade experience (every POI a guided scare tour, bullet sponge zombies)
- that 7D2D will continue to cater to those that want a more realistic survival experience (build bases where you want, play how you want)
One last comment, and it's a bit of a feature rollback request but it is related to the third statement above: can't we just keep the old learn-by-use skill system... add some perks to augment it... and use daily XP capping to prevent power levelers? i.e. take the best of both worlds and address the exploits in a way that doesn't add artificial gates?
Thanks for reading.