PC How this game is supposed to be played

Why do I have to mod a game to make it a better experience? They, (the Pimps), might have as an option to make things harder, Dead is Dead, GPS Zombies homing in to your support struts, etc. Do they enhance my play? No.
Why do you have to mod any game? Because you want to add something you like, or change/remove something you don't. Games like this have so many moving parts that even the greatest game designers in the universe can't make a game that will please EVERYONE. 7DtD's greatest strength is that they recognize this and add a very robust and simple modding system so that you can tweak the game into something you like better.

It seems a bit masochistic to play a game you don't care for when it is so easy to mod. I have modded (or tried to mod) many games and 7DtD is definitely one of the easier ones. Honestly, it is the best part of the game.

 
I really thought there would be threads discussing new strategies and sharing ideas on how to survive horde night. I didn’t expect defeat threads where people would give up after less than a week with the game saying “It’s impossible!”
The problem is when at level 14 your getting radiated zombies spawning there is not much you can do to stop them aside from cheesing the AI. That's not fun to me. I don't want to build ramps to trick the AI, or build hanging bases, or build a hedge maze. All that combined with the fact we lost our primary defense of log spikes means all we can build for defense for the first 40 levels is basically balsa wood spikes.

I want to build a base and defend it, but with the zombie spawns, AI change to focus on the same blocks, and the new damage bonus if multiple zombies target the same block its an exercise in futility.

 
The problem is when at level 14 your getting radiated zombies spawning there is not much you can do to stop them aside from cheesing the AI. That's not fun to me. I don't want to build ramps to trick the AI, or build hanging bases, or build a hedge maze. All that combined with the fact we lost our primary defense of log spikes means all we can build for defense for the first 40 levels is basically balsa wood spikes.
I want to build a base and defend it, but with the zombie spawns, AI change to focus on the same blocks, and the new damage bonus if multiple zombies target the same block its an exercise in futility.
I think perhaps one of the (unintended?) consequences of the Zombie AI changes, is in using the strategy of calculating the path of least resistance to you (a friend of mine and I at lunch yesterday joked they must all be carrying around hidden slide rules and pocket calculators), they all make the SAME calculation on the SAME data, and hence all arrive at the SAME conclusion on which specific block to attack.

Hence we get a conga line (or worse, a dozen Zombies clipping into one), all hitting the ONE block, and receiving a Zombie-party damage boost while doing it to boot.

Hopefully, if this is indeed the issue, some way can be found to push them back into a more "broad front" attack pattern so that damage to a base is less focused.

I'd also very much like to have my Log Spikes back too. ;-)

 
I think perhaps one of the (unintended?) consequences of the Zombie AI changes, is in using the strategy of calculating the path of least resistance to you (a friend of mine and I at lunch yesterday joked they must all be carrying around hidden slide rules and pocket calculators), they all make the SAME calculation on the SAME data, and hence all arrive at the SAME conclusion on which specific block to attack.
Hence we get a conga line (or worse, a dozen Zombies clipping into one), all hitting the ONE block, and receiving a Zombie-party damage boost while doing it to boot.

Hopefully, if this is indeed the issue, some way can be found to push them back into a more "broad front" attack pattern so that damage to a base is less focused.

I'd also very much like to have my Log Spikes back too. ;-)
Yeah the AI change COMBINED with the bonus to zombies attacking the same blocks means they bypass 99% of your defense and hit 1 specific point. So you have to cheese the AI and purposely create a weak spot to draw them in, and then focus all defenses on that point.

Overall A17 is great. The individual difficulty, loot, etc is all great. It's just the spawning that's off. It's also something that's easy enough to change.

I suggested in another thread, and i'm gonna make a post tonight on it, but I feel like TFP should create a new menu option for spawning difficulty and use that to effect the gamestage rather then zombie difficulty. This way people can have tougher day to day zombies but not have it effect the spawning so that your getting radiated and ferals so fast

 
Yeah the AI change COMBINED with the bonus to zombies attacking the same blocks means they bypass 99% of your defense and hit 1 specific point. So you have to cheese the AI and purposely create a weak spot to draw them in, and then focus all defenses on that point.
Overall A17 is great. The individual difficulty, loot, etc is all great. It's just the spawning that's off. It's also something that's easy enough to change.

I suggested in another thread, and i'm gonna make a post tonight on it, but I feel like TFP should create a new menu option for spawning difficulty and use that to effect the gamestage rather then zombie difficulty. This way people can have tougher day to day zombies but not have it effect the spawning so that your getting radiated and ferals so fast
I'd be all for that too Brian.

Indeed, I miss the option from earlier Alpha's to bump up the spawn rate (say, in A10/11 etc). I'd rather zombies be i) pretty dumb, ii) not with ranged attacks but iii) so ■■■■ numerous that they might just totally overrun my base through a "mega-herd".

The current Zombie AI is something I think fits better for Bandits when they come in A18. Personally, for A17 stable, I'll look for ways to boost overall zombie numbers, and reduce the frequency of "laser-pew-pew" zombies where I can.

 
It seems to me that a lot of my issues come from one simple fact - I'm not playing this game the way it was designed to played.
I am a base builder by nature, and that seems to become more and more difficult with each patch. So, please, tell me - is building a base a viable play style? Should I try to invent and build an impenetrable tower like I did in countless other tower defense games, or am I just doing it wrong? I am fine either way, but I would really like to know.

I am a tradeskiller by nature (mostly in games though ;) . With A17 I find myself beating countless zombies with my iron club just so I can make some simple iron tools and cook a few simple items. I don't *need* them, I just want to make them, for, you know, fun. I used to be able to, but now it's all locked behind levels. I keep reading it was all done in the name of making the game more survival-like. /shrug

I played dozens and dozens of other games (no exaggeration here) where I could specialize in one area or the other. The way it usually works is that you get some basics from every single field, and then you excel at a single one of them. Can I do that in 7D2D now? I can't seem to be able to do much without spending skill points in the areas I have very little interest in.

I am truly at a loss here. Clearly, I have some wrong expectations. I can kill zombies all day with my iron club, but that gets real old real fast. I killed so many, I'm sure if zombies were smart enough, they'd avoid me by now. That's not what I want from this game. I want freedom to build. I'm not getting that vibe from A17.

It looks like this game is being changed to accommodate a very specific play style. I would really like to know what that play style is so I can adjust mine accordingly.
the game is supposed to be played how ever u want to play its your game and has no set rules and no one to tell u what u have to do

 
the game is supposed to be played how ever u want to play its your game and has no set rules and no one to tell u what u have to do
I wanna boil an egg. The game tells me I have to kill 50 zombies first or spend roughly 20 real life hours mining. By then I ate the raw egg and blead to death out of my ■■■■■■■■.

 
Depends on what you would call exploiting the AI. I'm not saying you are wrong or that there isn't a need for more balancing. But we are expected to exploit the zombie behaviour. If you think as a survivor, there is no AI, there are zombies that you observe. And if you observe they always follow the path of least resistance, you would exploit exactly that. If you would find out that a combination of traps is more efficient than others, you would use that.
Just as an example, did you already try to funnel the zombies? I.e. put a simple cobblestone wall (probably 3 high) around a platform pillar with just one LOONG spiked entrance to your base pillar(s) for the zombies? Would reduce greatly the amount of spikes to set down and need just a measly cobblestone wall. And that would not be exploiting the game, it would be exploiting observable zombie behaviour.
Its funny, when people use to exploit the AI by digging underground, many people on this forum called that cheating.

 
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Its funny, when people used to exploit the AI by digging underground, many people on this forum called that cheating.
The exploit cheat rubbish! It was a sandbox game players can chose how they play their game! How does it effect any other player in the slightest in your game?

I can go into god mode for my whole game if I so chose how does that any other player?

Quick remove GOD MODE NOW!!!! lol

 
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Again with the exploit cheat rubbish! No it is a sandbox game players can chose how they play their game! How does it effect you in the slightest in your game? I can go into god mode for my whole game if I so chose how does that effect you?

Quick remove GOD MODE NOW!!!!
lol, dude chill.... I didn't call it cheating.

 
I wanna boil an egg. The game tells me I have to kill 50 zombies first or spend roughly 20 real life hours mining. By then I ate the raw egg and blead to death out of my ■■■■■■■■.
Or.. ya know.. loot around in small houses / busted ones for a cooking pot. Easily find one in ovens and such.

 
Or.. ya know.. loot around in small houses / busted ones for a cooking pot. Easily find one in ovens and such.
Ha! I take it you haven't tried to boil an egg yet in A17. :)

 
Or.. ya know.. loot around in small houses / busted ones for a cooking pot. Easily find one in ovens and such.
It almost sounds like some people who are happy with the new system haven't actually tried it yet. Interesting.

 
Uh, I've put about 15-20 hours in it. Started in a burnt biome, searched through a couple of the busted house-things with ovens/etc, found 6 cooking pots in the morning/afternoon of day 2. Looted 2 houses and the couple of house-things. Sounds like you need to lay off the crack. I played experimental about 30 mins after they released it and every day since. Just because you're used to sitting deep in an underground bunker shaking and crying in fear of a rabbit doesn't mean everyone does that.

 
Uh, I've put about 15-20 hours in it. Started in a burnt biome, searched through a couple of the busted house-things with ovens/etc, found 6 cooking pots in the morning/afternoon of day 2. Looted 2 houses and the couple of house-things. Sounds like you need to lay off the crack. I played experimental about 30 mins after they released it and every day since. Just because you're used to sitting deep in an underground bunker shaking and crying in fear of a rabbit doesn't mean everyone does that.
Sigh, the point was, that you need to use a skill point, to learn the recipe on how to boil an egg. So, if you invested all starter points already, you have no choice, but to get another level. Which would require him to kill ~20 zeds or die of old age mining.

 
Sigh, the point was, that you need to use a skill point, to learn the recipe on how to boil an egg. So, if you invested all starter points already, you have no choice, but to get another level. Which would require him to kill ~20 zeds or die of old age mining.
Well, in that case I think I leveled up to level 2 in about 10-15 minutes tops. Saw I needed to lvl up the cooking skill to get the basics, so I bought it. Idk I don't see the hate on it.

 
Sigh, the point was, that you need to use a skill point, to learn the recipe on how to boil an egg. So, if you invested all starter points already, you have no choice, but to get another level. Which would require him to kill ~20 zeds or die of old age mining.
THAT was your choice. You had six points to put where you wanted to establish your char's starting point. I get the point about not liking that killing 20 zeds can lead to learning how to boil an egg but please don't pretend that there is no choice except to play it that way. If that bugs you then spend one of the first points on cooking and then kill 20 zeds to spend the next earned point on a combat perk. Now the continuity of your universe will be preserved...

Honestly I just play the game and carry out my own personal objectives until night comes. Sometimes I notice I have three points to spend on perks and I honestly can't pinpoint exactly how I got them because I've been doing a ton of different activities. Sure, intellectually I realize I must have killed a ton of zombies but I wasn't hunting them down for points. I was clearing POIs and looting them. I was harvesting wood and stone and clay and killed a wandering horde that came near. I was crafting cobblestone and making flagstone and organizing my loot into my crates and then went downstairs to kill some zombies beating on the first story walls of the brick building I was in. Then I'm sitting in my hideout at night on the fourth day and looking at how to spend my points and perhaps the cooking perk is what I decide upon.

If you are going around and only hunting zombies to get points because that is the most efficient ways to get points and points are all you are focused on then that is yet another choice you are making in how you are playing the game. But it is in no way shape or form a forced condition or the only way to play.

 
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