Roland
Moderator
Say what? What part of what you quoted was worded badly and why do you think it was poorly worded?False, due to even worse choice of wording.
The game isn't done yet. What you say might be true if what we have now is intended as the final version and the recent changes don't work well with it. But it's not the final version. It is an interem version and you have no idea what the final version will be to be able to make a statement like that. I know that 7 years is a long time but, yes, the game is still in development and there are future additions still to come that will make recent changes make sense.The problem comes when you develop a game and insert large game-changing features without considering the impact they will have on your existing large game features.
Talking about player freedom is not a card I am playing to excuse anything. There is nothing needing to be excused. You have, for some reason, momentarily forgotten that this game is still in flux and there are future developments that will make recent changes make more sense. Aside from the issue of your speculations into the design process of TFP, there exists a design conversation regarding the balance between player freedom that allows for playing in different ways and rigid rulesets that define boundaries and limit that player freedom. The developers have to weigh what they want to limit against what will be fun. They will favor rigid rules when the exploit is a "software exploit" and favor freedom when the exploit is just an advantage through strategy. I was just talking about design but I guess you thought I was trying to defend something.The cop out is trying to play the card that players should have freedom when the reality is that either nobody bothered to think about it, or they simply failed to foresee the potential issues of just throwing features into the game.
No. That is not what happened. I'm sorry. Again you are acting like each iteration was what they intended as a final version but then "oops, that doesn't work we have to patch that somehow...". If this game had no early access and all the development was behind closed doors you would never have played tower defense without vehicles, and then with vehicles, and now with vehicles that are rendered useless. It is exactly the method that features are added and then during beta those things are polished and balanced and melded. Those who play the final version will find that the vehicles and horde night are balanced mechanics and they won't know the iterations the game went through. What? You think other games you pick up and play as finished games achieved their final state simply from good planning without any back and forth balancing? Sorry to break it to you but they went through the same growing pains this game has but you were never there to witness it. By the way, Madmole did say multiple times for months and maybe even years before the change happened that driving around all night without risk on bloodmoon was not an intended game feature and would be dealt with. Seems like they did have some inkling about the obvious issue but had other priorities before they could get around to balancing vehicles and horde night closer to the way they intend it to be (not done yet).For example... tower defense during a blood moon horde. Great idea in a voxel world. A game in itself. Then you add fast and strong vehicles and let a couple years go by without addressing the obvious issue and allow your players to accept using your new feature as a "legitimate strategy" to bypass the existing major game feature, until you later realize something should be done about it.
And as I just said, neither of these activities were considered intended allowable actions by the developers. In my poorly worded statement I specifically said that exploits that cause the player to play the game in unintended ways must be closed by the developers. Treading water safely all night and driving safely all night were not activities the developers intended players to be able to do. They warned us the change would be coming for a long time and then they made the change. So I agree that these were not legitimate strategies and that is why they were removed from the game. Kill corridors ARE considered by the developers to be legitimate strategies and so they will be staying regardless of some people's opinions that kill corridors are cheesy.It is a legitimate action to jump into a vehicle and drive around. The problem here is that it is not a strategy. The effort required in the game to accomplish these results with a vehicle is minimal. Such an action cannot be deemed a "legitimate strategy" and therefore doesn't even fit into any logic someone could attempt to use to argue its existence, even using the player freedom card. Some people can complain all they want, but TFP agrees... it had to be changed some way.
The same goes for swimming safely in a lake all night during the horde. It was not a strategy and therefore has no place in the game. Some people can complain all they want, but TFP agrees... it had to be changed some way.
The developers will have to decide whether zombies should be able to path across those or whether they should fall off. If they decide the zombies should be able to path across them then they will do so and it will end that method of defending. So far, the developers have been aggressive in closing endless loop behavior in zombies when they can fix it. They have fixed a lot of it and they will continue to work on fixing those issues because endless zombie looping is not something they intend the zombies to do. It has nothing to do with trying to one-up players or stop their fun. Some players will take it that way and that is why developers do need to be careful in how far they go. When the issue is something like zombies not behaving properly (such as consistently falling off a block that players can traverse) then they will try to fix it just as they did with the steep ramp blocks. Their intention was that zombies can damage blocks and walk up the same types of ramps we can. So faatal made the change so that they could walk up those ramps and successfully attack and break those blocks.People love those ramps where zombies just fall off at the end and loop around and repeat endlessly. Sorry, it might be a legitimate action to build it, but it's not a legitimate strategy and it has no place in a game. The AI shouldn't even be taking that path to begin with if they cannot reach you.
I agree. As long as every feature is working as the devs intend it to then there is no problem. But keep in mind that this is not the final version. More changes are coming and may require balancing. If those changes are too upsetting then the best thing is to simply wait until the game is done. At that day, you can teach your great-grandkids how to play.A strategy that falls into the scope of the gameplay and adds to the freedom of choice of using it, would be if you had a ramp that actually pathed to you, but along the path you have a junk sledge (or other pushing traps that do not exist for some reason), that push the zombies off the ramp so that they can take more damage from other traps or by shooting them while they are on their way back to the ramp path.

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