PC In what ways do the new POI design help the TD aspect of the game?

Dimpy

New member
I've been hearing a lot about how the new dungeon POIs have a great dungeon crawl experience. That's cool and all, but lets not forget that POIs are often where people build their bases too, and I haven't heard or experienced anything that suggests the level designers have been taking that into consideration when designing them. Does anyone have evidence for the contrary? A POI that was particularly fun to defend on horde night? An interesting geographic feature you took advantage of?

 
I've been hearing a lot about how the new dungeon POIs have a great dungeon crawl experience. That's cool and all, but lets not forget that POIs are often where people build their bases too, and I haven't heard or experienced anything that suggests the level designers have been taking that into consideration when designing them. Does anyone have evidence for the contrary? A POI that was particularly fun to defend on horde night? An interesting geographic feature you took advantage of?
actually... now that you mention it...

this might be another plus i have to give tfps.

One of the houses (the creepy one in diersville) has a large underground bunker that is really nice to use as defense!

 
Since many of the dungeon POIs have predefined paths, it makes it easier to predict where the AI will come in and prepare against. I know the new AI has gotten alot of flak for its predictability but this actually helps the tower defense aspect of the game.

In most TD games, the AI has a predefined path to its target. (Sound Familiar?) The positive aspect is this will allow you to better setup traps and builds.

 
Some of the new junkyard/mad max POIs look like great POIs to take over. I'll have to try that out in a future playthrough. :)

 
Since many of the dungeon POIs have predefined paths, it makes it easier to predict where the AI will come in and prepare against. I know the new AI has gotten alot of flak for its predictability but this actually helps the tower defense aspect of the game.
In most TD games, the AI has a predefined path to its target. (Sound Familiar?) The positive aspect is this will allow you to better setup traps and builds.
I agree wholeheartedly.

I'm amazed at the number of people on here who post that using that predictability is somehow "cheesing" or "exploiting" the game. Making use of the predictable enemy pathing is a core part of the Tower Defence genre, not an exploit of it!

 
I'm amazed at the number of people on here who post that using that predictability is somehow "cheesing" or "exploiting" the game. Making use of the predictable enemy pathing is a core part of the Tower Defence genre, not an exploit of it!
I already said that I liked it so take that into account when I say:

Predictability DOES ruin the horror aspect of it though! If you don't know what your enemy will do next, the fear of beeing flanked and stuff does help with the atmosphere.

 
I agree wholeheartedly.
I'm amazed at the number of people on here who post that using that predictability is somehow "cheesing" or "exploiting" the game. Making use of the predictable enemy pathing is a core part of the Tower Defence genre, not an exploit of it!
Well, thats only partly true. 7d2d never was this kind of tower defense game, and i hope it will never be. Because in this kind of td, normally the enemies all follow one path, but they do run over/into your traps, and not avoid them. (Thats the point of the game!). In a17 (and i believe i have seen that kind of behavior also in a16) zombies are effectively not going through your spike traps, but choose a path to avoid them. Thats.....bs.

 
There is a Post Office POI that appears in random gen that is the best POI I have ever seen if you want to do a large castle build. It's not the little one that says "mail" it's a huge post office that has neo-classical architecture with columns and engravings. It's made out of concrete, has a solid basement, and there is a large, flat, elevated area with no stairs leading to it inside. Theres no roof access but of course you can just punch a hole and build a ladder up there and have a massive farm. It's definitely a new POI, never say a it before. And didn't see it in navesgane when I played that map back in b233.

 
I agree wholeheartedly.
I'm amazed at the number of people on here who post that using that predictability is somehow "cheesing" or "exploiting" the game. Making use of the predictable enemy pathing is a core part of the Tower Defence genre, not an exploit of it!
There is a difference between using the zombie pathing to your advantage to lure them a specific way and building one tower in bloons and never having to do anything ever again.

And currently the pathing is the latter.

Even funneling is not perfect as 7d2d is not bloons. Zombies shouldn't be 100% predictable (thats why fataal wants to add randomness), as this is not a pure TD. It is also a horror game that lives from unpredictability.

Having a rough idea where zombies will come from is nice.

Abusing their behaviour to remove the challenge is not.

 
There is a difference between using the zombie pathing to your advantage to lure them a specific way and building one tower in bloons and never having to do anything ever again.
And currently the pathing is the latter.

Even funneling is not perfect as 7d2d is not bloons. Zombies shouldn't be 100% predictable (thats why fataal wants to add randomness), as this is not a pure TD. It is also a horror game that lives from unpredictability.

Having a rough idea where zombies will come from is nice.

Abusing their behaviour to remove the challenge is not.
I think this is sort of TFP's problem. On paper mixing the two sounds nice but you can't be a good TD game in my opinon if things are random and unpredictable and you're not going to be a very good horror game with tight AI pathing. This is why so many are upset imo. They think this is a TD game or a horror game, or a building game and they get angry and confused because 7dtd is trying to be a blend.

I'm curious to see how things end up when the games all finished.

 
Well, thats only partly true. 7d2d never was this kind of tower defense game, and i hope it will never be. Because in this kind of td, normally the enemies all follow one path, but they do run over/into your traps, and not avoid them. (Thats the point of the game!). In a17 (and i believe i have seen that kind of behavior also in a16) zombies are effectively not going through your spike traps, but choose a path to avoid them. Thats.....bs.
From my experiences, depending how you build the base zombies in A17 will go through traps. But again it depends on the horde base is built, like for example when I built a maze base the zombies would go trhough the corridors of it even though it had spikes laid down in it.

 
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