PC is A17 removing the much beloved run and gun aspect?

One is sdx (Sphereii's), the other is modding the unexposed xml using uabe (my method).

...and sdx modding has come a long way. Even retards like myself, Khaine, Tsbx, Jax, and many, many others can do it.

People new to modding are jumping right into it.

And, it's going to be even easier.

Just saying.

 
One is sdx (Sphereii's), the other is modding the unexposed xml using uabe (my method).
What's uabe?

...and sdx modding has come a long way. Even retards like myself, Khaine, Tsbx, Jax, and many, many others can do it.
People new to modding are jumping right into it.

And, it's going to be even easier.

Just saying.
Hm. How much time does one have to invest to get some basic stuff going? Are there tutorials and such? I wouldn't even know where to start. I once looked into it, even had some dll-viewer, but could not get anything done, I never even recognized any of the code, as in, I never even could understand what a piece of the dll-code was supposed to do. I think it's somehow... encrypted or so. I am not following that branch of modding at all, so I'm certainly ignorant.

Edit:

Now I know what uabe is: https://7daystodie.com/forums/showthread.php?22675-Unity-Assets-Bundle-Extractor

Follow-up question: Where do I find unexposed xml-files?

 
Last edited by a moderator:
The problem is that the Devs know only one solution. Their solution ... And everybody needs to swallow that as a solution for a problem.

SpamCrafting was considered a issue. Yet, by simply increasing the crafting times, it solves the issue ( partially ) with a 60 second timer. Now, people are limited in their spamcrafting. But what if people still spamcraft and pollute servers. Why not add the ability for items to decay faster depending on the type. People drop things, after X time they are gone. You know, like a tracing garbage collector. Problem solved. Now we need to use perks to magically improve the tools. What can only be considered dumbing down the game because people simply save up perks for level 5/10/...

In the past the crafting was more complex and rewarding. Most of the popular mods seems to re-introduce this complexity. You can clearly tell that the Devs do not look at what is popular among the mods. Reducing the whole crafting was another form of dumbing down the content.

But the mods have there hands tied by the Devs. More complex crafting means more recipes. More recipes means a slower and painful lagging menu. A major issue that the Devs have know for several alpha releases as a issue ( going back years in other words ).

Now we are moving to restrict even more the game by forcing people to dungeon crawl all the houses. At the same time things like run-and-gun being restricted.

Some people like this style of gameplay but this is NOT the 7D2D that i ordered. The old 72D2 felt more like pre-trammel Ultime Online. If the choice was given to me today, based upon A17, i will not have ordered 7D2D. I am sorry to say this but if i wanted to play 7D2EverQuest, i will buy a real MMORPG.

And you can feel that this is where the devs want to go towards. Restricting more and more to control how people play the game. It has been going on over a series of Alpha releases.

One can even say that the whole restricting is to push 7D2D in a more Horror style with Dungeons, Hidden trapdoors, Hidden Zombies, restricting the player movement.

The good news is that more and more games are coming out that actually embrace the "old" style of 7D2D gameplay with crafting and survival. Normally as customer you can vote with your money.

You like a product, they get your money. But in 7D2D with its years of alpha's, they simply have already taken the money from the people like me and it makes them not accountable anymore. Before it was the more survival/building type the devs drew in, now it seems they want more the mmorpg like gameplay players they want.

Running out of money devs and looking for new player groups, because it comes over like this to me?

Here is a idea... give people who original buy the game under different promises their money back, so they can buy the competitors games. I bet that will not happen :cocksure:

I learned my lesson that talking about not liking where the game goes, is useless. People on the forum here are actively rabbit about negative feedback and most people simply give up. Because no matter how much your against some of those ideas, they will get implemented anyway, and you will be forced to like them, even if you do not like them. This is why there is such a big discrepancy between the forums here and on outside forums like steam, youtube etc.

Even on the 7D2D sales page, you can tell that 7D2D is banking on its old reputation and reviews where as the recent reviews have gotten more and more negative about the changes and expected changes.

But who are we to even mention these things. Its a shame what the game has turned into. Now A17 will come out a year too late and the people who liked the old 7D2D will need to wait months again, for the mod authors to fix / undo much of the 7D2D dev critical changes. And then the people can AGAIN not enjoy there mods because inner updates can break the saves again. And people are strung along and along, playing but waiting, playing again but waiting...

Peace out all ...

 
Where are these informations coming from, btw?
From posts by Roland and developers.

But you still could (just) elect not to loot corpses. That would solve your... issue. Cuz it's not really a problem. You wouldn't (even) have to pretend there is no loot, just stand by your decision that you prefer to spend your time with something else. I don't loot every trashbag in sight, it's not worth my time. I don't loot every zombie I kill either. And btw, if zombies are already dead, what's the big difference between looting a zombie and looting a trashbag? It's the same process. The killing itself makes the difference, and it's time consuming and it's resource consuming, it can be risky, so loot as a reward is well deserved.
Yes, I don't loot every trashbag because I (the survivor in the game) make a decision that the loot is not worth it at this time and place. But if I have time, I'll still loot a trashbag. That is a decision I can make any time in the game. If I wanted to have no zombie loot I would have to prevent myself from looting any zombie corpse. Do zombie corpses get removed eventually from the game? Not sure, but I think not. Around my base that would be a lot of stuff to ignore, especially since it slows movement.

I did say that all those disadvantages are not big. In sum they still are not big, but it still means I like the game better with less zombie loot.

I don't quite get the whole "balance" argument. Do you not get enough loot from other sources than zombies? Does the loot outside zombies have to be increased? And is that only possible if loot inside zombies is decreased? I wouldn't know why. Zombie loot is relatively low quality, bit of brass, bit of lead, bit of metal, glass jars, some canned food.
The balance argument is important to how the game feels. For example my friends and I played the "War of the Walkers" once. At the time (I heard recently, it may have changed) you got a lot more loot than in vanilla and it also had some extreme POIs with too many and too good loot containers. Finding lets say a complete high quality gun on day 4 was surely nice at that moment. But the game itself lost its appeal and we restarted with a different mod after maybe 2 in-game weeks. That is "balance" or better said the absence of it. Naturally somewhat subjective.

If we really had wanted to play WotW, we could have modded the mod, or tried with 25% loot and hope it balances out. Or only loot every second container. We didn't.

And I also don't know if less loot on zombies will really be better for us. That we will have to see and experience.

It sounds much like you decide not to utilize a playstyle, that is killing zombies, but expect the game to give you the loot it gives to someone who does utilize that playstyle on top of your playstyle - and if it does not, it should not give that loot to the other someone. Why should the game do that? If you stealth, you don't use your weapon, you don't need to craft ammo, gather the resources, you take less of a risk. Furhtermore, when loot is being removed from zombies, people who do not kill zombies have the advantage over people who do kill zombies. Killing zombies offers barely a reward anymore, then.
"playstyle" as a word is used much too often in this forum. Every single action anyone does can be styled a "playstyle" and then protection of that demanded. If I want to also play stealthy it doesn't mean I will not kill zombies, it just does mean that I will decide in any moment in the game how a specific problem (for example a poi with zombies) is dealt with. I don't playstyle stealth, I don't playstyle combat, those are just different methods in the arsenal I will employ at different times or even at the same time (stealth to a good position and kill the zombie). I play the whole game and so for me MY stealth has to be in some balance with MY combat or I probably won't use it much. Also interesting will be if my perception of zombies as loot bringers will change and if I will view them as dangers now.

If you think stealth visa combat is already well balanced and balance will be lost now, that is a valid opinion. Actually playing the game will show if it is. I'm pretty sure people (including myself) will still kill lots and lots of zombies.

It's much like people who argue with "realism" in the backpedaling case. I simply don't count them. I might, if they'd argue to make everything in the game as realistic as possible. But as long as they're just fine with making something they don't use or care about realistic, but want to keep unrealistic features that they happen to like and use, they are... well... Let's call it "inconsistent in their reasoning". Which invalidates their reasoning.
It is totally fine to say someone brought up a false argument and his reason is invalid. But claim that therefore he and his opinion does not exist is, lets say not good for communication, we should use words that mostly mean the same to everyone.

We don't know how rare these cases are, though, and things already are being discussed on the forums, before they go into the game, so once more: It's a perfectly plausible practice.
Yes plausible. But I think the less people on the forum the better it can work. In a company meetings only work well up to a specific size, above that everyone is wasting time. If they directly involve the forum in the process of discussing potential features, it looks for me very much like a big meeting, made more difficult by having too many interests at work here. It may yield some gems, no question, but I think practical testing is just so much more valuable because in a way it tests the honest reaction to changes, not assumptions of players.

It's so funny how you portray the concept in the worst possible way. Devs have to spent thousands of hours to read millions of moronic comments.
Nah, I just know how much time I spend reading the Developer Diary thread and wow, better not think about it. Maybe try it yourself. Keep up a few days with that thread and look how much time you spent. Sure, at the moment 80% is off-topic, but I don't think it will be less if feature details were discussed and everyone would post opinions about them.

Plays not much of a role if it's easy or not, when it's not being done. 1 block ingress is not moddable, the static spawner is not moddable, chessboard cities are not moddable.
Ok, but with these we are really outside of what you seem to have proposed, right? You originally wanted to give input to the developers to prevent oversights, right? But there is no oversight with 1 block ingress for example. Some want it but the developers think it not important enough compared to the effort to put it into A17 (presumably, or there are other reasons). So in this case you want to have influence about which features are given priority. Understandable, I would want that too. But I also understand that the developers do not want to give us that power. It is their game.

If you brought these examples only to illustrate features that are hard to mod, sure, they never have been implemented. But there is nothing worthwile for TFP to discuss about them with the community, except if they want the community to really decide something.

I'm not sure I misunderstood you at all. I don't think the one good reason in the vote-thread is your reason. I don't think your "balance" reason is valid. I don't think your "I don't like the thought that there are loot containers that I don't loot" argument is valid. That's like I would vote for removing electricity because I don't like using it. Or vehicles. Or gardening. Or hunting. Remove what I don't use, so I don't feel bad for not getting the advantage those who do use it get.
It is easier to ignore vehicles or gardening than hundreds of zombie corpses. Ignoring the corpses is just a crutch. And I probably wouldn't do it in A17, I didn't in A16 either, as the balance isn't completely off (not like in the old WotW). But knowing it could have been I would miss it.

 
Last edited by a moderator:
Thanks. Is there also a tutorial for the uabe thing? Where those hidden xml-files are? How to get started editing these?
Literally everything should/will be in the link. It's still a WiP but will definitely get you started, AND is easy to use. I /think/ there is a later version of UABE available than what's in that toolkit, but other than DO THE TUTORIAL IN ORDER, I really don't have any other advice to offer.

 
Literally everything should/will be in the link. It's still a WiP but will definitely get you started, AND is easy to use. I /think/ there is a later version of UABE available than what's in that toolkit, but other than DO THE TUTORIAL IN ORDER,
But there is nothing about uabe in that tutorial, so could you..

I really don't have any other advice to offer.
Oh. Ok..
 
I just tested some running and gunning with some ferals and something that is different in A17 is that sprinting forward makes you quite a bit faster than the running speed of the zombies. It will not be run forward get a couple shots off and then run again because they are still right behind you. It is run forward and turn around and they are 10-20 meters behind you giving you plenty of time to fire several shots before they reach you. You can easily stay ahead of them with plenty of time to pick them off as they close the distance.

People will have to try it out to see whether it is fun for them or not. You can easily outpace them though by turning around and running forward and create a nice comfortable distance before turning and shooting.

 
The problem is that the Devs know only one solution. Their solution ... And everybody needs to swallow that as a solution for a problem.
SpamCrafting was considered a issue. Yet, by simply increasing the crafting times, it solves the issue ( partially ) with a 60 second timer. Now, people are limited in their spamcrafting. But what if people still spamcraft and pollute servers. Why not add the ability for items to decay faster depending on the type. People drop things, after X time they are gone. You know, like a tracing garbage collector. Problem solved. Now we need to use perks to magically improve the tools. What can only be considered dumbing down the game because people simply save up perks for level 5/10/...
Spamcrafting is a boring way to spend your time in the game, spamcrafting increase the RAM usage when the itens are dropped.

Magically put a timer to prevent the player to craft the same item does not make any sense (also is boring²) and every item with a custom decay timer can drastically increase the RAM usage (even more) and the cpu usage (timers work as threads... 1 timer for each item = tons of ram + tons of cpu, 1 timer controlling all items on ground require list controlers [probably LINQ] that drastically increases cpu usage and also has a high processing time because the same block of code need to be executed over and over again each second).

Removing the spamcrafting has more pros than cons on player experience and in dev aspects.

As for the "this is not the 7dtd that i ordered", you can always play some old alpha, have fun :D

 
Yes, I don't loot every trashbag because I (the survivor in the game) make a decision that the loot is not worth it at this time and place. But if I have time, I'll still loot a trashbag. That is a decision I can make any time in the game. If I wanted to have no zombie loot I would have to prevent myself from looting any zombie corpse. Do zombie corpses get removed eventually from the game? Not sure, but I think not. Around my base that would be a lot of stuff to ignore, especially since it slows movement.
I did say that all those disadvantages are not big. In sum they still are not big, but it still means I like the game better with less zombie loot.
I could once more ask "why", but I guess if I have not understood it by now, you won't be able to provide a better explanation.

The balance argument is important to how the game feels. For example my friends and I played the "War of the Walkers" once. At the time (I heard recently, it may have changed) you got a lot more loot than in vanilla and it also had some extreme POIs with too many and too good loot containers. Finding lets say a complete high quality gun on day 4 was surely nice at that moment. But the game itself lost its appeal and we restarted with a different mod after maybe 2 in-game weeks. That is "balance". Naturally somewhat subjective.
If we really had wanted to play WotW, we could have modded the mod, or tried with 25% loot and hope it balances out. Or only loot every second container. We didn't.

And I also don't know if less loot on zombies will really be better for us. That we will have to see and experience.
I understand what "balance" means in a game. I don't see how you think the game is not balanced right in regard to zombie loot. You said this before:

No. It has nothing to do with other people. It has to do with a balanced game. Just like I prefer in an RPG that I reach the same level and get the equivalent loot irrespective of my choices (i.e. it should not matter if I kill everyone or use the diplomatic route) I want to look at a zombie without making the meta calculation that stealthing around will disadvantage me. I probably will resist that thought most of the time, but I can't avoid making this comparison in my mind all the time and be influenced by it. And it will diminish my immersion and pleasure playing the game.
So if someone asks me, again, for that reason I would say yes. It is also my opinion that it makes a better game out of it, because just on a theoretical level all players are given a choice which is balanced. And yes, it is balanced, you might save ammunition if you stealth but are disadvantaged if you are discovered and stealthing around can take more time than blazing through with your guns.
Zombie loot means you get a little something extra for doing an extra activity. Just like you get something extra if you loot every trashbag or pick up every tire you see or if you go mining, hunting, gardening, disassembling cars, and then some. Additional activities = additional resources. Why the hell not?

"playstyle" as a word is used much too often in this forum. Every single action anyone does can be styled a "playstyle" and then protection of that demanded.
I would only speak of a "playstyle" if there is a clear focus on certain actions. Some people clearly have a focus on building, others clearly on killing zombies. And so on. In any case, yes, I believe that if possible, all kinds of playstyles should be protected. It's how people enjoy playing the game, why take that away if it's not absolutely necessary?

Then I again, I understand the game is not my property, and if the owners want it to be played a certain way, it's their right to enforce that playstyle. I don't consider that healthy for the game, though, and certainly not healthy for sales.

If I want to also play stealthy it doesn't mean I will not kill zombies, it just does mean that I will decide in any moment in the game how a specific problem (for example a poi with zombies) is dealt with. I don't playstyle stealth, I don't playstyle combat, those are just different methods in the arsenal I will employ at different times or even at the same time (stealth to a good position and kill the zombie). I play the whole game and so for me MY stealth has to be in some balance with MY combat or I probably won't use it much. Also interesting will be if my perception of zombies as loot bringers will change and I view them as dangers now.
If you think stealth visa combat is already well balanced and balance will be lost now, that is a valid opinion. Actually playing the game will show if it is. I'm pretty sure people (including myself) will still kill lots and lots of zombies.
I think that stealth is not "recognized" by the game properly so far. There is no stealth related skill and I don't think you get any xp for stealth. One advantage of stealth is that you don't need to use weapons, which saves resources, and you take less risk, so you don't need to use meds and (obviously) you die less and don't receive the death-penalties. To balance stealth with blazing guns, it could give more xp, but again, I disagree that the gunner's loot-reward should be reduced for balance, because if you take loot away and you get xp for stealth, there is no logical reason to kill zombies anymore. Stealth would clearly be the more logical playstyle.

If stealth properly works so that you can, at some skill level, sneak up to zombies, you might be able to do sneak attacks that take them down silently and with one hit or pickpocket them. There is a property called "LootListAlive" that already allows you to loot living zombies, and give them different loot than dead zombies would have. Combined, you could make it so that "stealing" from living zombies gives you better loot than corpses do, and then you stealth kill them and then you loot the corpse. That would be pretty sweet.

It is totally fine to say someone brought up a false argument and his reason is invalid. But claim that therefore he and his opinion does not exist is, lets say not good for communication, we should use words that mostly mean the same to everyone.
Always eager to better myself, I reviewed what I said, here it goes:

The way he [Joel] talked about the changes of zombie loot, he seemed to be convinced that he was doing us a service, by saving us time and getting rid of useless clutter.
My first mention of "doing us a service" might've been a bit unclear or too broad, but I clearified it in the next responses. Does a guy who only owns a counterfeit bill own any money? No. He has no money. At all. False opinions are like false money.

Yes plausible. But I think the less people on the forum the better it can work.
Only if those people have very diverse playstyles and are not a bunch of yes-persons, naturally selected by a climate that does not welcome critics.

In a company meetings only work well up to a specific size, above that everyone is wasting time. If they directly involve the forum in the process of discussing potential features, it looks for me very much like a big meeting, made more difficult by having too many interests at work here. It may yield some gems, no question, but I think practical testing is just so much more valuable because in a way it tests the honest reaction to changes, not assumptions of players.
You can't even think of every possible playstyle, let alone play the necessary lengthy games to try them all out.

Nah, I just know how much time I spend reading the Developer Diary thread and wow, better not think about it. Maybe try it yourself. Keep up a few days with that thread and look how much time you spent. Sure, at the moment 80% is off-topic, but I don't think it will be less if feature details were discussed and everyone would post opinions about them.
The 80% chit-chat explain why I don't follow that thread, and that thread is in no way an example of what I am talking about. It's more like Roland's poll posts, though polls are a bad idea, because people who don't care will vote and their vote is of no relevance. Not to mention the fanboys who will just praise everything the devs do. It needs to be a proper discussion with proper arguments. The best arguments will crystallize. Dev would need a few minutes scrolling through to find out what people think. It's not at all an unbearable workload. You just make that up, for reasons that I don't understand. Here comes a big word I just learned: Maybe it is cantankerousness. Now that's a tongue twister right there.

Ok, but with these we are really outside of what you seem to have proposed, right? You originally wanted to give input to the developers to prevent oversights, right?
Kinda, my mind was drifting a bit, since we're going in circles so much. I was thinking about allowing modding in and out whatever unwanted changes the devs made. They announce a change, see that there is a bunch of people who don't like it, make plausible arguments, so they provide the option to mod it.

 
But there is no oversight with 1 block ingress for example. Some want it but the developers think it not important enough compared to the effort to put it into A17 (presumably, or there are other reasons). So in this case you want to have influence about which features are given priority. Understandable, I would want that too. But I also understand that the developers do not want to give us that power. It is their game.
Yes, there is no oversight with 1 block ingress (except that now the argument "it shan't be too easy to break into houses" is overridden by sleepers kindly opening the door for you, so we might as well have the much beloved feature back). But possibly with the other examples I mentioned. And yes, I want to have influence insofar that I want the option to mod features, that I have in the game for years, and that possibly are a lot of fun for me, back in if they take them out. And I do not understand why the devs would not want to give us that power. Maybe except if they do not have the time, but I kinda doubt they do not have the time, because they obviously take whatever time they need.

Yes, it is their game, but their game is not a hobby, it is not even a piece of art like an "actual artist's". It is a product. That is created to be sold to make money. I am quite certain that a lot of changes were made to sell the game better, for example graphical changes, that decrease the performance drastically. But a good looking game sells better. Dumbing down is another such area, making crafting more simple, gathering material more simple, making the upgrade path more simple, making sure that people don't get frustrated when they don't unlock every recipes within a few ingame days. From the business perspective, it would be a smart move to give the player every power possible. because it increase the probability that players stay long term and therefor recommend the game to more people. And outside time, there is no reason not to make every change a modding option, particularly when it's a "much beloved" feature. Like 1 block ingress was. Why not have a simple property in the player entity class "1 block ingress yes/no"? For people who don't want to spend 50 hours learning how to use a third party software that might (or might not) allow them to bring that back.

If you brought these examples only to illustrate features that are hard to mod, sure, they never have been implemented. But there is nothing worthwile for TFP to discuss about them with the community, except if they want the community to really decide something.
After all this time, you still don't get it. I don't need the devs to discuss anything. They can, of course, and it would be helpful, and seeing that they often do discuss things after they already have them in the game, that should not be a problem on their end, but them discussing is neither the center piece, nor a corner stone of my proposal.

I want them to announce changes, so people can provide feedback, such as "I like that thing a whole lot, because of this and that". So they can make an informed decision how to handle a change.

It's absurd to insist that customer feedback would be a burden for a company, so like... stop doing that already.

It is easier to ignore vehicles or gardening than hundreds of zombie corpses. Ignoring the corpses is just a crutch. And I probably wouldn't do it in A17, I didn't in A16 either, as the balance isn't completely off (not like in the old WotW). But knowing it could have been I would miss it.
It is possible that I lack the empathic skills necessary to understand how big of a problem it is for you not to loot zombie corpses in 7 Days to Die. Myself, I can just walk away if I don't feel like looting.

I just tested some running and gunning with some ferals and something that is different in A17 is that sprinting forward makes you quite a bit faster than the running speed of the zombies. It will not be run forward get a couple shots off and then run again because they are still right behind you. It is run forward and turn around and they are 10-20 meters behind you giving you plenty of time to fire several shots before they reach you. You can easily stay ahead of them with plenty of time to pick them off as they close the distance.
People will have to try it out to see whether it is fun for them or not. You can easily outpace them though by turning around and running forward and create a nice comfortable distance before turning and shooting.
You could always do that, as I already told you. You can already run away from ferals, turn around, shoot some, turn around, run away some more. And if the forward speed advantage in A17 has been increased, so you're faster relative to the zombies, that would be a zombie-nerf. It is much more dangerous, thus fun, if zombies can actually catch you and you have to zig-zag and use terrain to stay ahead. So on top of a fun-reducing player nerf, you'd have a fun-reducing zombie nerf.
Noice.

Roland, on top of the methods I already layed out, I have not one, not two, but three more ways to make zombies more dangerous without crippling the player:

#1: Sight range. Vanilla is currently 30 (blocks, I assume). Increasing that to 100 for example is one of those "game changers". A lot more zombies are coming to get you. 10/10, wouldn't go back to 30 ever.

#2: Sight scale. Haven't played much with that, but if the description is accurate, it controls "how well lit you have to be for the zombie to see you at min,max range". Particularly in buildings, zombies often seem to have problems to see the player.

#3: Smell. It's been out of the game for how many alphas now..? At least since A16. Dev diary's feature list makes no mention of it being fixed, so I kinda assume it's just gone. I remember a bunch of situations where smell caused zombies to attack me. Instead of dropping the feature, it should be expanded. Make the player smell permanently or build up smell by activities, have ways to get rid of smell. You know, interesting stuff. Have a way to make the player smell like the dead, have a key that gives the player a zombie walktype. Make it a stealth mechanic.

Spamcrafting is a boring way to spend your time in the game, spamcrafting increase the RAM usage when the itens are dropped.Magically put a timer to prevent the player to craft the same item does not make any sense (also is boring²) and every item with a custom decay timer can drastically increase the RAM usage (even more) and the cpu usage (timers work as threads... 1 timer for each item = tons of ram + tons of cpu, 1 timer controlling all items on ground require list controlers [probably LINQ] that drastically increases cpu usage and also has a high processing time because the same block of code need to be executed over and over again each second).

Removing the spamcrafting has more pros than cons on player experience and in dev aspects.

As for the "this is not the 7dtd that i ordered", you can always play some old alpha, have fun :D
The "not the 7dtd I ordered" argument is absurd, EA is EA (curious, though, that it sounds a bit like EA, innit), and spamcrafting is boring, but there is nothing wrong with a timer. That 1 crafting queue timer melts the CPU is improbable, there is also nothing "magical" about it. Crafting a stone axe, for example, takes 3 seconds in vanilla. If anything is magical, it's that. A minute is much more reasonable, metal tools take even longer.

 
Watching that clip, I don't see how things will be much different. The zombies never really got close to catching that person, and on the rare occasion that they did, the person juked sideways or forwards (not more backwards) until they had made enough distance to turn around and do some more backwards movement. That's what Roland said you could do.

 
Back
Top