Stealthing around is also an extra activity that costs time IF zombies sense you if you come near them (which I assume will be working again in A17). Stealthing is slower movement and you have to go around instead of straight. This is extra activity which gets you nothing from the zombies. And as long as zombies get you kill xp you have your additional resources.
If stealth should get recognized as a playstyle, you should get XP. Like so: If you crouch, there is a chance that a zombie, that would see you if you would not stealth, won't. Maybe, at some some skill level, even without you having to crouch. And whenever that happens, the zombie does not see you, you should get XP. With the stealth skill leveling up, the chance increases. Something like that. Maybe unlock recipes for a disguise, made of rotten flesh. Maybe the ability to mimic zombie walktypes. To increase the chance.
And if that should be in the game, you get an XP reward for stealthing, and you get an XP reward for killing zombies. But killing zombie is still riskier and still costs (more) resources, so it would make perfect sense to give a zombie killing player loot on top of the XP. Balance wise, there would be nothing wrong with it.
That's why I don't see your balance complaint making sense. You're currently playing outside the box, that's why you get no reward. But that's not a good reason to take a reward away from people who play inside the box.
I can accept building as a playstyle, I can accept killing zombies as a playstyle, but running a certain way or doing combat a specific way is definitely strechting it.
Yeah sure. If building is a playstyle, the ability to carry stacks of blocks is the equivalent of running a certain way. If you remove the ability to carry stacks of blocks, and change that to 1 block per slot, because that would be realistic, it would heavily negatively influence the playstyle "building".
And that's what removing backward sprinting does to the playstyle I am talking, which fighting running zombies nose to toe. Yes, it is still possible, just like building would still be possible. Ironically, however, it would be more realistic to reduce the stack size of blocks to 1 than to reduce the backward speed to less than what forward walking is. Because you can at least jog backwards. Jump backwards.
In EA a developer experiments with features, puts them in and if he doesn't like them removes them again. That is the central point of experimentation. If you demand protection of features just because they were in the game once you are practically restricting the developer to freely experiment with the game. I'm not surprised they don't want to give the players this power.
Dude: I demand nothing. Stop the narratives. I am for protection of beloved features. Because why the hell not. And I also already said quite clearly: Features should be preserved if it is not absolutely necessary to remove them. Here's the quote:
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?
It is, for example, not absolutely necessary to remove backward sprinting. Devs could have an advanced settings menu with a slider that regulates backward sprinting speed or at least have it moddable via the XML files.
At the moment they experiment with combat. And probably they don't see running around zombie hordes as a playstyle in itself (as do I).
Yes, I too suspect a disconnect between them and the players. They don't see those who "run around zombie hordes", it's outside their vision of building fortresses with blade traps and auto turrets. Therefor it would be great if they'd given the players a chance to let em know that "running around zombie hordes" really is a playstyle.
My point on backrunning has always been: First play it in A17, then give your feedback. Then your impressions have a lot more weight because they want feedback at that time and they want real play impressions. I don't believe they want feedback at the moment of people that have not experienced the new game. If you don't believe me, fine, go ahead, it is you wasting time talking to a wall (IMHO)
You're twisting stuff around. I am not providing feedback to the devs. I'm not talking to devs. I talk to you. We're just chatting to pass the time. I don't expect anything to change because I write a post.
And please not again the "you have to try it first" angle. No I don't. I have visions too, Joel is not the only one.
You are right about stealth not being fully developed in A16, but there are signs (like a stealth indicator in the GUI) that that is going to change. Giving xp for stealth is practically impossible without lots of possibilities to exploit that, so I don't think they will ever go that way.
I hope it will come, but you see, if something is not yet developed, you can't expect it to be balanced with already developed aspects.
Sure. But since we disagree on what a playstyle is and I don't see an obligation for the developer to keep every feature in the game just because it was in some alpha once, that doesn't invalidate my point. Too many cooks spoil the broth.
Of course there is no obligation. Just like I demand nothing. Devs could stop developing right now. They have no obligation to do anything. Your hyperboles are fairly uncreative. If you believe they should not keep features in the game, that are beloved by a substantial number of players, just explain why.
Playstyles (especially as you define them) are not protected in an alpha. That is a fact.
Oh really. And here I thought that when something I like changes, I can sue the company for twenty bazillion casino coins.
TFP has changed features that some players hung too hundreds of times in the past.
They also changed features that many players hung to in the past. Not hundreds (of features), though. It's really just a relatively few feature-changes that were met with resistance from the players.
I don't think they loose sleep over every wooden stick they eliminated because some player somewhere was just so happy about wooden sticks (ok,ok replace wooden stick with spam crafting if you need a proper example ). If they had evaluated every change with the goal to keep everything the same for the players and no player harmed in any way, obviously development would already have ended a long time ago because they couldn't change anything anymore.
Yes, obviously. But that is just another uninteresting hyperbole. Many changes can be modded out of or back into the game, wooden sticks and spamcrafting amomg them, and the ones that remain are only a few. Smell comes to mind, chessboard cities, the static spawner, 1 block ingress can be modded with advanced techniques, but I still mention it, because you need to go through a 100 pages tutorial to (maybe) learn how. Custom hubs are missed sadly by a bunch of people I assume. And that's already all that I know of.
Bring these things back I say.
EA games are not suitable for people who can't handle the game changing in ways they might not like. Steam says "If you are not excited to play this game in its current state..." for a reason.
And yet another hyperbole, *yawns*. That doesn't make my reasoning implausible, though, it would still be good to make changes of beloved features revertable. It's another no-brainer really, just like that customer feedback is valuable.
Unbearable no. But the bigger the forum the more time it takes. A few minutes, please, we are miles apart in our opinions here. Just that I don't accuse you of making that up. So "thank you" for all your insinuations here and elsewhere that I must be lying.
You are obviously exaggerating excessively. It's annoying, because it requires no creativity or wits on my end to refute, I just have to describe reality. Which is boring.
What is your estimation, when the community discusses a planned feature, how long would a dev need to get an overview of the different viewpoints? I talk about minutes. Ten minutes, maybe fifteen. Miles apart would be hours. You think it'd take hours to go through a thread? Really? No. So stop pretending.
You might sample a few arguments in a few minutes. But to find out "what people think" is quite something different. You seem to think if someone makes more posts about a topic than others or arguments more fervently than others, his voice is more important. That is wrong in my book, that would give more weight to a fanatic compared to someone with a balanced opinion.
And now you're just making stuff up. *pfffff*
Finding out what people think is difficult, companies pay lots of money for good market research, they don't listen just to the man with the huge sign in front of their office building.
See, companies pay lots of money for good market research. It's a valuable tool. To speak against my suggestion that the devs should just do that, you have to build strawmen and exaggerate excessively. It takes too long, people are too stupid to make good suggestions, and now there's a man with a huge sign.
Nonsense. All of it.