I've been with her game since it's initial phase, but rarely post. Gotta give my thoughts on this one though.
Gotta call BS on that MadMole. I returned to this game with much skepticism but I've been enjoying A17 way more than expected, I'm hooked again in fact. But the zombie spawning is the worst part of the update right now. Indoors, when you attack a sleeper, or make too much noise, zombies spawn in around you in rooms you've just cleared. Even in spots you were just looking at seconds before. Immersion breaking and frustrating, not fun. This should never happen. Clearing rooms and knowing behind you is safe if fundamental to almost all survival game experiences, and this breaks it.
To touch on a few other points, I think players need to remember that Zombies have always been depicted differently...some run..some talk...some are smart...some infect others don't....some eat you others just kill you...so the devs are fine with having their own version of what a Zombie is. Who says a headshot should kill these zombies? The Flood for example, had no "head". And for those that don't play PVP, the crafting/tower defense mechanics are central to the survival experience, so zombies need to be able to break through walls otherwise it's all pointless. However I don't think it makes sense for them to be able to dig through rock/concrete, iron..at least not the normal types. Even on the blood moon. Should definitely be some special types for this.
That said, Zombies definitely shouldn't recognize traps and avoid them and Zeds Dodging your aiming is actually a silly concept and looks comical on screen. These things actually interfere with the purpose of other core systems, and therefore really break immersion and make your base defenses feel somewhat arbitrary. I'm back to hiding in a high tower for the Blood moon because that's the only way to survive again. Would be nice for Devs to figure this out better. If you can build with high end materials that endure attacks really well and trap up your obvious paths inward, it opens up base design. I like that they don't always focus on your doors anymore, cause that never made sense, but they shouldn't tear through every material with ease.
MadMole, I wonder if you guys have a solid backstory for the Zeds and the world? Doing so keeps the feature updates tied to an overall set of rules. For example, If you decided early on that the Zombies are mutants with super strength and intelligence, then you design the game around that IDEA so changes to core mechanics don't break well understood rules of other parts of the game. I know it's Alpha, but it's been in Alpha for a long time, so I think most of us have a sense of what the world IS. So when you abruptly change things that seem to violate the "rules" of the world, that's when you get the most flak.
I'd also just like to know the backstory for lore sake.