It’s sad that a lot of players don’t like challenges to overcome anymore. I play dead is dead and my reward for surviving blood moon is not having to start over.
It’s always about loot anymore, constant carrot on a stick, Positive reinforcement, u know.
It's actually the opposite.
People aren't complaining that they want a reward for everything.
People are complaining about the design behind the blood moon. TFP have pushed for the blood moon being SOLELY an "obstacle" - something to be overcome. The zombie loot change was specifically done because the devs didn't want "loot delivered to the player's doorstep." They wanted the reward for the blood moon gone.
And there was complaints, but eventually it settled into "OK, fine. If the blood moon is JUST an "obstacle to be overcome, then we'll bend our gamer thinking to the task of overcoming it." And they did. Gamers beat the algorithms behind the blood moon in minutes flat. They figured out bases that were immune to damage, bases that zombies never swing at, they drove around on vehicles, waited on roofs. They successfully overcame the obstacle wonderfully.
Except they LIKED the old tradeoff. Fight the horde -> get the loot. Skip the horde -> no loot and you've used up that gaming time. It made sense...it was a meaningful choice in the game. Now they're listening to the devs saying "play like this. Do it because we said so." And the player response is "well, why? you've made that aspect of the game unappealing, avoidable, and unrewarding. It's a cool game aspect, but you've removed the point in partaking in it"
And for some reason, the forum community constantly thinks that players who say this are just whining for a reward, and that the blood moon should be it's own reward.
I play "life." It's a good game, I have no plans on giving it up any time soon. I'm not too thrilled about the "work" aspect of the game. Luckily, the devs of "life" have implemented some fairly good incentives to the "work" aspect of this game and made it worthwhile for most people to participate in. I imagine that if the incentive for "work" was removed, most people would probably stop participating in that aspect of the game. Not you though! You think the challenge is enough! You should let your bosses know they don't need to/never will need to pay you for work ever again. The experience and sense of duty you get out of it should be enough for anyone.
In short, if you implement an aspect of a game whose cost is higher than it's reward, and make that aspect avoidable, then people will avoid it.