PC My A18 feedback

But Bub or Michonnes zombies are the exceptions that overcame the urge that generally exists in the zombies in Day in the Dead and TWD. The urge in them still exists or existed at one time. As you yourself said "There is a reason why they behave like so, and that they behave like so is - within the story - remarkable. Unusual. Not normal.". The urge works as a common general expectation, while for example supernatural abilities or higher intelligence is sometimes a general feature of zombie variants in movies and comics.

The intention of the devs seems quite clear from the current state of the game and it is only of academic interest whether that intention was there from the start or came about because a rewrite of the AI code was necessary and/or their behaviour was thought as too simple. Sure, they need the story to explain the behaviour somewhat consistently, which isn't really the hard part. The hard part is writing the AI to apply that behaviour consistently while running on any machine that conforms to the current minimal hardware speccs. And that effort is still ongoing.

An AI that emulates A16 by simply running at the position of the player and hitting on anything between seems something that could still be done very easy by Fataal. So the more intelligent behaviour is at least at the moment surely intentional, probably because it gets some tower defense gameplay into the horde night.

Personally I'm all for the more intelligent zombies of A17/A18. I never wanted to build bases in A16 because there was no point in making more complicated structures as a box with concentric rings of traps. Since A17 I build horde bases, each time something different.

 
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I haven't seen your opinion on zombie AI on horde night. Do you enjoy building bases around forseeing how zombies will navigate through an obstacle course..?
I love the zombie AI and pathfinding for how it enhances POI exploration. This is a separate issue for me from whether current POI design is better or worse than it once was or than it could be. I like the enemies being relentless and that they can find their way back to me while I'm exploring.

I recognize the weakness of the AI and pathfinding for horde night. It is easily exploitable and you do have to build with a mind to how you know they will behave. I don't personally take advantage of exploits and so still have fun on horde nights but I definitely would like for them to fix the flaws.

I see the current pathfinding and AI as a better starting point than what we had before. I hope they will keep working at obfuscating what the zombies actually know and work on making them seem more organic than programmed.

Do you think we should just not discuss any of these things at all? That seems to be a reoccuring angle of yours.
Then you're reading me wrong. Of course I want these things discussed.

I agree that the devs should go wild with their creativity, but if you wanted intelligent enemies, why do you call them "zombies"? Because it is indeed a true fact that the VAAAAAAAST majority of people understand a fairly certain thing under a "zombie". Being intelligent (or feeling pain) is usually none of them. So why use zombies, when your creative vision is something else?
I think, though, that it is not so much a creative vision. It's more a technical problem, that is being solved in a, let's say, less-than-ideal manner. That comes with noticable flaws and new problems. Such as that the zombies are now way too intelligent. Which is not a problem because of expectations, but because it's just not the same gameplay anymore. Was that intended? Was it the plan all along? Or is it actually a flaw the devs accept because they can't solve their problems without introducing such flaws..?
What we have now is neither a complete representation of their vision nor is it at a point where it is stuck by technical limitations. It is the early days of their development of a new system where they start out with zombies having perfect knowledge and then work to limit that fact and obfuscate that fact from the player. A17 was the first version and A18 is the second version. I think that A18 is better than A17. If someone thinks that A18 is the culmination and intended stopping point for how the zombies will behave then that is a misconception but it does seem by the way some post that they in fact do believe that TFP are done with zombie AI.

faatal did a lot of work and he has more to do but he has been tasked elsewhere and so for the time being this is what we have. If the anger over what we have right now is rooted in thinking that what we have is the intended final product then let me reassure that it is not.

As to what their final vision is for zombies is they want them to be challenging and fun. They don't want them getting stuck on decorations. They want them to be able to navigate effectively. They don't want them easily defeated by the first bloodmoon and then never pose a challenge ever again. They want to fix endless behavior loops. They do have truly intelligent enemies planned in the form of bandits so once bandits are in maybe zombies will be dumbified even more so there is a nice spread of enemy intelligence level.

In the early days of the game most of these types of conversations about the immersion breaking behavior of zombies was focused on the fact that they could break down wood, concrete, and steel blocks with their bare hands and were upset for that reason that TFP called them zombies. I'll put my own Lorax face on and say that it seems that most players have come to finally accept that behavior as the normal behavior of TFP's zombies.

 
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I think that the general populace would look at anything that appears to be a zombie and call it a zombie regardless of behavior. It is only hardcore zombie fans that get upset when they compare anything that claims to be a zombie to whatever cannon they are going by. Regiular people standing around water coolers love the MCU and discuss what they like. Comic Book fans standing around in comic book stores likely hate the MCU and discuss every way it falls short of the cannon.

Personally I don't think TFP should worry about ultra zombie fans but should make their monsters however they wish. The ultra zombie fans will be horrified but everyone else will shrug and not really care that TFP labels what they have created as "zombies". I'm not an ultra zombie fan, myself, so I am pleased with every new special ability they add. I'm glad they can dig and pound their way through blocks. I'm glad they are better at pathfinding especially while exploring POI's. Those aspects that make them predictable enough to be exploited in ridiculous ways I expect to be fixed at some point. I don't think they are at the point where they are stumped by technical limitations. I fully believe they will return to look at zombie behavior and polish it up and make it better-- perhaps at the same time they bring bandits in.

 
It's not about being an ultra zombie fan or anything. You either have zombies or you don't. And media can stretch the definition to oblivion for various purposes. "Zombie" superheroes, romances or whatever, there's literally everything out there. Don't have to conduct a survey either to get a decent definition. Just have to read some horror studies and find out why zombie culture became popular in the first place.

If you want a game with intelligent zombies, that's fine. Do you? Is that the intention of the devs? To me, it looks much like some sort of unavoidable necessity.
Superpower and intelligent zombies are definitely avoidable. Especially since bandits will get in the game at some point. They could even make a game with normal zombies having zero special abilities, that would be harder than the current one right now, without superficial difficulty inflation like health/damage or increasing their numbers.

In the early days of the game most of these types of conversations about the immersion breaking behavior of zombies was focused on the fact that they could break down wood, concrete, and steel blocks with their bare hands and were upset for that reason that TFP called them zombies.
Meh, very few ever complained about that, since it's way too obvious that it was necessary for the game.

PS: Demos would fit the bandit category better. Even their models are much like F's mutants.

 
It's not about being an ultra zombie fan or anything. You either have zombies or you don't. And media can stretch the definition to oblivion for various purposes. "Zombie" superheroes, romances or whatever, there's literally everything out there. Don't have to conduct a survey either to get a decent definition. Just have to read some horror studies and find out why zombie culture became popular in the first place.
Being an ultra zombie fan or not isn't about whether the game has zombies or not. It is about whether you are upset by what the zombies can do or not. I'm fine with the way guns are portrayed in the game. I don't ever get annoyed (or even know) when something in the game doesn't work like its real counterpart. But we hear from gun nuts that are driven crazy by this or that detail. Same appears to be true here. The zombie purists are the ones upset about how the zombies are behaving.

Now there are also those who aren't bothered about how a zombie is or isn't supposed to act but they aren't happy with the AI simply because it isn't fun for them.

Meh, very few ever complained about that, since it's way too obvious that it was necessary for the game.
PS: Demos would fit the bandit category better. Even their models are much like F's mutants.

Sorry, but my memory is different than yours. I would say in somewhat agreement with you that way too many complained about it given that it is obvious that it is necessary for the game.

 
Being an ultra zombie fan or not isn't about whether the game has zombies or not. It is about whether you are upset by what the zombies can do or not. I'm fine with the way guns are portrayed in the game. I don't ever get annoyed (or even know) when something in the game doesn't work like its real counterpart. But we hear from gun nuts that are driven crazy by this or that detail. Same appears to be true here. The zombie purists are the ones upset about how the zombies are behaving.
Now there are also those who aren't bothered about how a zombie is or isn't supposed to act but they aren't happy with the AI simply because it isn't fun for them.
Adding anything to the game and calling it a zombie, simply doesn't make it a zombie. Taking the uncanny valley away from zombies is like taking away the shooting ability of weapons. It's pretty much their key horror element and the reason zombies became a "thing" in the first place.

 
Adding anything to the game and calling it a zombie, simply doesn't make it a zombie. Taking the uncanny valley away from zombies is like taking away the shooting ability of weapons. It's pretty much their key horror element and the reason zombies became a "thing" in the first place.
But nobody has or will add just anything to the game and call it a zombie. The zombies still look human. The zombie dogs still look canine. The zombie vultures still look raptory. The zombie bears look ursusy.

Any lay person looking at our game on a youtube video and seeing the enemies in action would immediately call this game a zombie game. The only people saying that it should not be called a zombie game any longer are "the experts" who don't agree with what they can do. I don't even disagree with their anger as they are the experts. I just don't think that TFP should concern themselves with it whenever they add the next special zombie ability. :)

 
OMG of course there wasn't!!! These are so different that you just have to be trolling now. Zombies telling the difference between one material and another is ridiculous beyond belief and immersion breaking. Zombies homing in on doors (or windows even) is totally expected. You really saying these amount to the same thing? What's the first thing you do in every zombie movie ever? BAR THE DOORS AND WINDOWS.
You are supposed to bar the windows and doors because they are the weak points. Zombies should be attacking everywhere and it is the ones who happen to chance upon the door or window that attack those weak points. But for zombies to target them at the exclusion of other parts of a structure is exactly the same thing that happens now. I'm not trolling and I am serious. In the old code their AI priority was doors.

So...did you bar the doors and windows because you knew they were weak points that need reinforcement or did you bar the doors and windows because you knew the zombie AI targeted those types of blocks first? For anyone paying attention from A1-A17 it was the latter.

 
But nobody has or will add just anything to the game and call it a zombie. The zombies still look human. The zombie dogs still look canine. The zombie vultures still look raptory. The zombie bears look ursusy.
Any lay person looking at our game on a youtube video and seeing the enemies in action would immediately call this game a zombie game. The only people saying that it should not be called a zombie game any longer are "the experts" who don't agree with what they can do. I don't even disagree with their anger as they are the experts. I just don't think that TFP should concern themselves with it whenever they add the next special zombie ability. :)
You don't have to be an expert to understand that a zombie, canine, etc is not only about looks, you shallow, shallow man!

E.g. there has been a great deal of work and study involved in the creation of TWD (tv and vg alike), to reproduce the uncanny valley effect and get it right, because as certified experts say (can cite, if you like), that's what they are all about. So it wouldn't hurt TFP, if they were slightly concerned about it, would it?

Never said I justify the angry ravings of upset fans you keep mentioning -- but I could justify someone being disappointed that not enough attention is being brought into this in a "zombie game". 7DTD doesn't do a bad job at all when portraying zombies, but specials with superhuman abilities, glowing eyes, physics-defying puke etc etc, are certainly reductive to that experience.

 
After 15 months of staying away from the forums , i return to the exact reason why i left in the first place. Constant and repeating negativity in just about every thread about the same bloody thing.
Welcome back! Do what I do, stop reading the negative posts once they start repeating themselves...lol

 
After 15 months of staying away from the forums , i return to the exact reason why i left in the first place. Constant and repeating negativity in just about every thread about the same bloody thing.
So people just spose to pay and not voice their concerns and thoughts. So people repeat it. Doesnt mean anything but passion of what that person feels etc.

People have serious doubts on the current path of the game. Yeh you get some fanbois on their knees praising the game and derailing threads. But wont stop people giving their opinion. Its occurred since the beginning of this game. We are in a discussions thread. And you have just as many positives as those that dont see it as the greatest game anymore. Rather then look at things as negatives see them as their views and they paid to express their views.

But not gonna stop these threads on trying to improve the game to how they feel it was or is gonna be.

If you dont like it you dont have to read it or participate no one is forcing you.

:-)

 
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My concern is that the A17-onward pathing system requires every NPC to share the same pathing grid. That means you can't have NPCs that sometimes know the best way to get from point A to point B, and sometimes take an inefficent path. It would have been cool if the way zombies tried breaking blocks based off flawed zombie logic, rather than just "whichever block has the least health", but then the bandits would have to share that logic. I'm guessing materially challenged bandits are a deal-breaker.

 
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My concern is that the A17-onward pathing system requires every NPC to share the same pathing grid. That means you can't have NPCs that sometimes know the best way to get from point A to point B, and sometimes take an inefficent path. It would have been cool if the way zombies tried breaking blocks based off flawed zombie logic, rather than just "whichever block has the least health", but then the bandits would have to share that logic. I'm guessing materially challenged bandits are a deal-breaker.
Nah, why would they have to share it?

 
They might share the same grid but the knowledge of the length of the path can vary. It already does. Some zombies know the long pathway to get to the player whereas others “forget” the long path and go into destruction mode because they can no longer see a way to reach the player. It still needs work but there is good potential.

 
But Bub or Michonnes zombies are the exceptions
Of course. I said exactly that a few posts back. The "basic" zombie is what I insist it is. All the variations are exceptions.

that overcame the urge that generally exists in the zombies in Day in the Dead and TWD. The urge in them still exists or existed at one time. As you yourself said "There is a reason why they behave like so, and that they behave like so is - within the story - remarkable. Unusual. Not normal.". The urge works as a common general expectation, while for example supernatural abilities or higher intelligence is sometimes a general feature of zombie variants in movies and comics.
Absolutely.

The intention of the devs seems quite clear from the current state of the game and it is only of academic interest whether that intention was there from the start or came about because a rewrite of the AI code was necessary and/or their behaviour was thought as too simple. Sure, they need the story to explain the behaviour somewhat consistently, which isn't really the hard part. The hard part is writing the AI to apply that behaviour consistently while running on any machine that conforms to the current minimal hardware speccs. And that effort is still ongoing.
I don't really find the intentions that clear, I don't follow these Dev Diary threads, though, maybe it becomes more obvious there. From my perspective, it kinda seems that their game design is following their problem solving, and then the lore will be stitched on top of it all. Like the perks, first they invest all that time to design LBD-skills, while they already wanted everything to be a perk? Implausible. They originally wanted an LBD/perk hybrid, ran into problems, redesigned. The lack of outside zombies seems to root in the issue that they can't have the number of sleppers they want at the same time. The existence of treasure rooms seems like a necessity if you want all those sleepers. And the current overly intelligent (actually clairvoyant) zombies follows the problems that pathfinding caused before.

I could go on, and again: That's how it looks to me.

An AI that emulates A16 by simply running at the position of the player and hitting on anything between seems something that could still be done very easy by Fataal. So the more intelligent behaviour is at least at the moment surely intentional, probably because it gets some tower defense gameplay into the horde night.
The issue of zombies standing below the player position all night was discussed for quite a while, but yeah, from a TD-perspective the forseeable zombies do make some sense, but I still find it too forseeable, thus way too easy. They should not just all follow the same (forseeable) path.

Personally I'm all for the more intelligent zombies of A17/A18.
Would it not be better to introduce a new type of enemy that is intelligent? I don't mind intelligent enemies, but I also like my dumb Romero-zombies. I don't want them removed. Do you not like them? Or would you agree we should have both?

I never wanted to build bases in A16 because there was no point in making more complicated structures as a box with concentric rings of traps. Since A17 I build horde bases, each time something different.
If you enjoy designing these kill corridors, myself I find that way too easy. But then again, as I mentioned a couple times before: I'm not much of a builder, and now, I have to build way less to get myself a defendable base than with the old AI. A staircase with a catwalk that can literally be build in one day - like in 101 videos you can find on youtube.

 
I love the zombie AI and pathfinding for how it enhances POI exploration. This is a separate issue for me from whether current POI design is better or worse than it once was or than it could be. I like the enemies being relentless and that they can find their way back to me while I'm exploring.
So you don't kill them all? When I follow the designated path, I run into all of them - pocket after pocket (aka "sleeper volume") - and kill them. If I don't, for example when I go straight for the treasure room, zombies outside the pocket(s) I enter don't even wake up. Not sure what you're refering to with "back to me". Back from where? Anyways, outside horde night, the AI does not bother me. There were weird cases in A17, though, I don't know if they are gone in A18 or I just didn't run into similar circumstances.

I recognize the weakness of the AI and pathfinding for horde night. It is easily exploitable and you do have to build with a mind to how you know they will behave. I don't personally take advantage of exploits and so still have fun on horde nights but I definitely would like for them to fix the flaws.
I see the current pathfinding and AI as a better starting point than what we had before. I hope they will keep working at obfuscating what the zombies actually know and work on making them seem more organic than programmed.
So you're on board with the critics. Sounds much like it also in other comments.

Question, though: How do you decide what's an "exploit"? Compared to a good design?

Then you're reading me wrong. Of course I want these things discussed.
I might read you wrong, but maybe you're expressing yourself mistakable. Or it's a mix. Of both.

What we have now is neither a complete representation of their vision nor is it at a point where it is stuck by technical limitations. It is the early days of their development of a new system where they start out with zombies having perfect knowledge and then work to limit that fact and obfuscate that fact from the player.
Yes, yes, that's what we are judging, if we get something else, we will change our opinions accordingly.

A17 was the first version and A18 is the second version. I think that A18 is better than A17. If someone thinks that A18 is the culmination and intended stopping point for how the zombies will behave then that is a misconception but it does seem by the way some post that they in fact do believe that TFP are done with zombie AI.
I also am under the impression that A18 AI is not as absurd as A17, yes.

faatal did a lot of work and he has more to do but he has been tasked elsewhere and so for the time being this is what we have. If the anger over what we have right now is rooted in thinking that what we have is the intended final product then let me reassure that it is not.
Good good, I too think that the AI needs more work, same page, that's great, though, waitaminute, "anger"? No anger, Roland, just "just saying".

As to what their final vision is for zombies is they want them to be challenging and fun. They don't want them getting stuck on decorations. They want them to be able to navigate effectively. They don't want them easily defeated by the first bloodmoon and then never pose a challenge ever again. They want to fix endless behavior loops. They do have truly intelligent enemies planned in the form of bandits so once bandits are in maybe zombies will be dumbified even more so there is a nice spread of enemy intelligence level.
Once more I agree, zombies should navigate effectively, blood moon should be a challenge, zombies should not be intelligent, but it would be great if other enemies, that are intelligent, would be added.

In the early days of the game most of these types of conversations about the immersion breaking behavior of zombies was focused on the fact that they could break down wood, concrete, and steel blocks with their bare hands and were upset for that reason that TFP called them zombies. I'll put my own Lorax face on and say that it seems that most players have come to finally accept that behavior as the normal behavior of TFP's zombies.
There is actually noone in this thread who is upset over the zombies being called zombies. That's either a misconception or a provocative, fact-twisting narrative. You decide.

And while it is being mentioned repeatedly, that it's unrealistic that zombies can break blocks made of materials that are harder than flesh and bones (which it obviously is), I have not seen anybody honestly complain about it, like I see ppl complain about the current AI. Zombies have to be able to break blocks, otherwise there is no game (just like survivors in movies often behave silly, cuz otherwise there would be no movie). The current AI, though, is not necessary, the game did not have it until recently.

But it looks like we're all on the same page. The new AI sucks. Here and there are good things, the former bugs are gone, if you say so, they are more efficient in navigating through POIs (can't say I notice that, cuz I kill em all), but horde night needs work. No enemy - in my opinion - should be able to see through walls and know exactly the path that leads to the player, including which blocks are the weakest.

I think that the general populace would look at anything that appears to be a zombie and call it a zombie regardless of behavior.
But the question is what does the general populace have in mind when you say "zombie". Something else than when you say "vampire". What? Creatures that ride horses and fire rifles? Creatures that spit acid and explode? Creatures that are highly intelligent? Solve crimes? Seek romance? No. They have in mind what we - with a very few exceptions - see in the Romero movies and - with zero exceptions - the TWD series. We all have that in mind when we just hear "it's a zombie game/movie/comic/book". You know, "all (not all though)".

However, your thought inspired one of my own: It should be plausible that creators call anything a zombie, that has at least one characteristic of the old Romero zombies. And that's why. Though that, yet again, might be done to provide the consumer with a familiar label to increase sales.

 
It is only hardcore zombie fans that get upset when they compare anything that claims to be a zombie to whatever cannon they are going by. Regiular people standing around water coolers love the MCU and discuss what they like. Comic Book fans standing around in comic book stores likely hate the MCU and discuss every way it falls short of the cannon.
Now we're entering the era of the "ultra hardcore zombie fan", that is some sort of very angry and sensitive extremist who can't be reasoned with and who - thankfully - also isn't of any relevance to anybody but themselves. An odditiy. lol Though I kinda can't help the impression, that I'm categorized as one. *sigh*

Anyways: I think of all people, it's the hardcore ultra fans who know that all kinds of creatures are being called zombies. Such fans, though, must indeed be disappointed when a certain game or movie features a flavor they dislike. Or when the zombies of their favorite game are being changed to a flavor they dislike.

Just, then again, like anybody else who happens to dislike a certain type of creature. Noone likes it all, right.

Personally I don't think TFP should worry about ultra zombie fans but should make their monsters however they wish. The ultra zombie fans will be horrified but everyone else will shrug and not really care that TFP labels what they have created as "zombies".
The horrified ultra fans, Roland. Are you serious. As I said, yes, any creator should make their monster however they wish and call them whatever they want.

I'm not an ultra zombie fan, myself, so I am pleased with every new special ability they add. I'm glad they can dig and pound their way through blocks. I'm glad they are better at pathfinding especially while exploring POI's. Those aspects that make them predictable enough to be exploited in ridiculous ways I expect to be fixed at some point. I don't think they are at the point where they are stumped by technical limitations. I fully believe they will return to look at zombie behavior and polish it up and make it better-- perhaps at the same time they bring bandits in.
As an "ultra hardcore zombie fan" (minus the mental disease (I hope)), I too am pleased with diversity among the enemies of a video game, but I also would very much like to have my favorite flavor of zombies in there. 7dtd used to have that, but - this is where you can mention the alpha disclaimer once more - unfortunately, it's gradually being replaced by something (I consider) silly characteristics when they (the characteristics) are being attributed to - so called - "zombies". Particularly the high intelligence. It's fine to have highly intelligent enemies and spice things up that way, you can even call them "zombies", but I want my Romero-zombies in the mix as well. And if you asked me, and if we would just have a nerdy pop culture discussion, then yeah, I think these highly intelligent enemies should not be (called) zombies, but maybe some form of mutations or demonic creatures or simply "bandits".

Any lay person looking at our game on a youtube video and seeing the enemies in action would immediately call this game a zombie game. The only people saying that it should not be called a zombie game any longer are "the experts" who don't agree with what they can do. I don't even disagree with their anger as they are the experts. I just don't think that TFP should concern themselves with it whenever they add the next special zombie ability.
Provocation? Misconception? I'm interested.

You are supposed to bar the windows and doors because they are the weak points. Zombies should be attacking everywhere and it is the ones who happen to chance upon the door or window that attack those weak points. But for zombies to target them at the exclusion of other parts of a structure is exactly the same thing that happens now. I'm not trolling and I am serious. In the old code their AI priority was doors.
So...did you bar the doors and windows because you knew they were weak points that need reinforcement or did you bar the doors and windows because you knew the zombie AI targeted those types of blocks first? For anyone paying attention from A1-A17 it was the latter.
Actually, zombies go for light, sound and smell, so attacking the brightest, loudest and smelliest points first just makes sense. It is expectable zombie intelligence and it's fine that we know that it is (of course) programmed like that. And that's a good reason why they would attack windows and doors. Makes sense. Zombies might also attack walls, but - why? It needs a reason. What drives it? How is a zombie attracted by a wall? It only makes sense on horde night, when the zombie - sorta magically - knows where the players are and goes for them in a straight line. If there is a wall between zombie and player, the zombie would attack the wall. Otherwise, a zombie would always follow the player in some way. See that the player went through a door, see the player through a door or window, smell the player, hear the player. Through openings. Or a zombie would see a player on a roof, for example, go straight to the building, run into a wall and start... fiddling about. And that way, somehow circle the building, slide along the wall, and then find a door, where it will naturally going through or smell something, hear something.

 
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