PC My A18 feedback

...Cuz that's kinda unusual for the creature. It's usually very dumb, right?
The creature doesn’t exist. There is no actual creature—only a body of sci-fi/fantasy work that given time this game will be apart of for future fans of zombies to look at. Whatever you want to call it “X-ray vision” “intelligence”—I don’t care. I like these zombies. They are dead humans reanimated and coming to eat me and they look decayed and if there is a hive mind intelligence to them it doesn’t bother me. You asked for my own preferences and opinions and I’ve given them. 👍

 
Sorry, I have to prune your post and comment only on those parts I have comments too. Too many topics at once.

Making significant changes frequently creates the impression that their intentions are sorta: Vicissitudinous. What a nice word.

Everybody likes "good pathfinding abilities", noone prefers "bad pathfinding abilities", and tower defense was always in the game. Imho, tower defense is practically dumbed down since you know exactly where they will go. If you know exactly where they will go, that makes it much easier to set up a defense of your tower, does it not.

I do agree that practically the zombies are less intelligent, because their behaviour is more forseeable. But since they know more things than before, i.e. which path is the easiest (while ignoring traps), players say they are "more intelligent".

And the word "intelligent" comes from the "I" in "AI", so.. *shrugs*
But their intelligence is in the pathfinding, I don't see how you can seperate that when discussing their Intelligence. Their "pathfinding intelligence" is relatively high but could be explained away as highly tuned senses or fore-knowledge (sleepers in POIs) as well.

Technically it costs a lot (in terms of FPS) to implement vision based sensing in a voxel world, so you get this compromise that zombies know to follow paths but they know too much (at least at the moment, I can imagine some heuristics to reduce that without simulating real vision).

I think we differ on the definition of "tower defense" and I got wikipedia on my side. https://en.wikipedia.org/wiki/Tower_defense : "Tower defense is a subgenre of strategy video game where the goal is to defend a player's territories or possessions by obstructing the enemy attackers, usually achieved by placing defensive structures on or along their path of attack." and "What distinguishes tower defense base defending games from other base defending games (such as Space Invaders, or other games where bases are defended) is the player's ability to strategically place, construct or summon obstructive constructions and constructive obstructions in the path of attacking enemies."

A16 on the other hand was more like the game "Stronghold" where the emphasis was on building strong walls and attacking from behind them. The attacker can't be coerced to follow a path. If you look at https://en.wikipedia.org/wiki/Strong...993_video_game) or https://en.wikipedia.org/wiki/Strong...001_video_game) , neither mentions Tower Defense at all. Stronghold is not a tower defense game even though it has towers and it is your job to defend them

On the topic of traps, zombies don't avoid the traps when they are level with the ground. But this is neither explained by the current game nor inferable from their shape. I agree with you that TFP needs to change either the trap handling, or their idiosyncracies must be explained to players. The current state is not fit for release.

...

I never said they should rename the zombies. And the zombies in the game are obviously zombies. Noone has ever denied that, it's either a narrative or a misconception. Or it is my misconception that you imply someone has ever denied the creatures in the game are zombies.

*shrugs*
You directly asked the question and I gave an answer to that question. Quoting you: "And, which is the original point that lead to my original question, if they wanted intelligent zombies - why call em zombies? Why not call em "infected" or "mutants"?". I'm not implying anything, I'm answering your question

...

*sigh* I mentioned modding only cuz you can't even mod it back in. It's gone. And I clearly indicated that I don't know why. But the removal indicates that they don't want it.
That conjecture is a logical fallacy. If you don't know why, it does not follow that "they don't want it". If you have to chooose between a gold ring and a fancy hat, choosing the fancy hat doesn't mean you don't like to have the gold ring, it just means you like the fancy hat **more** at that time. I gave you a (likely) explanation that they probably had to choose between clean, lean and maintainable code and keeping and adapting nearly untestable code only used by a few modders. I don't see an efficient way for their testers to test this unused code to keep it working.

Even Wube, the makers of Factorio and largely praised for their community support, prune code they themselves don't use, even when it makes modders unhappy (recent example was removing an axe and much code with it used by some prominent modders). Show me a game developer that doesn't do this, especially in EA.

...

There are many variations of the Romero zombie, that are obviously inspired by Romero zombies, and still called "zombies", which is perfectly fine. Still, when you say "zombie", most ppl think of the Romero zombie that has a concrete number of characteristics, of which "intelligence" is none, feeling pain is none, self healing is none. Ask 10 ppl to make a zombie impression. How many grab a frying pan and start sprinting at you? How many will raise their arms, put on a dumb face, and shamble towards you with some "hhggnnn grrrr" sound? I'd estimate the ration at roughly 0 : 10.
Good point with the impression.

There is the iZombie/girl with all the gifts/ type intelligence and there is the simple pathfinding intelligence of a dog. There is the question what the 10 people would do if I were inside a cage with an open door on the side, would all 10 still come at me directly or some use the path? Or if I pretended to be the zombie and went for the door or ran, would they protest?

I think you might be right that the romero zombie is still at the center of what a zombie is. But it is still safe to say that zombiness nowadays can't be pinned down to any stringent definition. Zombieness was modernised because romero zombies alone got old.

But it has been explained a bazillion times what a bunch of ppl dislike about the new AI. It's very simple. I can explain it in 1 short sentence: It's too forseeable that you can design a certain path that the zombies will certainly follow.
I was talking about you there, not "people". You don't put much importance on building for horde night. If I remember correctly you had the most fun combating zombies in the street. So (at least for horde night) I would not have thought you put much importance whether you need to make paths or some quadratic cubicle. You might protest on zombies not being your definition of zombies but the implications for horde night should be almost negligible to you.

 
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Sorry, I have to prune your post and comment only on those parts I have comments too. Too many topics at once.
Can get confusing.

But their intelligence is in the pathfinding, I don't see how you can seperate that when discussing their Intelligence.
I don't see how I'm doing that when I point out that it's the same thing. Enlighten me plz. If it's the fact that everybody likes good pathfinding - good pathfinding does not mean x-ray vision and omniscience. It means not getting stuck, not spinning in one spot. Good pathfinding is realistic pathfinding. So actually, we currently have - in my opinion - bad pathfinding. There is also another issue.. Lemme actually fire up that graphic software:

BB1NQEE.jpg


Zombies move on this grid. So instead of taking the direct path to their target - green - they first move on their grid and only eventually go direct - red. Not only does this feel very odd, it also makes them harder to hit, because they are not coming at you in a straight line. You have to - blue - move over to their path if you want to line them up perfectly for a clear shot.

Their "pathfinding intelligence" is relatively high but could be explained away as highly tuned senses or fore-knowledge (sleepers in POIs) as well.
Sure. Stitching on lore is no problem. Here is a serious question, though:

Do you a) recognize as valid and maybe even b) understand, that some don't like the increased intelligence..? That it's not about definitions or things being logically impossible? Though we can also discuss that, as a seperate branch. But that some simply don't like this particular game mechanic? Like, say, some might not like flying enemies, or enemies with ranged attacks or fast moving enemies? I keep seeing ppl complaining about vultures - personally I have zero problems with em, but I understand whomever dislikes em.

Technically it costs a lot (in terms of FPS) to implement vision based sensing in a voxel world, so you get this compromise that zombies know to follow paths but they know too much (at least at the moment, I can imagine some heuristics to reduce that without simulating real vision).
How can it cost more to have a zombie only remember where it last saw a player instead of knowing where the player is at all times? There is already vision in the game, a zombie - if I'm not mistaken - has to actually see the player first, to, then, keep track of them. Outside hordenight, that is.

I think we differ on the definition of "tower defense" and I got wikipedia on my side.https://en.wikipedia.org/wiki/Tower_defense : "Tower defense is a subgenre of strategy video game where the goal is to defend a player's territories or possessions by obstructing the enemy attackers, usually achieved by placing defensive structures on or along their path of attack." and "What distinguishes tower defense base defending games from other base defending games (such as Space Invaders, or other games where bases are defended) is the player's ability to strategically place, construct or summon obstructive constructions and constructive obstructions in the path of attacking enemies."

A16 on the other hand was more like the game "Stronghold" where the emphasis was on building strong walls and attacking from behind them. The attacker can't be coerced to follow a path. If you look at https://en.wikipedia.org/wiki/Strong...993_video_game) or https://en.wikipedia.org/wiki/Strong...001_video_game) , neither mentions Tower Defense at all. Stronghold is not a tower defense game even though it has towers and it is your job to defend them
You argue against the statement "7dtd is a tower defense game", but what I am saying is "tower defense was always in the game." It's an aspect of several. Before you counter argue, I suggest you read the game's self description. Spoiler alert: It's on my side.

On the topic of traps, zombies don't avoid the traps when they are level with the ground. But this is neither explained by the current game nor inferable from their shape. I agree with you that TFP needs to change either the trap handling, or their idiosyncracies must be explained to players. The current state is not fit for release.
I meant that they ignore it when along the path you have traps that kill em all. An intelligent person would not follow a path where 20 of their comrades were just shot dead. They are intelligent enough to understand where your base is weakest, but then they run straight into turret fire. It's just weird.

You directly asked the question and I gave an answer to that question. Quoting you: "And, which is the original point that lead to my original question, if they wanted intelligent zombies - why call em zombies? Why not call em "infected" or "mutants"?". I'm not implying anything, I'm answering your question
Admittedly, it's a bit of a "difficult" question, so I'm not blaming you for wrongfully believing you would've answered it with

"You are right, they could be renamed infected or even mutants if anyone inside TFP would put any importance into that. But in seemingly half the zombie movies nowadays there are infected with a tendency to rage. So even if 7D2D relabeled them as infected, I bet 99 of 100 people would still call this a game with zombies. So it would be work for TFP without really making something better. Oh, and the kickstarter promised zombies (not Romero zombies, zombies) so relabeling them to mutants might not be the best idea."
That is a response to something like "I think they should rename them!" - which I never said and what I don't suggest. The question "if they wanted intelligent zombies - why call em zombies?" refers to the definition of what a zombie is. Cuz a zombie, unlike Roland actually said, exists, and has characteristics. If you want to create an enemy, that obviously goes against several of the core characteristics of the creature - then why would you decide to call it a zombie and make it look like a zombie?

The real response to this overall (and underlying) thought is that the intelligence is or might be more a kinda "currently accepted" byproduct of the AI's redesign, which was done to solve a bunch of problems that the old one used to have, and while there does not seem to be an actually official stance about it, things might seem like the devs intend to tone the x-ray vision and omniscience down anyway. At least that's what Roland, who has insider knowledge, seems to suggest frequently. But as always, I am discussing what I see and care little about rumours, that often have been proven to be false.

That conjecture is a logical fallacy. If you don't know why, it does not follow that "they don't want it". If you have to chooose between a gold ring and a fancy hat, choosing the fancy hat doesn't mean you don't like to have the gold ring, it just means you like the fancy hat **more** at that time. I gave you a (likely) explanation that they probably had to choose between clean, lean and maintainable code and keeping and adapting nearly untestable code only used by a few modders. I don't see an efficient way for their testers to test this unused code to keep it working.
Even Wube, the makers of Factorio and largely praised for their community support, prune code they themselves don't use, even when it makes modders unhappy (recent example was removing an axe and much code with it used by some prominent modders). Show me a game developer that doesn't do this, especially in EA.
Logic is nice, but once again, yours does not apply, cuz I said "the removal indicates that they don't want it". The word "indicates" indicates that I'm not sure. And yes, there are indications that they actually want it - cuz it once was in the game and makes a helluva lotta sense and indeed might they leave it out for now because the game is not optimized yet or beause they haven't come around coding it. Who knows. But at this point it's gone. "Looks like" they don't want it. They could also put sleepers outside of POIs (and yes, in rare cases they do) to make it harder to get in. But "it seems" they're really focused on making these POIs dungeons the main thing, cuz if you, on top of the sleepers, added a significant number of outside zombies, it might become too many, while having too few defeats the purpose.

Good point with the impression.
There is the iZombie/girl with all the gifts/ type intelligence and there is the simple pathfinding intelligence of a dog. There is the question what the 10 people would do if I were inside a cage with an open door on the side, would all 10 still come at me directly or some use the path? Or if I pretended to be the zombie and went for the door or ran, would they protest?

The number of people who portray a zombie exactly like a Romero-type would certainly decrease, while it would, then again, increase if you told them to take a moment and really think about how a zombie behaves, particularly when you present that setup with the cage and the door. If ppl think about wether a zombie is intelligent enough to go through the door instead straight for the sensory input's source - I'd say the majority will say it's not. Cuz zombies are "really really dumb", right?

I think you might be right that the romero zombie is still at the center of what a zombie is. But it is still safe to say that zombiness nowadays can't be pinned down to any stringent definition. Zombieness was modernised because romero zombies alone got old.
Sure. It's really a lot about differentiating the things I say. Yes, there are many different types of zombies. Yes, it's ok to to create variations. No, you do not just call the Romero-zombie a zombie, but yes, it is the core concept of the - modern, post-voodoo - zombie. And no, it's not reasonable to deny that zombies have certain characteristics, even, though, yes, you will find an example for every characteristic missing. One zombie might not be dead. One might not eat flesh. One might not attack the non-zombies. One might not infect the non-zombies and turn them into zombies. One might not be a slow walker. One might not be dumb. One might have multiple characteristics missing.

I was talking about you there, not "people".
C'mon, I'm people too. :,(

You don't put much importance on building for horde night. If I remember correctly you had the most fun combating zombies in the street. So (at least for horde night) I would not have thought you put much importance whether you need to make paths or some quadratic cubicle. You might protest on zombies not being your definition of zombies but the implications for horde night should be almost negligible to you.
I don't put much importance and it is almost negligible to me. It was bit more prominent in my A18 game, cuz I didn't spend skillpoints, so I stayed in my "base". I do, then again, always built a defendable base in long-term games. The plan this time, though, was to jump down and start the ole nose-to-nose style, but it never was necessary. A simple kill corridor was enough. Without any traps, btw. That's the great new AI some professional has been working on for well over a year now? Hm.

 
Can get confusing.

I don't see how I'm doing that when I point out that it's the same thing. Enlighten me plz. If it's the fact that everybody likes good pathfinding - good pathfinding does not mean x-ray vision and omniscience. It means not getting stuck, not spinning in one spot. Good pathfinding is realistic pathfinding. So actually, we currently have - in my opinion - bad pathfinding. There is also another issue.. Lemme actually fire up that graphic software:

BB1NQEE.jpg


Zombies move on this grid. So instead of taking the direct path to their target - green - they first move on their grid and only eventually go direct - red. Not only does this feel very odd, it also makes them harder to hit, because they are not coming at you in a straight line. You have to - blue - move over to their path if you want to line them up perfectly for a clear shot.

Sure. Stitching on lore is no problem. Here is a serious question, though:

Do you a) recognize as valid and maybe even b) understand, that some don't like the increased intelligence..? That it's not about definitions or things being logically impossible? Though we can also discuss that, as a seperate branch. But that some simply don't like this particular game mechanic? Like, say, some might not like flying enemies, or enemies with ranged attacks or fast moving enemies? I keep seeing ppl complaining about vultures - personally I have zero problems with em, but I understand whomever dislikes em.
Understanding that some don't like it, definitely. Recognize as valid depends on "valid". In the sense that every critisism aka "I don't like it" is a valid testimony, sure. But valid as in "https://en.wikipedia.org/wiki/Validity_(logic)" ? I don't see the argument for that type of validity.

The pathfinding is in the game because of several reasons and might be changed because of other reasons, and being liked or not liked by a percentage of the users is just one of those reasons. I haven't argued for you to like the new AI, I merely showed reasons why the AI is there and why I consider them zombies and why I like the AI.

How can it cost more to have a zombie only remember where it last saw a player instead of knowing where the player is at all times? There is already vision in the game, a zombie - if I'm not mistaken - has to actually see the player first, to, then, keep track of them. Outside hordenight, that is.
There is no vision sensing in the game AFAIK. If windows are part of the "sense" calculation at all (and I doubt they are), it doesn't matter if you are standing so the zombie can see you through that window, the window just needs to exist at all. You can easily be sensed by a zombie in a different room just because you are near each other on different sides of a wall. For some things there surely exist some simple heuristic. My guess is that you are considered to be inside simply when there is no free horizontal line between you and the sky anymore, for example.

You argue against the statement "7dtd is a tower defense game", but what I am saying is "tower defense was always in the game." It's an aspect of several. Before you counter argue, I suggest you read the game's self description. Spoiler alert: It's on my side.
The games description about being an RPG was wrong until RPG aspects were added in a specific alpha (was it A13?). The description was wrong about being really a tower defense game until A17. I don't see the problem.

The horde night is the tower defense part of the game and till A17 it had an important ingredient missing.

I meant that they ignore it when along the path you have traps that kill em all. An intelligent person would not follow a path where 20 of their comrades were just shot dead. They are intelligent enough to understand where your base is weakest, but then they run straight into turret fire. It's just weird.

Admittedly, it's a bit of a "difficult" question, so I'm not blaming you for wrongfully believing you would've answered it with

That is a response to something like "I think they should rename them!" - which I never said and what I don't suggest. The question "if they wanted intelligent zombies - why call em zombies?" refers to the definition of what a zombie is. Cuz a zombie, unlike Roland actually said, exists, and has characteristics. If you want to create an enemy, that obviously goes against several of the core characteristics of the creature - then why would you decide to call it a zombie and make it look like a zombie?

The real response to this overall (and underlying) thought is that the intelligence is or might be more a kinda "currently accepted" byproduct of the AI's redesign, which was done to solve a bunch of problems that the old one used to have, and while there does not seem to be an actually official stance about it, things might seem like the devs intend to tone the x-ray vision and omniscience down anyway. At least that's what Roland, who has insider knowledge, seems to suggest frequently. But as always, I am discussing what I see and care little about rumours, that often have been proven to be false.
Ah, right, you are speaking about the original motivation ~7 years ago to call them zombies. "If a game developer wants to do an innovative game his design documents probably specifiy only high-level goals and maybe ideas of actual implementations to try". That was a sentence I said just in the paragraph leading to your question. Naturally this is only a guess: They wanted zombies, but probably didn't exactly define the exact properties of their zombies at that time. Even if they did they probably were fine with a much more lenient definition of a zombie even 7 years ago because early features of the game already strayed away from pure Romero: The horde night itself had occult untertones, the cop zombie definitely isn't romeroistic. None of these features seem to be in the game because of technical necessity or limitation for example, they willfully went against Romero because of gameplay/artistic reasons.

Logic is nice, but once again, yours does not apply, cuz I said "the removal indicates that they don't want it". The word "indicates" indicates that I'm not sure. And yes, there are indications that they actually want it - cuz it once was in the game and makes a helluva lotta sense and indeed might they leave it out for now because the game is not optimized yet or beause they haven't come around coding it. Who knows. But at this point it's gone. "Looks like" they don't want it. They could also put sleepers outside of POIs (and yes, in rare cases they do) to make it harder to get in. But "it seems" they're really focused on making these POIs dungeons the main thing, cuz if you, on top of the sleepers, added a significant number of outside zombies, it might become too many, while having too few defeats the purpose.
This indicates you are trying to get out of a failed argument. But since I just said your paragraph above only indicates that, I haven't really claimed anything, right? :tickled_pink:

Seriously, the statement "But the removal indicates that they don't want it" is wrong, whether it comes from a person without any knowledge about the circumstances or one with knowledge.

<snip>
 
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I don't see how I'm doing that when I point out that it's the same thing. Enlighten me plz. If it's the fact that everybody likes good pathfinding - good pathfinding does not mean x-ray vision and omniscience. It means not getting stuck, not spinning in one spot. Good pathfinding is realistic pathfinding. So actually, we currently have - in my opinion - bad pathfinding. There is also another issue.. Lemme actually fire up that graphic software:

BB1NQEE.jpg


Zombies move on this grid. So instead of taking the direct path to their target - green - they first move on their grid and only eventually go direct - red. Not only does this feel very odd, it also makes them harder to hit, because they are not coming at you in a straight line. You have to - blue - move over to their path if you want to line them up perfectly for a clear shot.
Are you saying that you only noticed zombies following a grid type movement with A17 and never witnessed them zigging and zagging their way through the voxel world previous to A17? I've been doing your blue line thing since I first started playing in A5. It has always been move to a spot so that you are lined up with them along one of their cardinal directions because if not they are going be doing a lot of turning as they move towards you.

The green path has been an elusive goal since the beginning and probably will always be with us no matter what pathing they use. Definitely a limitation of the whole voxel world choice and neither AI (pre-A17 and post A-17) has been able to make zombies move purely green.

 
Are you saying that you only noticed zombies following a grid type movement with A17 and never witnessed them zigging and zagging their way through the voxel world previous to A17? I've been doing your blue line thing since I first started playing in A5. It has always been move to a spot so that you are lined up with them along one of their cardinal directions because if not they are going be doing a lot of turning as they move towards you.

The green path has been an elusive goal since the beginning and probably will always be with us no matter what pathing they use. Definitely a limitation of the whole voxel world choice and neither AI (pre-A17 and post A-17) has been able to make zombies move purely green.
Of course I've seen weird behaviour every once in a while. But they did not move on a grid before, they did move along the green lines just fine. For funsies, I even played some A14 just now and nope, no zig-zagging whatsoever, they are coming for me on a perfectly green path.
The biggest problem I saw with the pathfinding was the occasional spinning-on-a-point (rare), and then of course the issue that they wouldn't try harder to get to a player above them on horde night. Now they do try harder, but still nowhere near hard enough. Oh and it was really annoying that when you shot them down, but they weren't dead yet, they would do a little slide and sometimes spin while laying on the ground. That was very annoying.

 
Understanding that some don't like it, definitely. Recognize as valid depends on "valid". In the sense that every critisism aka "I don't like it" is a valid testimony, sure. But valid as in "https://en.wikipedia.org/wiki/Validity_(logic)" ? I don't see the argument for that type of validity.

The pathfinding is in the game because of several reasons and might be changed because of other reasons, and being liked or not liked by a percentage of the users is just one of those reasons. I haven't argued for you to like the new AI, I merely showed reasons why the AI is there and why I consider them zombies and why I like the AI.

There is no vision sensing in the game AFAIK. If windows are part of the "sense" calculation at all (and I doubt they are), it doesn't matter if you are standing so the zombie can see you through that window, the window just needs to exist at all. You can easily be sensed by a zombie in a different room just because you are near each other on different sides of a wall. For some things there surely exist some simple heuristic. My guess is that you are considered to be inside simply when there is no free horizontal line between you and the sky anymore, for example.

The games description about being an RPG was wrong until RPG aspects were added in a specific alpha (was it A13?). The description was wrong about being really a tower defense game until A17. I don't see the problem.

The horde night is the tower defense part of the game and till A17 it had an important ingredient missing.

Ah, right, you are speaking about the original motivation ~7 years ago to call them zombies. "If a game developer wants to do an innovative game his design documents probably specifiy only high-level goals and maybe ideas of actual implementations to try". That was a sentence I said just in the paragraph leading to your question. Naturally this is only a guess: They wanted zombies, but probably didn't exactly define the exact properties of their zombies at that time. Even if they did they probably were fine with a much more lenient definition of a zombie even 7 years ago because early features of the game already strayed away from pure Romero: The horde night itself had occult untertones, the cop zombie definitely isn't romeroistic. None of these features seem to be in the game because of technical necessity or limitation for example, they willfully went against Romero because of gameplay/artistic reasons.

This indicates you are trying to get out of a failed argument. But since I just said your paragraph above only indicates that, I haven't really claimed anything, right? :tickled_pink:

Seriously, the statement "But the removal indicates that they don't want it" is wrong, whether it comes from a person without any knowledge about the circumstances or one with knowledge.
Your weak reasoning and snippy attitude no longer deserves a reply.

 
See, this guy also knows what's going on. "I must win!11!1!"
Boring!
If you read through my posts in this forum, you would see that I freely admit when I am wrong. Does that sound like someone who wants to "win" an argument at all costs?

 
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If you read through my posts in this forum, you would see that I freely admit when I am wrong. Does that sound like someone who wants to "win" an argument at all costs?
When I read through your replies to me, then yes, it totally does sound like someone who wants to "win" at all costs. Let's also give an example, we're discussing the zombies' increased intelligence:

https://forums.7daystodie.com/forum/...62#post1645062The mild corrections to AI since A17 seems to indicate that good pathfinding abilities of the zombies is not regarded as a mistake but part of making tower defense work.
New AI is needed to make tower defense work. Logically (and we both love logic, right) you say, that without the AI, td would not work. There might other things neccessary to make it work, but the new AI is part of that.

I respond:

tower defense was always in the game
and you make this elaborate counter argument, with citations from Wikipedia:

I think we differ on the definition of "tower defense" and I got wikipedia on my side. https://en.wikipedia.org/wiki/Tower_defense : "Tower defense is a subgenre of strategy video game where the goal is to defend a player's territories or possessions by obstructing the enemy attackers, usually achieved by placing defensive structures on or along their path of attack." and "What distinguishes tower defense base defending games from other base defending games (such as Space Invaders, or other games where bases are defended) is the player's ability to strategically place, construct or summon obstructive constructions and constructive obstructions in the path of attacking enemies."
A16 on the other hand was more like the game "Stronghold" where the emphasis was on building strong walls and attacking from behind them. The attacker can't be coerced to follow a path. If you look at https://en.wikipedia.org/wiki/Strong...993_video_game) or https://en.wikipedia.org/wiki/Strong...001_video_game) , neither mentions Tower Defense at all. Stronghold is not a tower defense game even though it has towers and it is your job to defend them
This already is a terribly weak argument, that already - to me - proves that you just want to win. Because already you can see that this is about actual tower defense games, a "subgenre of strategy video games". While, however, your quotes very obviously describe an aspect of 7dtd:

defend a player's territories or possessions by obstructing the enemy attackers, usually achieved by placing defensive structures on or along their path of attack
Has that not been 7dtd ever since? It has. There is no question and no doubt that it has. This is one of those cases where we are not talking about opinions, it is a fact, that this mechanic always was in 7dtd. Same counts for this:

strategically place, construct or summon obstructive constructions and constructive obstructions in the path of attacking enemies
That as well is in 7dtd without any doubt. But in this piece of definition, it says

"What distinguishes tower defense base defending games from other base defending games (such as Space Invaders, or other games where bases are defended)"
Here, you decide that 7dtd must be a "base defending game". Not tower defense. And I think that you make that decision because you are very determined to win this argument. However, that decision is an obvious mistake, because the definition is talking about games, where you cannot

"strategically place, construct or summon obstructive constructions and constructive obstructions in the path of attacking enemies"
Like in "Space Invaders", where the "obstructive constructions and constructive obstructions" are already there. The whole Stronghold argument, again, extremely weak, some game is not called a tower defense game. 7dtd is not a tower defense game either, so what does it matter. Nothing.

Then, I really just shrug this weak reasoning off - I'm already annoyed in my previous lengthy post - like so:

You argue against the statement "7dtd is a tower defense game", but what I am saying is "tower defense was always in the game." It's an aspect of several. Before you counter argue, I suggest you read the game's self description. Spoiler alert: It's on my side.
This has two arguments:

1. Tower defense is (only) an aspect of 7dtd.

2. The game's self description points that out too.

Snippity-snap: The main argument, the actual argument, is gone. *pooof* I even point out that 1 is what you have to counter argue, while 2 is merely a fun fact. But 1 is being snipped. And then you counter argue like so:

The games description about being an RPG was wrong until RPG aspects were added in a specific alpha (was it A13?). The description was wrong about being really a tower defense game until A17. I don't see the problem.The horde night is the tower defense part of the game and till A17 it had an important ingredient missing.
The game's self description was wrong - in other words, you accuse the company of false advertisement. There was no td in the game, so this:

"Tower defense is a subgenre of strategy video game where the goal is to defend a player's territories or possessions by obstructing the enemy attackers, usually achieved by placing defensive structures on or along their path of attack." and "What distinguishes tower defense base defending games from other base defending games (such as Space Invaders, or other games where bases are defended) is the player's ability to strategically place, construct or summon obstructive constructions and constructive obstructions in the path of attacking enemies."
was not in the game until the zombies started following exactly 1 fully forseeable path, and rpg is, I guess, only the perk and skill system, but not playing the role of a survivor in a zombie apocalypse, who is exploring the world, looting, unlocking recipes, crafting better equipment and whatnot. Which is an absurd claim, isn't it.

But then you also say

The horde night is the tower defense part of the game and till A17 it had an important ingredient missing.
Horde night is the tower defense part of the game. Yes. Obviously. And it always was in the game. The 1-path-ai is not the key characteristic of td games. And wasn't there someone saying the devs want to make zombies more random on horde night? So... they're deleting the td-aspect again? Back to false advertisement..?

Understand it right, of course, if you want to, you could continue arguing and explaining and making more sense of what you said here - this is an example of how weak your argumets are, and also how you just "snip" away whatever you don't feel like responding to. Why I agree with Prisma that this discussion was about winning. Not, like it was for me, about discussing things to get to the bottom of them, to learn about other people's opinions and standpoints, and - of course - to stand and advocate for my own. You just wanted to prove me wrong. Win.

Boring.

Edit: And btw, you could never "win" against me. Just like I could never "win" against anybody who is determined enough. You can always continue to go back and forth. It becomes just tedium at some point, particularly when you are not the one who is making the weak arguments.

 
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When I read through your replies to me, then yes, it totally does sound like someone who wants to "win" at all costs. Let's also give an example, we're discussing the zombies' increased intelligence:

New AI is needed to make tower defense work. Logically (and we both love logic, right) you say, that without the AI, td would not work. There might other things neccessary to make it work, but the new AI is part of that.

I respond:

and you make this elaborate counter argument, with citations from Wikipedia:

This already is a terribly weak argument, that already - to me - proves that you just want to win. Because already you can see that this is about actual tower defense games, a "subgenre of strategy video games". While, however, your quotes very obviously describe an aspect of 7dtd:

Has that not been 7dtd ever since? It has. There is no question and no doubt that it has. This is one of those cases where we are not talking about opinions, it is a fact, that this mechanic always was in 7dtd. Same counts for this:
I don't know if you ever have played a typical tower defense game. Do it if not. I can recommend "Defenders Quest: Valley of the forgotten". You will see that the enemy is constricted to specific paths and a major game play element is to use that path strategically to gain an advantage. Most of the time those paths are prebuilt by the game, 7d2d might be one of a few (or even the only one?) where you are able to build the paths yourself. When wikipedia says "on or along their path of attack" it might have been neccessary for wikipedia to define "path" further to really explain their definition. If you just assume that "path of attack" can mean "from anywhere" then I'd have to ask why point out "path" at all so prominently if it has no significance?

That is why I brought up Stronghold. By comparing it with a tower defense game the meaning behind the definition can be recognized. See below for more details

Game genre definitions are by their nature vague and imprecise. You will find the occasional game that fits all points of a description but then you will find hundreds of genre mixes where it is a matter of judgement whether a game is still having significant attributes of that genre to be called being one or being it partly.

That as well is in 7dtd without any doubt. But in this piece of definition, it says

Here, you decide that 7dtd must be a "base defending game". Not tower defense. And I think that you make that decision because you are very determined to win this argument. However, that decision is an obvious mistake, because the definition is talking about games, where you cannot
Let me explain further. In Stronghold you can place traps like in 7d2d (moats, killing pits, pitch ditches), can place turret-like defenses (archers on turrets, ballistas). So what is exactly different or missing from the game that the game designers of stronghold and whoever puts tags on games in steam don't see this as a tower defense game?

I only see one thing missing and that is the ability to strategically use the specific path of attack to create an advantage for yourself. The attackers come from all sides, if you take the wikipedia definition literally and think that path could also just mean "from all sides" then stronghold should be a tower defense game as well.

Like in "Space Invaders", where the "obstructive constructions and constructive obstructions" are already there. The whole Stronghold argument, again, extremely weak, some game is not called a tower defense game. 7dtd is not a tower defense game either, so what does it matter. Nothing.

Then, I really just shrug this weak reasoning off - I'm already annoyed in my previous lengthy post - like so:

This has two arguments:

1. Tower defense is (only) an aspect of 7dtd.

2. The game's self description points that out too.

Snippity-snap: The main argument, the actual argument, is gone. *pooof* I even point out that 1 is what you have to counter argue, while 2 is merely a fun fact. But 1 is being snipped. And then you counter argue like so:
Is <snip> refering to removing your argument? Probably not, it is still there in my reply https://forums.7daystodie.com/forum/...71#post1717171 . Just to make sure you meant "snip" to mean "not answered to your satisfaction" and not really removed.

Yes, TD is only an aspect of 7d2d. Still, if they want to call TD an aspect of the game, that part of the game should at least look and feel like TD. If important parts are missing it depends on how strict you are with the definition whether you consider it "false advertisement". There's a huge gray area here. I remember lots of people on this forum discussing whether this is still a sandbox or a survival game. Some even discuss if there still are real zombie in the game. I don't expect anyone to take that so serious that he would make a law suits out of it, far from it. But we discuss it and different people have different expectations. I just don't infer that anyone is only trying to win an argument just because he has a more stringent or lenient definition of a genre, I still might think he is wrong.

The game's self description was wrong - in other words, you accuse the company of false advertisement. There was no td in the game, so this:
I accuse the company of not having a finished game in EA ? Maybe we should change "accuse" to something more fitting. I don't expect the game to be complete until the game is actually declared as complete (usually at release). I accept features to be missing in development.

was not in the game until the zombies started following exactly 1 fully forseeable path, and rpg is, I guess, only the perk and skill system, but not playing the role of a survivor in a zombie apocalypse, who is exploring the world, looting, unlocking recipes, crafting better equipment and whatnot. Which is an absurd claim, isn't it.

But then you also say
"playing the role of a survivor" is called a survival game. I don't think survival games are automatically RPGs. I also don't think shooters are already a shooter/RPG genre mix just because you can loot and get better at shooting. 7D2D has a lot of RPG ingredients missing (a real story with decisions), it obviously is far from a real full RPG. Without either LBD or perks I would not even call RPG being an aspect of the game. With LBD or perks, ok, good enough.

Horde night is the tower defense part of the game. Yes. Obviously. And it always was in the game. The 1-path-ai is not the key characteristic of td games. And wasn't there someone saying the devs want to make zombies more random on horde night? So... they're deleting the td-aspect again? Back to false advertisement..?
First of all 1-path-ai is the wrong description for the game AI at the moment and not demanded by me, just mentioning it. In A17/A18 zombies still come from different directions and you often have to prepare multiple avenues of attack and as I already said I'm fine with A18 AI.

That the AI allows you to strategically use their path of attack is something that is important though. I had already explained once in this thread that I'm fine with TFP eventually dialing down pathfinding int of the lower zombies as long as some higher zombies still recognize paths so there is still a noticable TD strategic element in the game.

Understand it right, of course, if you want to, you could continue arguing and explaining and making more sense of what you said here - this is an example of how weak your argumets are, and also how you just "snip" away whatever you don't feel like responding to. Why I agree with Prisma that this discussion was about winning. Not, like it was for me, about discussing things to get to the bottom of them, to learn about other people's opinions and standpoints, and - of course - to stand and advocate for my own. You just wanted to prove me wrong. Win.

Boring.

Edit: And btw, you could never "win" against me. Just like I could never "win" against anybody who is determined enough. You can always continue to go back and forth. It becomes just tedium at some point, particularly when you are not the one who is making the weak arguments.
I snipped away the last part of your argument because

1) I use too much time already arguing with you on too many sub-subjects. English is not my native language and I need a lot more time to formulate than in my native language.

2) there is a 10000 character limit to posts and

3) I'd like to drop parts I simply have no more comment on. Partly I concurr with some of what you said there and partly I don't want to continue dissecting stuff further or said everything I wanted to say.

From a previous reply where I had to snip away stuff I had the impression you were ok with that. Anyone else following the thread has read that part, you and I obviously have read this part, why is it important that it is cited in the reply? Quote: Me: "Sorry, I have to prune your post and comment only on those parts I have comments too. Too many topics at once." You: "Can get confusing.". That you are now accusing me because of this is a bit strange to say the least.

 
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"playing the role of a survivor" is called a survival game. I don't think survival games are automatically RPGs. I also don't think shooters are already a shooter/RPG genre mix just because you can loot and get better at shooting. 7D2D has a lot of RPG ingredients missing (a real story with decisions), it obviously is far from a real full RPG. Without either LBD or perks I would not even call RPG being an aspect of the game. With LBD or perks, ok, good enough.
Apologies for not quoting all the rest but I just wanted to focus on this part. I think it should be said that Joel Huenink likes to replay games and role play as different types of characters. He played Doom role playing as a certain type of character by self imposing limitations on himself. He played Skyrim many times as different types of characters often imposing limitations in order to act in a particular role beyond what the game provided for.

Now obviously from a genre definition standpoint Doom is not an RPG and Skyrim is. But Joel has always been interested in creating a game that lends itself well to the player being able to pick a role and then fulfill that role through official game content but also by being able to impose self limitations and to be able to make choices that support the role you want to play.

I think this is important to understand for two reasons

1) The creator of the game is going to label this game as an RPG from a much looser definition than many people who are thinking about traditional definitions.

2) There will always be aspects of this game that people will have to consciously choose to ignore if they don’t like it because that is what the creator of the game does and it influences how he designs and why there are often things in the game that you have to ignore if you don’t want to experience it.

The problem that comes up again and again is that some people always want to choose the most efficient path if it is available and are not interested (or simply can’t) in ignoring something for the sake of role playing if they know it is available to exploit or even legitimately use.

Now if this was just the perspective of me or you then it wouldn’t matter much as Joel playing Doom as a particular role never influenced at all whether that game was advertised as a role playing game. But as the creator of this game his view matters as he does have control over how the game is advertised and in his mind he is making a world in which the player can easily replay the game many many times and playing a different role each time through both design supported and self imposed rules supported gameplay. It is exactly why he chose perks over LBD. While many look for the optimal combination and order to choose perks Joel will choose perks to support a particular role he wants to play and ignore perks even if they are obvious picks for efficiency because he wants self imposed limitations.

 
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Don't exactly disagree with what you are saying but--

The problem that comes up again and again is that some people always want to choose the most efficient path if it is available and are not interested (or simply can’t) in ignoring something for the sake of role playing if they know it is available to exploit or even legitimately use.
Self limitations are usually a band-aid for poor balance -- they are never something that should be used as a tool by the designer. Thankfully this was more or less appreciated and the latest alphas were focused on balance.

It is exactly why he chose perks over LBD. While many look for the optimal combination and order to choose perks Joel will choose perks to support a particular role he wants to play and ignore perks even if they are obvious picks for efficiency because he wants self imposed limitations.
It's not like they could only achieve this with perks. They could have achieved it with LBD as well, while doing what your mod does, which is completely survival-driven gameplay.

 
Don't exactly disagree with what you are saying but--


Self limitations are usually a band-aid for poor balance -- they are never something that should be used as a tool by the designer. Thankfully this was more or less appreciated and the latest alphas were focused on balance.
I agree. I'm just trying to explain why Joel says the things he does like he recently did in the Dev diary when someone asked when the ramp exploit would get fixed and his answer was that he doesn't use that exploit so he couldn't care less if or when it gets fixed. I know faatal feels differently about it mainly because the AI is his baby and he is going to want it to be well respected by being well balanced.

It's not like they could only achieve this with perks. They could have achieved it with LBD as well, while doing what your mod does, which is completely survival-driven gameplay.
Possibly, but the difference is with LBD you get stronger through action whereas with perks you get stronger by choosing how to spend points. So if I want to play as someone whose weakness is a poor ability at mining then with LBD I can't ever mine because if I do then I'll get stronger at it and ruin the role I want to play. But with the perk system I can still mine all I want or need and just not choose to put points into it so that it is remains my weakness and I can maintain the role I was wanting to play.

Joel has mentioned several times that he likes to have weaknesses in some areas and strengths in others. Not everyone is like that though and there are quite a few people who just want to be strong in everything and playing a character with weaknesses is pure annoyance.

 
I don't know if you ever have played a typical tower defense game. Do it if not. I can recommend "Defenders Quest: Valley of the forgotten". You will see that the enemy is constricted to specific paths and a major game play element is to use that path strategically to gain an advantage. Most of the time those paths are prebuilt by the game, 7d2d might be one of a few (or even the only one?) where you are able to build the paths yourself. When wikipedia says "on or along their path of attack" it might have been neccessary for wikipedia to define "path" further to really explain their definition. If you just assume that "path of attack" can mean "from anywhere" then I'd have to ask why point out "path" at all so prominently if it has no significance?

That is why I brought up Stronghold. By comparing it with a tower defense game the meaning behind the definition can be recognized. See below for more details

Game genre definitions are by their nature vague and imprecise. You will find the occasional game that fits all points of a description but then you will find hundreds of genre mixes where it is a matter of judgement whether a game is still having significant attributes of that genre to be called being one or being it partly.

Let me explain further. In Stronghold you can place traps like in 7d2d (moats, killing pits, pitch ditches), can place turret-like defenses (archers on turrets, ballistas). So what is exactly different or missing from the game that the game designers of stronghold and whoever puts tags on games in steam don't see this as a tower defense game?

I only see one thing missing and that is the ability to strategically use the specific path of attack to create an advantage for yourself. The attackers come from all sides, if you take the wikipedia definition literally and think that path could also just mean "from all sides" then stronghold should be a tower defense game as well.

Is <snip> refering to removing your argument? Probably not, it is still there in my reply https://forums.7daystodie.com/forum/...71#post1717171 . Just to make sure you meant "snip" to mean "not answered to your satisfaction" and not really removed.

Yes, TD is only an aspect of 7d2d. Still, if they want to call TD an aspect of the game, that part of the game should at least look and feel like TD. If important parts are missing it depends on how strict you are with the definition whether you consider it "false advertisement". There's a huge gray area here. I remember lots of people on this forum discussing whether this is still a sandbox or a survival game. Some even discuss if there still are real zombie in the game. I don't expect anyone to take that so serious that he would make a law suits out of it, far from it. But we discuss it and different people have different expectations. I just don't infer that anyone is only trying to win an argument just because he has a more stringent or lenient definition of a genre, I still might think he is wrong.

I accuse the company of not having a finished game in EA ? Maybe we should change "accuse" to something more fitting. I don't expect the game to be complete until the game is actually declared as complete (usually at release). I accept features to be missing in development.

"playing the role of a survivor" is called a survival game. I don't think survival games are automatically RPGs. I also don't think shooters are already a shooter/RPG genre mix just because you can loot and get better at shooting. 7D2D has a lot of RPG ingredients missing (a real story with decisions), it obviously is far from a real full RPG. Without either LBD or perks I would not even call RPG being an aspect of the game. With LBD or perks, ok, good enough.

First of all 1-path-ai is the wrong description for the game AI at the moment and not demanded by me, just mentioning it. In A17/A18 zombies still come from different directions and you often have to prepare multiple avenues of attack and as I already said I'm fine with A18 AI.

That the AI allows you to strategically use their path of attack is something that is important though. I had already explained once in this thread that I'm fine with TFP eventually dialing down pathfinding int of the lower zombies as long as some higher zombies still recognize paths so there is still a noticable TD strategic element in the game.

I snipped away the last part of your argument because

1) I use too much time already arguing with you on too many sub-subjects. English is not my native language and I need a lot more time to formulate than in my native language.

2) there is a 10000 character limit to posts and

3) I'd like to drop parts I simply have no more comment on. Partly I concurr with some of what you said there and partly I don't want to continue dissecting stuff further or said everything I wanted to say.

From a previous reply where I had to snip away stuff I had the impression you were ok with that. Anyone else following the thread has read that part, you and I obviously have read this part, why is it important that it is cited in the reply? Quote: Me: "Sorry, I have to prune your post and comment only on those parts I have comments too. Too many topics at once." You: "Can get confusing.". That you are now accusing me because of this is a bit strange to say the least.
Mega, it's obviously fine to respond to my example, but like I said, it's only an example I provided for what I consider a weak argument; I'm not going back into it. It's my impression, that it's your overall attitude in the discussion, not to find out what my standpoint is, but to find angles to deny it's validity. And this makes you - in my opinion - present these weak arguments. Your contemplation about what is and isn't "valid (logic)" is another example. Your "logical fallacy" episode another one. And there are more. It's even fine, I don't mind the angle, but the arguments are too weak.
Another weak argument, btw, is the character limit. Why is it weak? Bro, just split your response over two posts. I've done it a million times. And yeah, it's ok to snip. But I personally dislike ppl who snip half an argument or cherry pick what they respond to. After an uncertain number of back-and-forths I also think that a strain of discussion needs a resolution. Conclusion. Something more than "*poof*". It's not a universal law, just personal preference.

Overall, I don't think you enjoy this discussion. And when you don't, I tend not to either.

BTW: I just asked a guy why he prefers the perk-system over lbd:

https://forums.7daystodie.com/forum/-7-days-to-die-pc/general-discussion/1717721-thoughts-on-skills-xp-and-perks?p=1717831#post1717831

And you know what? I am honestly interested, and I have no intention to deny him his opinion, try to argue it away, try to find weaknesses in his reasons. I'm just honestly interested in his opinion. And that - in my opinion - is what some of the individuals who get into discussions - and not just with me, in general - are missing. Often, it's merely about proving a different opinion wrong.

Sad!

 
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Apologies for not quoting all the rest but I just wanted to focus on this part.
Sarcasm, eh? Can't you help it or was your recent resolution not to use it anymore sarcastic itself? Anyways, it doesn't really make sense to mock someone because they decide to no longer respond by pointing out that there is no obligation to continue to respond. It's ok for mega, but I'm a fool? Another gem in reasoning.
That's why I'm so terribly bored, Roland, it's really just tedium to respond to this stuff.

 
Sarcasm, eh? Can't you help it or was your recent resolution not to use it anymore sarcastic itself? Anyways, it doesn't really make sense to mock someone because they decide to no longer respond by pointing out that there is no obligation to continue to respond. It's ok for mega, but I'm a fool? Another gem in reasoning.
That's why I'm so terribly bored, Roland, it's really just tedium to respond to this stuff.
You read what Roland wrote there as sarcasm????

 
You read what Roland wrote there as sarcasm????
But of course. And you think he actually aplogoized to mega for not quoting his whole post?
That is the beauty of sarcasm. You can always say "what, me? Nooooo!" Attack, without breaking the rules. Clever.

 
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