AtomicUs5000
New member
I'm always going to be for the devs filling in exploits when it comes to the tower defense aspects of the game. Unfortunately, as they mend these holes in the gameplay, the end result is as what many people describe. You get closer and closer to a situation where only one kind of base is going to be effective in the long run. This, in turn, gives the impression that the devs want everybody to build the same base, and to play the same way. As a result, players will attack these changes and place full blame on the added feature/exploit fix.
When we discussed exploit fixes years ago (not with the dev, this was among the community), we actually predicted that this would happen. I've suggested back then, and to this day, that more types of defense are necessary to keep creativity alive and to maintain the sense of doing something strategical. They've added cops, digging zombies, spitting vultures, demolishers, swimming zombies, and then vultures that spit and can attack blocks and swarm vehicles... all for the sake of making the Blood Moon Horde a feature-complete challenge of the game. All this is great, but in doing so, they have failed to maintain the fun factor and mental challenge of arranging defenses in strategic ways. They have added junk turrets and junk sledges, but these are very limited. Junk turrets aren't quite a new concept as we've had turrets. The sledge is interesting, but it's not like you can arrange many of them in any spectacular way.
A good tower defense game is set up so that the enemies have certain attributes that when learned, you can defeat them with some combination of defenses, picked from a large variety. For instance, we have cops that act as the "ranged" enemy. We do not have long range sniper turrets that can target them (and only them if you choose). This would be fair and fun. As more and more cops show up through the stages, you craft and place more and more sniper turrets to combat this. This also means building up your electrical system to handle more and more load. There are no targeting options with turrets. You cannot choose to prioritize nearest zombie, furthest zombie, strongest zombie, weakest zombie, etc. You cannot choose a specific zombie type to target. We have good, strong blocks that can take a pretty good beating, but it would be nice to have some kind of material that is especially good at blocking explosion damage. Perhaps this material is weak against spit to make up for that... so you have to build layers in creative ways to handle all the different possibilities coming at you. Wood, although quite cheap, is perhaps the best at withstanding spit, but bad at explosions and melee. There is no finesse when it comes to this part of the game design. The demolisher is great, but they threw too many concepts into one zombie. Instead, we could have a zombie that takes out spikes, is hard to kill, but is very big and slow, another zombie that is fast and explodes, but very weak. No zombies are particularly weak against fire... so add that in, and to go with it, some automatic flamethrower trap that requires both gas and electricity.
There are so many possibilities and so much potential for greatness. So, when I see changes and additions like this one, I do get excited. They are baby steps toward what I personally envision, and although I highly doubt the game will ever get to a level like this, in terms of the BM, I still can't help but have hope.
When we discussed exploit fixes years ago (not with the dev, this was among the community), we actually predicted that this would happen. I've suggested back then, and to this day, that more types of defense are necessary to keep creativity alive and to maintain the sense of doing something strategical. They've added cops, digging zombies, spitting vultures, demolishers, swimming zombies, and then vultures that spit and can attack blocks and swarm vehicles... all for the sake of making the Blood Moon Horde a feature-complete challenge of the game. All this is great, but in doing so, they have failed to maintain the fun factor and mental challenge of arranging defenses in strategic ways. They have added junk turrets and junk sledges, but these are very limited. Junk turrets aren't quite a new concept as we've had turrets. The sledge is interesting, but it's not like you can arrange many of them in any spectacular way.
A good tower defense game is set up so that the enemies have certain attributes that when learned, you can defeat them with some combination of defenses, picked from a large variety. For instance, we have cops that act as the "ranged" enemy. We do not have long range sniper turrets that can target them (and only them if you choose). This would be fair and fun. As more and more cops show up through the stages, you craft and place more and more sniper turrets to combat this. This also means building up your electrical system to handle more and more load. There are no targeting options with turrets. You cannot choose to prioritize nearest zombie, furthest zombie, strongest zombie, weakest zombie, etc. You cannot choose a specific zombie type to target. We have good, strong blocks that can take a pretty good beating, but it would be nice to have some kind of material that is especially good at blocking explosion damage. Perhaps this material is weak against spit to make up for that... so you have to build layers in creative ways to handle all the different possibilities coming at you. Wood, although quite cheap, is perhaps the best at withstanding spit, but bad at explosions and melee. There is no finesse when it comes to this part of the game design. The demolisher is great, but they threw too many concepts into one zombie. Instead, we could have a zombie that takes out spikes, is hard to kill, but is very big and slow, another zombie that is fast and explodes, but very weak. No zombies are particularly weak against fire... so add that in, and to go with it, some automatic flamethrower trap that requires both gas and electricity.
There are so many possibilities and so much potential for greatness. So, when I see changes and additions like this one, I do get excited. They are baby steps toward what I personally envision, and although I highly doubt the game will ever get to a level like this, in terms of the BM, I still can't help but have hope.
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