PC Option for turning off enrage on hit.

There is nothing simple about adding options from a developers standpoint. Look how often specific options are requested in the forum and how seldom those request are fullfilled.
Options cost much in development but almost always cost a lot more in debugging a game. Usually options are added as late as possible in development, preferable in beta shortly before release.

Considering this, calling for options in practically every third critique is useless noise. Especially since the developers already know that they have the option to add options and what they cost. You are here to tell them what is wrong, they will decide what to do about it and most of the time an option is the remedy they take when all other remedies fail to convince.
You can't have it both ways. If this is a "super easy thing to do, just go into the XMLs and change a number." It can't also be "nothing simple about adding" said option

 
Has anyone who hates the rage mechanic actually used the existing option to disable it and found they hated the game on that setting? I see a lot of people demanding an option when one already exists but declining to use that option because it offends their gamer ego somehow.

At least give it a try and see how the game plays for you. I think feedback of that sort that includes playtime spent in Scavenger and finding it too simple to be fun would be better than feedback of the sort that includes refusal to try the current slider that already exists for Zombie Rage.

 
Forum: rage mode is too hard!

Devs: set the game to an easier mode to turn it off

Forum: we don't want it to be easier, just less hard!

...you can't make this ♥♥♥♥ up...

 
Rage mode is not too hard...I've said this multiple times. It's just dumb. I haven't died from it once. And I don't play on scavenger mode. It's just annoying and not fun.

Really though? Gonna stick to this " there is a slider for that already, just turn the difficulty all the way down" schtick? We can't have a halfway difficult game with some sort of challenge unless we get rage? Are we now saying there was no challenge prior to this mechanic or something? I feel there has always been challenge without it, and don't see the point of just playing joust with zombies or trading blows constantly.

 
Who trades blows with zombies? Oh yeah...me for the first couple of hours until I got better.

Trading blows with rage zombies is not a guaranteed conclusion with rage. It is something that will go away with practice.

 
I've got over 1500 hours played on this game, mostly in melee. I have sunk about 20 hours into A18 at this point. You will not swap blows on every zombie, but you will end up in that situation. Cute that the first place you guys go is to just insult a players skill, because that's really mature, when you have no clue how they game. There is no "getting better" when a zombie sprints faster than you and takes 5+ hits to the head to kill. It's not that you will die...because armor is OP now, but why is that supposed to be exciting?

 
I've got over 1500 hours played on this game, mostly in melee. I have sunk about 20 hours into A18 at this point. You will not swap blows on every zombie, but you will end up in that situation. Cute that the first place you guys go is to just insult a players skill, because that's really mature, when you have no clue how they game. There is no "getting better" when a zombie sprints faster than you and takes 5+ hits to the head to kill. It's not that you will die...because armor is OP now, but why is that supposed to be exciting?
You mean I insulted myself? I clearly stated that I got better. That's not speculation or idle insults. It's history.

In addition: Here is how it is fun and exciting-- You can get stunned and then your heart is pumping hoping you can knock it down and put some distance between you and frantically bandage yourself up before it gets up. If there is a vulture in the area you know it is going to be dive bombing you so you have that to deal with. Healing uses up meds and water and food so you have less of a stockpile of those things.

The current design makes it so that if you play perfectly with razor sharp timing and mindful stamina and encumbrance management you can melee without ever getting hit. But if you aren't perfect then you will take some hits. The more practice you get with the new system the less hits you'll take in general but unless you are perfect you will at times get hit. This is a great design.

I also have around 1500 hours playing and I had to adapt and I did and now I am not constantly trading blows but zombies do get hits on me more frequently than they did before because as practiced as I am with the new mechanic I'm not perfect. But I carry bandages, and pain killers, and I eat and drink to restore my health after an encounter when I got damaged. And sometimes things get thrilling when I'm stunned and death is a real possibility.

This is way better than it was before.

You are acting as though the game only is good and well designed if the player never ever takes damage from the zombie. Why are there meds then? Why are there means to heal? If the design makes it so that the player never takes damage from zombies ever because they are always slower and the melee gameplay is so easy then that is what is boring.

 
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You can't have it both ways. If this is a "super easy thing to do, just go into the XMLs and change a number." It can't also be "nothing simple about adding" said option
First of all "thank you" for putting words into my mouth I didn't say. Please show me where I said it is super easy to change rage in XML

If we are speaking specifically about rage, afaik it isn't a setting that is available in XML at all. So yes, there is definitely some programming work involved. To be fair I don't see much potential for unexpected bugs with this specific option, as it already gets changed with the difficulty slider and must be tested for that anyway.

If we are speaking generally, adding options can be anything between trivial to complex. Even a trivial option needs some programming for the GUI, and adding an option if you already have 10 is often easier than if you already have 30.

 
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So... I have read and am kinda surprised at the disregarding, insulting, or accusing that people want easier difficulties when they claim the enrage mechanic is annoying. --Not too difficult.-- I found a work around that effectively counters the annoyance of the enrage mechanic and is doable in xml and also saves time getting places for those of us who can't play for hours at a time. In the entityclasses.xml I changed these few values which add a bit of speed but at these levels don't seem too overpowered to me(provided below). It is the player's speed near the top of it.

Also Roland, "The zombies are not less dangerous on Scavenger. The only difference is that they don't ever rage and they take a few hits less to kill." That kinda means they are less dangerous if they die faster and don't enrage... I mean even if they did rage they don't get a chance to. The attitudes about this do seem kinda like you guys are trying to force/penalize play styles, which seems weird for this game type. It seems like a response to people claiming the game is too easy that might annoy the developers, or a decision to make less zombies for better performance, while distracting/misdirecting from it.

--

-And yea, it did seem like you threw a casual insult implying that anyone getting hit by zombies wasn't "better" yet, assuming that he was getting hit by all of them... when he clearly said he didn't, even though you admitted you still get hit by them. And before we get into semantics, if you hit the zombie to rage it, and it hits you sometimes, you still "traded blows" with it.-

And don't get me wrong, it is avoidable since most zombies are alone, and you can do things like mass produce stone spears and throw them in their knee and kill them while stunned. (granted, armor defense is OP now it seems) But if you use a short range weapon it seems skewed. It pushes the bow/spear and their limitless ammo that doesn't care about enraged zombies if you have room behind you, or a sledge or club that have better range and stagger/knockdown mechanics.

To those that may think its too easy like this, don't forget about the fact that the difficulty slider everyone loves to suggest also goes up to tougher zombies. You could mod in higher zombie counts too I'm sure but I haven't looked far enough to find that yet.

<passive_effect name="WalkSpeed" operation="base_set" value="2.00"/>

<passive_effect name="RunSpeed" operation="base_set" value="1.40"/>

<passive_effect name="CrouchSpeed" operation="base_set" value="1.50"/>

 
I love/hate the new mechanic. I prepare for it, it kicks my arse, or I over prepare and nothing happens... That aside, it means I'm using medical things again, which before I was either taking no damage or dying... Go figure.

I'm sorry if someone else mentioned this, but I'm still hunting for a headshot-only, staggering monstrosity that will test my accuracy, nerve ammunition capacity and strength.

An on/sometimes/off option makes sense as it allows for maximum customization without XML Editing.

World war Z showed us that zombies die if you stab them in the chest (or, at least their arms stop working) but unlike World War Z, these zombies want to eat you, not just take a bite and scarper. Give me the REAL MAX BROOKS! The never-ending, constantly hunting death machine!

 
-And yea, it did seem like you threw a casual insult implying that anyone getting hit by zombies wasn't "better" yet, assuming that he was getting hit by all of them... when he clearly said he didn't, even though you admitted you still get hit by them. And before we get into semantics, if you hit the zombie to rage it, and it hits you sometimes, you still "traded blows" with it.-
Small correction here. You did go into semantics and I understand "trading blows" different. For me trading means exchanging wares of somewhat equal value. So if you are hit once and the zombie 5 times and you do more damage, that is not trading blows.

Wikipedia is of the same opinion, the origin of the expression seems to be a "game" that guarantees equal number of hits: "Trading Blows or Trading licks, etc., is an endurance test in which the participants (usually two boys or young men) take turns, alternating between administering a blow to an opponent and assuming the agreed exposed position"

 
If they rage at you and hit you, you can turn and run, (in which you don't trade blows, but possibly continue to get hit if they stun you) or you can keep swinging, and actually this create a pretty close to definitive "trading blows" situation. I've never swung a weapon in this game that was 5 times faster than zombie swing speed.

I do think this mechanic is a way to balance out fewer zombies, and I understand why it was done, but why not just add more ferals instead? Not to mention, having so few zombies around really just kills the atmosphere of zombie survival for me. Literally in open world I have not run into more than one at a time in the open since A18 dropped.

 
My issue is that, I don't want to play on the easiest difficulty. I like the enemies to be somewhat dangerous. It just feels like a cheap way to make players take more damage to make up for the fact that the number of zombies have been decreased in general.
I realize some people love the excitement it adds. Hell, I don't mind ferals showing up, or dogs, or even bears. But when I hit a zombie biker once, he insta full sprints at me and stunning me, and I'm either locked into trading blows or trying to turn and run while he hits me in the back, It doesn't feel like a difficulty increase, as much as it feels like a message of "see? told you that you didn't need more zombies"
I have to disagree, a cheap way of increasing challenge is like increasing health to make the zombies bullet sponges. A random mechanic that adds some randomness to the game is a creative solution imo.

 
Forum: rage mode is too hard!
Devs: set the game to an easier mode to turn it off

Forum: we don't want it to be easier, just less hard!

...you can't make this ♥♥♥♥ up...

If the devs added a new feature where meteors storms randomly pelted the ground in your area (to add more challenge and excitement) and tied the intensity it to the difficulty slider would you understand the desire by some to separate the feature from general "difficulty". They might want the toughest game by the old standards, but don't want to take part in the quasi-meta-game.

I see a lot of people demanding an option when one already exists but declining to use that option because it offends their gamer ego somehow.
Just for a second put down your ♥♥♥♥-measuring ruler and try to understand that there IS NOT an option that already exists to turn off zombie range. There are going to be people who want the same hard-zombie challenge they're used to, but don't want the new quasi-meta-game. Saying there's already an option to turn it off is like saying there's already TWO options to turn it off....the difficulty slider and just not launching the game.

"That's it folks....if you just don't launch 7D2D, you will experience ZERO zombie rage. Don't be an idiot, and whine about a mechanism tied in at the hip to the rest of the game. You can also turn off zombies entirely, so stop your crying!"

Personally...I always adopt the new features and try to get used to them (since A3). I can live with the new mechanic. I do find it B O R I N G as hell to have to pull mobs out of a POI over and over and over. Rage happens almost all the time on the highest difficulty. I'm mostly advocating here for the lack of understanding of why someone might just want a difficult zombie experience in the traditional sense, while wanting to minimize the new feature.

-Morloc

 
So far, I have enjoyed the new rage mechanic. It's added a variance to zombies that makes encounters not entirely predictable. (The people I play regularly with probably disagree....)

That said, I can understand why folks wouldn't want it there and/or would want to be able to tweak how much it happens. If it happens too much? Then it's not a surprise or unpredictable. I think Morloc makes an interesting point (though I do not play on highest levels) in that it reinforces waking up an entire POI, luring them out into favorable territory (open space, set traps, etc), becomes the only way to effectively deal with zombies (vs. just superior fire power), then it tips into 'chore' instead of heart pounding experience.

I've survived some hair raising encounters in A18 that would have been 'ping and done' before, and I've really enjoyed it. It's made me rethink how I deal with zombies -- especially in groups. However, I wouldn't want the zombies to be less difficult in order to achieve the balance of a pulse racing surprise vs. 'oh this again'.

 
Just for a second put down your ♥♥♥♥-measuring ruler and try to understand that there IS NOT an option that already exists to turn off zombie range.
Since you believe that all I’m doing is measuring out....things, I take it you have not in fact actually tried playing the setting for the no zombie rage option.

I’m all for separating such things. We used to have a setting for how much damage zombies did toward us and another for how much we did to them. Those would be great options to be separate from the difficulty selection.

But they’re not and neither is rage so like it or not the current option is to play on scavenger.

 
That may be the only current option, but if we don't come on here and make our opinions known, then everyone just assumes we love it. So, we come out our opinions out there....then people like to try to invalidate every reason we have for the point of view that we have. Then we move on to defensive and outright angry to a point.

I've cleared day 14 on nomad this far, and it's too easy even on this difficulty. Why even try the game on scavenger? It's quite a waste of time at that point.

 
I for one love the new Rage mechanic, and yes I am new to the forums, sorry if that invalidates my opinion is some people's eyes (some game forums are super elitist like that so im for-warning those that think that way)

Its just an adrenaline ability the body that is mostly dormant has access to when it's taking to much damage, its just the organism that animates these rotting husks to keep it alive to spread more

I for one wish it had the (very) small chance to trigger feral-ness in what I smacked, a zed close to death decides (whatever organism that controls it, be it microscopic, or slug-like and parasitic) "you know what? no, im gonna chase this F***** down and rip him a new one"

I play only brawler types {clubs/fists so far} so the whole (cheap hits omfg!) comments actually make me laugh, there are no cheap hits when its survival...and its not "git gud"...it's stand your ground, or keep your distance, both have merits

keep trying, you'll learn the timing and it'll become second nature (not git gud, just patience)

 
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