You're right this is getting out of hand when people claim others are ruining their gameplay because they don't want to play how someone else (you) say they should and get enjoyment from playing in a manner (you) say they should not. It is a good thing they have you to tell them that they are not and will not be enjoying their experience and would be ruining it if they get to play the way they would like.
For those of us with issues understanding you, please explain how a server owner setting a value in server config for themselves and the players who choose to play on that server ruins the fun for them if that is how they would like to play? If they enjoy playing in a particular style, please explain how they are ruining their enjoyment. Take the example below and explain, please, that I might understand.
Example: if the default is Yes/Removable, and a server owner sets the server config to No/NotRemovable. Then people purposefully seek out and join said server. Please explain how they've ruined their enjoyment by choosing to play how they wanted? This way everyone can better understand you.
I am glad you asked. I expected this kind of hyperbolic reaction and it is natural for people to take offense or outright dismiss that statement because most people can't fathom it is possible that their own choices can be detrimental to their own way of playing and god forbid someone else claims that their freedom to choose how gameplay elements behave does not always mean them being more engaged to a game.
But before we get to that, go ahead and quote the point where I told people how they should play, I am waiting. I said that I am of the
opinion (keyword), that giving the players too many options
can(keyword) make them ruin their
own(keyword) gameplay experience.
Not to mention I actually don't actually have an opinion on this matter (even if I half-heartedly voted for yes in this poll), because on the one hand I agree with what Gazz said in the first page and I believe the game really needs more long-term item hunting and reasons to scavenge. On the other hand this will create more problems, people will hesitate modding their weapons and not being able to move mods doesn't abide to realism. So, while not having an opinion on this matter -and not sure myself about what would be best in the long run- it is rather hyperbolic and dramatic of you to claim that I "tell people how they should play". *Dramatic voice* I respect your work, expected better of you Red!
Anyway, about the
giving the players too many options can make them ruin their gameplay experience themselves
It is actually very common for this to happen. Of course, it is safe to say that most of the time people choose what they like because they enjoy it and in the end that's what they do - enjoy it. But this is not always the case. Many times people (including me), choose what they seemingly regard as something they would enjoy but that very thing hurts their own way of playing in the long run.
In general, while player feedback must be taken at heart by the developers, there has to be a balance in how the developers actually listen and act on that feedback and not blindly implement anything even the majority of players seem to want. I've seen many games suffer from misguided player-driven decisions - of course I've also seen many games suffer from developers not listening at player feedback or not taking it seriously.
But how can they ruin their own experience with a game option? Let me make a personal example using a friend to make this more clear. Note that this is in no way the peculiar behavior of one person - I am just using this example to describe something I've seen countless of times and it has a basis on psychology. This friend is a normal person overall, quite smart and a semi-casual gamer. We have been friends and playing for many years together, so one learns what kind of character and player the other is after so much time, preferences etc. I introduced him to 7DTD and after he became a little familiar with the game, we were discussing about the options our server should have. One of them was loot abundance and he insisted that it should be on high because he didn't like the meager loot he would find in the lower setting and getting more loot, thus creating more items and getting rewarded more overall, was very enjoyable to him. The funny thing is, what he obviously enjoyed made him get bored of the game in the long run. While the overabundance of supplies was great at first, because the gratification was instant it subsequently was short and unrewarding for him. He realized this after a couple of playthroughs, asked for the setting to be changed and wished he hadn't burned so much time playing with that setting.
Of course, this was a specific example of a specific kind of player and does not apply to everyone. The point is someone who chose an option that seemingly offered him more enjoyment, only to realize that it didn't in the long run.
What I am saying is that players (especially those new to this game) don't always know how the length/progression of the game will play out, how their subconscious will react, exactly when they will get bored or how to pace themselves in order to get the maximum enjoyment they can from a game.
A note - I don't know if you are familiar with Homer's Odyssey. There is a quote of a poet, usually quoted in philosophy, saying:
When you depart for Ithaca, wish for the road to be long
I won't analyze it, but just say that most people would wish that they instantly arrive at their proverbial destination, but in truth, the opposite will offer them so much more.
Anyhow to claim that players always already know the above, is to claim that game designing is an easy thing to do and a sham as a profession. Game designers are specialists too and some even study psychology in order to improve their craft (mostly in non-indie companies since indie devs must wear too many hats to have the time for that). But it still takes some talent to make an engaging game and not everyone who would try their hand at it would be successful. Same goes for movies and other works of art. A funny example would be "Game of Thrones" of George Martin. Let's suppose it was possible for viewers to form their viewing experience themselves. The vast majority (there were actually polls on major movie forums about it) would have changed the course of how the events in that series would play out and one of the outcomes would be preventing the death of the most favorable characters. At the same time, one of the reasons this show was memorable and impactful was these deaths.
I could go on with examples all day but I think I made my point. None is perfect. People can make choices without accounting for long-term or subliminal consequences. Options are great overall, but give players too many options, especially about key elements of the game and they can ruin their gameplay experience.