LuvShiramine
New member
hello and thank you to whoever is taking their time to read this idea pitch.
This idea is coming from someone who has be playing since early 2017, I've played pc and console as well.
The reason I'm making this pitch is because of my own as well as many players feed back on ai, i made a few posts asking for:
1:a poll on your favorite alpha, #1 was A21(107 Votes) #2 was A20(40Votes) and #3 was A16 (38Votes) with more smaller numbers on other alphas
2: the players honest opinions on the old alpha 16 ai.
below i will paste a few other peoples responses NOT mine.
vvvvvvvvvvvvvvvvvvvvvvvvvvvvvv
Honestly if they somehow combine the old and the new one it would be the best.
Maybe play with the rules of rage mode and how it works (as it is essentially what the old one was).
Or have some zombies be always in rage mode around the player on horde night, while others are more intelligent.
Kind of like fresh infected still have some intelligence left,
while those infected for longer time were striped from any intelligence whatsoever and only their rage and hunger control them.
I hate the PHD zombies we have now. It's so boring.
The old style of them spawning and running forward was way more engaging.
You had to be alert all around, not just at your funnel.
I also can't stand the new AI. It takes away from the unpredictability to the point where the game rarely even makes me jump anymore.
Never found it scary exactly but it used to catch me off guard a lot more.
Has anyone managed to mod it somehow to bring the 16.4 AI rules back to the newer alphas? I heard it's impossible but @%$# off.
I would love a combo of both.
Some act in an optimal manner like civil engineers and some wander about wrecking @%$#. Best of both worlds.
I'm missing the offguard jump scares...holes everywhere in my start base haha...
They should revert it or someone should mod it :/ Its so booring atm and you cant make it rly hard cuz they just find they own way to the same exact points every night.
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
So from that limited data we have here, players on average dont enjoy the new zombies and how they function before we go on how to fix it
here are some of MY reasons why it should be changed.
It encourages boring gameplay no matter what kind of base, play style you chose.
The funneling they do punishes new players and that's a big no no and its frustrating
having all of the zombies pour in from 1 mistake in your build it feels punishing as hell and confusing when you're new.
it also ruins the hell out of the creativity of base building in some circumstances.
Once you learn the basic mechanics of the zombies in horde night it's kind of boring,
and not from a "sweaty" player perspective, it ends up being "that's all they're gonna do ???" They funnel and die funnel and die.
even when you don't specifically make a funnel they manage to funnel themselves every time through, guess what, the least path of resistance / the best way to get to you
thanks to the engineer zombies introduced in alpha 17. i love the improved pathing made in the newer versions and mechanics like the head look, crawling and stumbling over stuff to get to the player
but the current zombie ai we have is not fun to play as, as the alpha 16 zombies, but we can have both to have an even more creative engaging gameplay loop
below is how i think we can achieve this with in game mechanics that make sense and fit the 7 days to die theme
How do we fix it ??
Some people suggested that we should have something like the virals from dying light,
freshly infected zombies that have intelligence and are feral and have that perfect pathing straight to you (what we have right now)
maybe make their eyes a different color, red would be good and scary too they could have additional movement speed as well.
And along with that we should have zombie that are regular zombies that beat down your spike walls, walls and supports to you bases...
they know you're there... they don't know to get to you.. but they're hungryyyy. This should in theory add depth to base building and shake up gameplay by a large margin, also meaning.
Every horde night will be different in some way they will attack all parts of your base focus some the next night or evenly spread out on everything another, also adding lots of replay ability with the OTHER feature below
Make a lot of optimizations to the zombie ai and game so we can have bigger hordes, if you've noticed when you kite 40-60 zombies alot of them get stuck and go into idle and lose you (even when feral) I think this is due to game limitations and I'd love to see this improved over the years, if l4d2 can spawn in upwards of 50 zombies plus regular idle ones around the map that seamlessly path to you I think 7 days can as well i can see this being a end game only thing by day 30 ish it would go over that 64 count limit it would be really fun to play against The walking dead type hordes as a way to add an end game.
Im not horribly experienced in coding or game making but a way you could try to fit this is with an ai "hive mind" system, if a lot of zombies have the same objective i.e.: to break blocks chase the player etc. zombies the the area will collectively combine their ai to prevent the idle zombies and maybe even machine lag in *theory*
This would take some balancing if they chose to increase sleepers biome patrollers, wandering hordes, along with more bloom moon enemies, health would be fine to adjust.
I apologize for any spelling, grammatical errors, but i'd love to hear what the team thinks of this pitch of a horde night rework/ ai rework through an email, lots of people did infact seem to take a liking to it, so hopefully you aswell.
my email is [email protected]
This idea is coming from someone who has be playing since early 2017, I've played pc and console as well.
The reason I'm making this pitch is because of my own as well as many players feed back on ai, i made a few posts asking for:
1:a poll on your favorite alpha, #1 was A21(107 Votes) #2 was A20(40Votes) and #3 was A16 (38Votes) with more smaller numbers on other alphas
2: the players honest opinions on the old alpha 16 ai.
below i will paste a few other peoples responses NOT mine.
vvvvvvvvvvvvvvvvvvvvvvvvvvvvvv
Honestly if they somehow combine the old and the new one it would be the best.
Maybe play with the rules of rage mode and how it works (as it is essentially what the old one was).
Or have some zombies be always in rage mode around the player on horde night, while others are more intelligent.
Kind of like fresh infected still have some intelligence left,
while those infected for longer time were striped from any intelligence whatsoever and only their rage and hunger control them.
I hate the PHD zombies we have now. It's so boring.
The old style of them spawning and running forward was way more engaging.
You had to be alert all around, not just at your funnel.
I also can't stand the new AI. It takes away from the unpredictability to the point where the game rarely even makes me jump anymore.
Never found it scary exactly but it used to catch me off guard a lot more.
Has anyone managed to mod it somehow to bring the 16.4 AI rules back to the newer alphas? I heard it's impossible but @%$# off.
I would love a combo of both.
Some act in an optimal manner like civil engineers and some wander about wrecking @%$#. Best of both worlds.
I'm missing the offguard jump scares...holes everywhere in my start base haha...
They should revert it or someone should mod it :/ Its so booring atm and you cant make it rly hard cuz they just find they own way to the same exact points every night.
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
So from that limited data we have here, players on average dont enjoy the new zombies and how they function before we go on how to fix it
here are some of MY reasons why it should be changed.
It encourages boring gameplay no matter what kind of base, play style you chose.
The funneling they do punishes new players and that's a big no no and its frustrating
having all of the zombies pour in from 1 mistake in your build it feels punishing as hell and confusing when you're new.
it also ruins the hell out of the creativity of base building in some circumstances.
Once you learn the basic mechanics of the zombies in horde night it's kind of boring,
and not from a "sweaty" player perspective, it ends up being "that's all they're gonna do ???" They funnel and die funnel and die.
even when you don't specifically make a funnel they manage to funnel themselves every time through, guess what, the least path of resistance / the best way to get to you
thanks to the engineer zombies introduced in alpha 17. i love the improved pathing made in the newer versions and mechanics like the head look, crawling and stumbling over stuff to get to the player
but the current zombie ai we have is not fun to play as, as the alpha 16 zombies, but we can have both to have an even more creative engaging gameplay loop
below is how i think we can achieve this with in game mechanics that make sense and fit the 7 days to die theme
How do we fix it ??
Some people suggested that we should have something like the virals from dying light,
freshly infected zombies that have intelligence and are feral and have that perfect pathing straight to you (what we have right now)
maybe make their eyes a different color, red would be good and scary too they could have additional movement speed as well.
And along with that we should have zombie that are regular zombies that beat down your spike walls, walls and supports to you bases...
they know you're there... they don't know to get to you.. but they're hungryyyy. This should in theory add depth to base building and shake up gameplay by a large margin, also meaning.
Every horde night will be different in some way they will attack all parts of your base focus some the next night or evenly spread out on everything another, also adding lots of replay ability with the OTHER feature below
Make a lot of optimizations to the zombie ai and game so we can have bigger hordes, if you've noticed when you kite 40-60 zombies alot of them get stuck and go into idle and lose you (even when feral) I think this is due to game limitations and I'd love to see this improved over the years, if l4d2 can spawn in upwards of 50 zombies plus regular idle ones around the map that seamlessly path to you I think 7 days can as well i can see this being a end game only thing by day 30 ish it would go over that 64 count limit it would be really fun to play against The walking dead type hordes as a way to add an end game.
Im not horribly experienced in coding or game making but a way you could try to fit this is with an ai "hive mind" system, if a lot of zombies have the same objective i.e.: to break blocks chase the player etc. zombies the the area will collectively combine their ai to prevent the idle zombies and maybe even machine lag in *theory*
This would take some balancing if they chose to increase sleepers biome patrollers, wandering hordes, along with more bloom moon enemies, health would be fine to adjust.
I apologize for any spelling, grammatical errors, but i'd love to hear what the team thinks of this pitch of a horde night rework/ ai rework through an email, lots of people did infact seem to take a liking to it, so hopefully you aswell.
my email is [email protected]