It just needed some creative adaptation to the new rule.
Not really; in principle the zeds will hop the hatch now, but you'll kill them just fine at the rate they do. Sure, the plate above helps, but that was already a part of my design to hinder doggos. Not that I've used one for a long while..
Designing the game with a specific base build in mind would stifle creativity.
I don't think I agree. Designing against, say Cobble_base_week_1, would ensure that that type of a base can deal with what's expected for the fist horde. It doesn't have to stifle players from doing things differently; but it would bring a goal to the table. Having such a thing would allow actual answers to questions like:
- can the player obtain the mats (and how difficult is it)
- should this fail for a relatively high GS player, and how?
And more practical ones:
- is this cheese design actually more practical than the basic solution (if you can cheese with spending twice the resources, is it actually cheese..)
- how much does "change X" effect the base (ai, block damage, skill design, whatnot)
With "we designed it for the fun of the testers", we'll get
- could our tester to obtain the mats? I mean he went with the MC strat, soo, yeah, I guess.
- did he have fun doing it? he didn't do it, so, we don't know.
- is this cheese more practical? hell yes. No base at all, that's haxx.
- how much would reducing the speed of MC effect the base .. well, it might start existing again...
