PC This game has really lost a lot of the fun.

It was all inevitable, IMO.

It feels to me, that the most in-depth planning was the Starter Pitch, then subsequently one "Elevator Pitch" plan after another.

After so many years on the same product, the Devs appear to be getting bored and are going down the adrenaline rush FPS routine, to keep their own interests up.

Of course, high intensity FPS is where the quick money is. Tides of adrenaline junkies going from one buzz to the next, will play the game til the next latest thing hits.

 
It was all inevitable, IMO.
It feels to me, that the most in-depth planning was the Starter Pitch, then subsequently one "Elevator Pitch" plan after another.

After so many years on the same product, the Devs appear to be getting bored and are going down the adrenaline rush FPS routine, to keep their own interests up.

Of course, high intensity FPS is where the quick money is. Tides of adrenaline junkies going from one buzz to the next, will play the game til the next latest thing hits.
Where's this adrenaline you speak of? Haven't had adrenaline since A15. Need MOAR zombies for any kind of adrenaline rush. :D

Don't get me wrong, it's a great game, but I've noticed that as the z's get smarter in this game, so the number of them goes down. Even wandering hordes are only like 4 or 5 zombies.

 
Where's this adrenaline you speak of? Haven't had adrenaline since A15. Need MOAR zombies for any kind of adrenaline rush. :D Don't get me wrong, it's a great game, but I've noticed that as the z's get smarter in this game, so the number of them goes down. Even wandering hordes are only like 4 or 5 zombies.
When you have a demolisher in your base where the explosion was triggered, the adrenaline level increases significantly. If there are 10 of them in the base at once then you need a good base design to stay calm.

 
Yup, I don't love certain skills being tied to specific weapons.... mining to shotguns & clubs, farming to machine guns & fists, salvage to rifles & spears... etc.
Same here. MM got a little mad at me when I was trying to point this out with 17. Hopefully they will see the light later - it is nonsensical to tie things together things like farming and mining with weapons.

 
but I've noticed that as the z's get smarter in this game, so the number of them goes down.
The irony being that the smarter they become, the easier they are to handle. A zombie that would just head straight to the player, destroying every block in the way if impeded would be the most challenging (and most enjoyably realistic?) approach imo.

 
The irony being that the smarter they become, the easier they are to handle. A zombie that would just head straight to the player, destroying every block in the way if impeded would be the most challenging (and most enjoyably realistic?) approach imo.
A17 illustrated this perfectly. The easiest horde nights I ever fought were against A17's improved AI, because that super-smart perfect-information pathing also made it extremely predictable. I remember beating hordes with some of the laziest base designs ever in that alpha, as opposed to the dumb AI of 16 and 18 that have both given me sterner challenges in terms of base construction.

 
The irony being that the smarter they become, the easier they are to handle. A zombie that would just head straight to the player, destroying every block in the way if impeded would be the most challenging (and most enjoyably realistic?) approach imo.
Yeah, JC's Channel made a very tall, single wide ramp that looped around. The whole ramp stayed in the area so all the zombie AI's would use it. He had defenses, but they were not needed IMO. He could have let them fall and all the non-radiated would have died eventually.

Actually the base would have been better off if he had no defense as the traps triggered a Demolisher that completely wiped out 4 blade traps in one shot. I was thinking what a waste... but he has viewers to entertain. :)

 
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