First, opening with “Dude” is already doing some assuming.
Second, if the length of the posts bothers you, don’t read them. Fair enough. But reducing the argument to “I throw groceries around” is still a straw man.
Laz Man said the sandbox settings are there “to make a playthrough play out very differently,” and faatal was talking about trader hours, always-closed traders, and buy/sell scaling. So this thread is already about systems, incentives, economies, traders, dependency, and how rule changes affect behavior.
That is why self-checkout came up. Not as some random political detour, but as a real-world example of convenience becoming dependency, labor being shifted, and small defaults changing how people behave.
And zombie fiction has never just been about dead bodies walking around. It is usually about what society was already doing before the dead reanimated — the systems, greed, shortages, science, laws, failures, and incentives that made the collapse possible.
If this is not a discussion worth having in relation to game lore or sandbox design, then by all means, do what you gotta do. But I’m not attacking anyone. I’m offering things to think about beyond one-word replies and logical fallacies.
You don’t have to like the broader discussion. But calling it unrelated to a zombie survival dev diary about sandbox rules, economies, traders, and incentives is misguided.