PC Vehicles on Horde night

No, it's precisely NOT like saying let's remove hunger, its saying lets give players the CHOICE to remove it, if they so WISH.
That's the beauty of this game (particularly post A10), it can be easily edited to match what an individual player wants, and the only point I'd make to TFP is that the introduction of digging zombies in A17, should come with a relatively easy way to disable that digging so that players who don't want it, don't have to have it.
I almost can't believe I have to explain this (to you especially - I fondly remember that you always, while not necessarily agreeing, had a solid point of view about most things) - I did not say that options should be taken away, but options to define the ruleset outside gameplay bounds are not the same with options defining the ruleset within gameplay. And options defining the ruleset within gameplay are not the same with playstyle freedom, which is the player being able to choose how to cope with a game aspect in different ways. Can you really not tell the difference?

You picked only one of the examples I gave and didn't explain how it not any different. What we were talking about and what I was advocating against is an option to change the ruleset within gameplay. Never said that a menu option of having hunger would be that bad. Removing hunger wouldn't prevent players from eating - it would give them a choice of whether they wanted to eat or not. Going with your philosophy hunger atm is also an imposed rule that shoehorns players into one playstyle. Players choosing to eat or not to eat (because there wouldn't be any repercussions without hunger) would give players an option to change the ruleset within the game, like voluntarily fighting the horde would do.

Again, any game in a fundamental level is a set of rules. By giving players an easy and painless option to the choice "should I fight the horde", what you are really doing is shoehorning players into that option, you aren't advocating in favor of playstyle freedom. If you want to give them a meaningful choice, you have to give them something along the lines of "yes you may avoid the horde with the gyro, but you have to make an equal amount effort to do so by doing x and x".

Why do you think that in every TD ever, you lose "lives", when monsters get to the end of the line? You get to choose a difficulty before it starts - outside of the gameplay bounds - but what would happen if devs let players decide how many monsters they wanted to kill and just give you infinite lives with the choice to chill anytime you wanted? Because there wouldn't be a game in the first place without this rule.

And speaking in general

7 Days to Die is an open-world game that is a unique combination of first person shooter, survival horror, tower defense, and role-playing games.
A combination of genres - the whole point of it - is not a fragmented game to choose whether to engage in one or more of these genres. Especially when it comes to a co-op, this is particularly bad. Yes, devs can give you that ability through menu options or mods outside of gameplay bounds and that would be ok. But a combination literally means that you can enjoy a harmonic blend of their elements within gameplay. Making them skippable or voluntary, means exactly the opposite.

But why do you care how others play. It doesn't affect you one iota.
"Oh noes, those guys on a server I'm not on in a save I'm not playing aren't playing right! Change the game pimps, force mechanics on them!"

...why.

Let me be frank. I don't play underground, especially on horde nights, and I doubt I will gyro on them, but I see no reason to be bothered by players who do, and adding digging zombies or anti aircraft vultures doesn't change my game a damn bit, so what exactly is the value add?

Will people who have never built underground bunkers suddenly start doing so?

No. They will not.
As long as you insist on believing that players care about how others play, you will never get an answer. It doesn't even make sense (only for the occasional sociopath), that someone over the internet would care about how you play. I tried to my best of my capability in the previous and this post to explain why but it seems to fall on deaf ears.

 
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What's the difference between these tactics and simply logging out at 21:59?
that would work but not worth that extra long loading time.rather be eaten by horde

 
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I couldn't agree more Guppy - it's why I've never understood the angst of some over underground bases. If someone wants to go full molerat, how does that affect anyone else.
Believe it or not, the world doesnt revolve around you. Me, myself, and I all WANT to play underground WITH threats. Do whatever YOU want, I just want to have zombies in MY underground, so why do people want stop ME, MYSELF and I from playing how WE want?

 
Believe it or not, the world doesnt revolve around you. Me, myself, and I all WANT to play underground WITH threats. Do whatever YOU want, I just want to have zombies in MY underground, so why do people want stop ME, MYSELF and I from playing how WE want?
I want an underwater base but we cant do that yet.

 
So why can't the logic of "if you want to be safe, mod your game that way" be "if you want your game to be hard, mod your game that way"?

Just saying. If you don't want people flying around at night on gyrocopters during horde night because you like to stay on the ground and melee, mod the gas usage and gas stack size to the point where it's not doable.

 
"trolling rant"
Nicely done, sir.

People aren't computers. There are more than two ways.
The maturity level in quoting my post as "trolling rant" can only be rivaled by the level of your substantive reply. Takes special effort to achieve that.

As somebody said earlier, if you don't like how it is you can mod it. The onus shouldn't be on the Dev team to coddle you.

So why can't the logic of "if you want to be safe, mod your game that way" be "if you want your game to be hard, mod your game that way"?
Just saying. If you don't want people flying around at night on gyrocopters during horde night because you like to stay on the ground and melee, mod the gas usage and gas stack size to the point where it's not doable.
Personally never said "if you want to be safe, mod your game that way" because I wouldn't stoop to that level of condescension. I blame the moderators first of all, giving the "so mod it, if you don't like it" example to everyone and his aunt, everytime someone gives feedback. Why is there feedback needed in the first place - just mod it!

Seriously though, seems you didn't even bother reading my posts. This isn't about difficulty, this is about gameplay mechanics having no incentives behind them, being voluntary and shallow as a puddle as I explained in these posts. And (once again), these options are great to have outside of gameplay - but within gameplay, they only manage to work against this playstyle freedom you supposedly support, by cancelling out the alternatives.

 
I read them, I just disagree.

Specific to ug bases, my stance is simple... Digging zombies are the lazy way out. I'd prefer different challenges, not just more of the same.

 
I read them, I just disagree.
Specific to ug bases, my stance is simple... Digging zombies are the lazy way out. I'd prefer different challenges, not just more of the same.
Would be nice if you elaborated on your disagreement but nevermind.

Of course digging zombies are the lazy way out. Not only that, but anyone who enjoys the underground will eventually end up being "above ground". Furthermore it's more of the same, no playstyle variety or differentiation. Not to mention the glitches, clipping etc (which will 100% happen) and the aesthetic part. I would prefer a different kind of hazard as well.

 
Gentlemen. The Blood Moon is already a fanciful ~mystical~ plot device. SCIeNcE!! does not tread there.

Now...who's to say that this big sanguine Jackie Gleason in the sky doesn't also completely immobilize anything more high tech than a bicycle?

Nobody!

Neil Degrasse Tyson and 4 out of 5 dentists who chew gum endorse this idea.

-Morloc

 
So why can't the logic of "if you want to be safe, mod your game that way" be "if you want your game to be hard, mod your game that way"?
Because its easier to mod out new mechanics that mod IN new mechanics.

Imagine people who don't want blood moon hordes at all. EASY to mod out. Now imagine the work that it would take to mod that in if the mechanic didn't exist.

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I read them, I just disagree.
Specific to ug bases, my stance is simple... Digging zombies are the lazy way out. I'd prefer different challenges, not just more of the same.
I prefer both. Diggers are great and better than nothing.

 
Neil Degrasse Tyson and 4 out of 5 dentists who chew gum endorse this idea.
Well, if Degrasse, the most renowned dentist in America endorses it, I won't argue.

@rip
That this is totally about players caring how others players are playing.
Still disagree. It may sound like that sometimes, but it's for more selfish reasons than that. I've witnessed many people posting here, playing on creative and none has popped up to tell them to stop doing that or whatever. Nor do I see anyone judging the OP in the recent thread "am I bad for playing with longer days". Options outside gameplay don't really affect one's gameplay, but options within gameplay making their alternatives meaningless do affect each individual playthrough.

 
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What can be cooler than CHUD?

Mechanics that would allow for more expanded possibilities? Air purity, quakes, insanity, lava, gas explosions, black lung...

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@snow I also prefer both. Weird. ;-)

 
Mechanics that would allow for more expanded possibilities? Air purity, quakes, insanity, lava, gas explosions, black lung...
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@snow I also prefer both. Weird. ;-)
I can ask for more mechanics above ground to besides zombies as well, not just underground. Not sure the need to separate it. More threats are good all around, but zombies are good everywhere to since its a zombie game.

 
Mechanics that would allow for more expanded possibilities? Air purity, quakes, insanity, lava, gas explosions, black lung...
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@snow I also prefer both. Weird. ;-)
I just hope with all the new better systems they say they added, it leads to having those possibilities down the road.

 
Mechanics that would allow for more expanded possibilities? Air purity, quakes, insanity, lava, gas explosions, black lung...
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@snow I also prefer both. Weird. ;-)
Sorry, but all these pale compared to my awesome maggot suggestion

giphy.gif


 
What's the difference between getting in a vehicle and driving away from the horde, or putting rows of spikes, and or rotating blades to shred the zombies before they get to your base?

For that matter, I often have a base where my stuff is, and a fighting base where I would take on the horde. Is that considered cheating then, because the horde can ruin my fighting zone, but I lose no items because I'm not silly enough to leave items there.

I used to build massive bases and snipe all the zombies.

Then I made an elaborate traps for the zombies to die on, while I sniped them from a far.

Then I made bases where the zombies fell down on spikes and got stuck on another wall only to fall on more spikes and have to go through another wall.

Then I got adventurous and built massive kill zone where I ran around and clubbed them, with spikes in intervals to weave around if I needed and a catwalk to jump on to regain health or rest.

Everyone plays differently, everyone has their own idea of what's fun and how to play.

Now, with zombies not being loot carries (or very little), it actually is a massive disincentive to waste resources fighting them. The "smart" move would be to lure them out in the middle of no where. Horde night happens, zombies come, you drive away leaving them there to despawn eventually.

The game was already great, with multiple options for all players to enjoy as they like. Not sure a lot of the new changes (mechanic or skill tree) Add anything to the game.

 
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