Learn english, you attempted to "correct" me twice, first time into something that isn't even grammatically correct and 2nd time you literally said the exact same thing.-players active participation------------short for P.A.P right. It requires picking up a control.lol
-there is risk involved
-------------*They're. In a survival game noooooo?
-reward is accordingly to risk and low
------- ???????????
-resources are being used actively to survive the night
-----------so is bullets and rebuilding your base..
You are not circumventing gamplay loop of 7th day at all and you're still committing to it.
---------Back at you. You're* and i never played 7th day.
No where have you answered me how is riding a car more dangerous than defending a fort.Cuz its risky?thats basically your main point.
What i mean is that the horde is actually keeping the same behavior even when its daytime again.
-they run even during daytime
-they know where the player is
When (for performance reasons) there is a limit per wave, they could respawn just as during the horde night, somewhere near the player.
The player has no safety during daytime from them, as this version of the zombies (horde night triggered) always runs.
So the horde night is an actual task: kill all of the zombies, as they will keep chasing you.
For the normal gameplay it would behave just as before. (usually all of them get killed until the morning)
For players avoiding them, they will come nevertheless. The player is just buying some time.
Its the most fair solution to the problem of "avoiding" horde-night zombies by using game mechanics.
Better solving it from the end of the horde than from the end of finding limits to the playeractions.
(You can dig a hole and hide in it as long as you want, but they will be waiting for you once you come out of it)
Its a simple rule, and a plausible mechanic.
In the Walking Dead they also dont say: lets hide here until they despawn..
See now why do I think you're going to run into trouble with that statement?... They want the game to be fixed so it can be played as intended ...
Because it's fun? Honestly, trying to build interesting, non-cheese bases to fight the 7 day horde is my favorite part about the game. I only really enjoy everything else in service of that goal, and it's why I'm really excited about the improved AI in Alpha 17, because it means that my base designs might actually be useful, instead of having the zombies trying to beat through 3-4 levels of concrete instead of going for the doors and the end of my kill boxes.Why would anyone bother fighting it if they don't have to outside of seeking extra challenge?
Using vehicles to avoid a horde by driving all night, is fairly different than running. Mostly as you can't consistently run away from zombies. I found that out doing my wuss the horde benny hill style (complete with benny hill theme!)
Sounds like Henry Fords:From a design perspective I want a survival game to offer a risk for all forms of tactics. So I am all for driving around all night long but make it risky and challenging to do so. I am all for people digging underground but make it risky and challenging to do so. I am all for people building stilt bases but make it risky and challenging to do so.
Chosen strategies shouldn't be impossible nor should they be guaranteed. Neither of of these extremes are good design in my opinion. I don't care how anyone decides to play the game but the developers should look at strategies and any that are guaranteed they should introduce a bit of challenge and/or risk.
That is why most of us want different solutions then a pop up.Sounds like Henry Fords:"Any customer can have a car painted any color that he wants so long as it is black"
Or translated to this game,
Any player can play the game in any way they want, as long as they FIGHT zombies day and night.
No, i am not a fan of the developers adding challenge/risk to every strategy. I loved the game when
using simple logic meant you could overcome a challenge.
IE: Driving faster then zombie runs = zombie can't reach you = safe (use another method if you like more challenge)
Instead of: Having attribute X, perk Y, driving skill Z and minibike QL 600 = "Game message: You can't drive on horde night".
A game does not have to be uber complicated and challenging to be fun.
Thank you! It was a lot of fun to make, and as soon as I thought about running the Benny Hill tune just jumped into my head and wouldn't dislodge! The zombies were great sports stringing out like they do in the show!![]()
HAHAHAHAHA!!!!!
Laughed my head off at your vid as soon as that theme started!!!
Hahaha still laughing!
What a great video Ved. Love it!!!
What we've got here is failure to communicate, because none said that. Alternative strategies should be there as long as they are not the obvious solution, so that the player can make a meaningful choice between them. If they are the obvious solution, that choice loses any meaning.Or translated to this game,
Any player can play the game in any way they want, as long as they FIGHT zombies day and night.
Simple logic in what sense? Like, for example, bases on stilts? Because that logic was mostly determined from zombie AI shortcomings. The game is not even complete yet - and the devs themselves see these things as issues if you look at the patch notes.No, i am not a fan of the developers adding challenge/risk to every strategy. I loved the game when
using simple logic meant you could overcome a challenge.
.
Most zombies don't climb, so put your stuff where they cannot reach.Simple logic in what sense? Like, for example, bases on stilts? Because that logic was mostly determined from zombie AI shortcomings. The game is not even complete yet - and the devs themselves see these things as issues if you look at the patch notes.
There was no risk and reward in Roland's post. Only Challenge and Risk. No reward apart from more challenges and risks.That is why most of us want different solutions then a pop up.MAYBE Bloodmoon messes with batteries or maybe there will be zombies that can grab hold of the car and rip it to shreds if you dont shoot it. It should have some reason why you cant simply avoid it and that is what roland is saying. Every method should have its benefits and drawbacks. “Risk and reward“ is key in every survival game.
There's nothing in "driving all horde night" judging your playstyle, at least i don't think there is.If you don't want Zombies as a threat, play creative.
But it is called “7days2die“
Not “7daysorwheneveritsconvenientforyoutodie,ornotSTOPJUDGINGMYPLAYSTYLE“
Your items have nothing to do with it, except if they are on they way, you can still hide them - it is you they chase. With the new AI improvements, in A17 they will target supporting structures if they can't reach you though.Most zombies don't climb, so put your stuff where they cannot reach.
What do you mean there is no reward?There was no risk and reward in Roland's post. Only Challenge and Risk. No reward apart from more challenges and risks.
What is there in "provide an alternative but making it risky" that judges your playstyle? It's not about judging playstyles. It's about not shoehorning players into an obvious solution.There's nothing in "driving all horde night" judging your playstyle, at least i don't think there is.