PC Why fixing exploits (aka digging and now looping zombies) is a good thing

Viktoriusiii

New member
I looked for the old digging thread and didnt find it so feel free to add this there if you feel it necessary.

As there has been talk of me beeing overly negative towards TFPs I thought I support one of their decisions that they get criticised a lot for:

Digging zombies (and other exploits that make you avoid hordenightpreparations)

*please keep in mind I don't want to hinder your fun and I AM actually pro option to en or disable diggers (or use mods). What I am trying to argue is for the BASE game that most players play to have diggers*

I had this discussion quite a few times and the only two argument that ever come up is

"choice is good and it doesn't effect you" and I want to dispute this argument, at least in part

and

"you ruin my playstyle"

Choice is good. Not always, but overall, choice is good.

But there are choices that do on first sight add to the game, but in the long run simply mudy the waters.

I will give examples in Skyrim, as most people have played that game. (without mods obviously)

In Skyrim you can do many things:

You can pick flowers, you can explore the wilderness, you can cut firewood, you can explore dungeons, you can slay dragons or do quests and so much more.

Which is an overwhelming amount of different things.

But there are some things that many people never do or do once or twice and then never do again.

Cutting firewood, collecting fields and some of these other tasks are never beeing used in vanilla skyrim.

Why? Because there are way better options. Yes I can roleplay to be a woodcutter or a farmer, but that is not the same as fighting to collect gold. If I steal valuables from homes or clear dungeons, I get 1000s of gold in short amounts of time. I find useful items and shouts and more.

WHY would I ever cut firewood if there is nothing stopping me from getting x100 that without any drawbacks?

Yes you candie or get cought, but as quicksave is a thing, there is no real repercussion for it.

Why do you think there are things like ultra realism, price rebalancings, deadisdead, and more mods aiming to punish the "adventuring" and rewarding the more "realistic" work?

Because this means that there is a steady paceincrease and every part of the game is used.

Skyrim is a great game. It is insanely beautiful and exploring IS one of the biggest parts of the game. So cutting down certain feautres and things to do in favour of exploring is a good idea (without mods) and leave mods for those that want to enjoy other parts of the game. If there were something (like infinite smithing and selling for more money) that gives more and faster gold and xp than adventuring, why would you do the adventuring? Yes its fun. And that is the main point of the game. But your CHARACTER has no reason to risk his life going out there adventuring.

What is more fun? Facing a threat, overcoming it and having fun while doing it

or

beeing so bored that you put yourself at risk with no/little reward to have some fun?

Now to 7d2d.

The main focus, the main incentive of this game is survival. So there are two majoy threats that drive the player to do pretty much everything:

Zombies and food/hydration/elements.

Zombies are not a threat at daytime (except if they can surprise you) so their main threat comes from hordenight, where they know where you hide and are coming for you, running.

So if there is an easy, safe way to supress one of the two main threats (and lets be honest, food and hydration isn't really an issue) are easily subdued, it would be the same as if in Skyrim, something is worth A LOT more than exploring.

You lose a threat. It becomes an optional challenge that you only do when you are bored or when you want to farm xp.

It is the same as the looping exploits now. "why do you want to remove it? you don't have to use it?"

The second argument is even less logical in my mind.

How does it damage caverats?

Yes you cant be SAFE underground anymore.

But you could make an entrance to your cave and start luring them through your defences.

Or you could fight them above ground so they have no reason to dig to your cave.

Your playstyle is only damaged, if you are hiding in a cave underground on hordenight.

Either you try and build a bunker with an entrance or one without. The latter requires zombies to dig to get to you.

I hope this explains more or less, why from a DESIGN standpoint, digging zombies should be in the game.

There are other (morerealistic but also way more complex) ways to solve this issues, most ppl know either Airventilation or Maggots, but both require a big timesink in devtime, so I'm not blaming tfps. So digging zombies solve the issue of molepeople beeing 100% safe underground.

 
Understand your view.

Completely disagree as well.

Digging and support bashing zombies right now ruins 1) bases up, 2) bases down.

It also adds "some gameplay" to those who don't want to do either 1 or 2.

However, for some this turns into a deal breaking change, whereas leaving it would not be deal breaking even for those who prefer it. So the benefits do not outweigh the downsides.

What should have been done:

1) Game option "Digging Zombies" of None/Some/All" then set that property on the zombies.

2) Only dig/bash if player is within say 20/50 blocks. (Heck make this configurable in XML!)

Doing it this way would allow those who HATE it to play their way by limiting or disabling it. And it would allow those who LOVE it to enable and use it.

Overall, if the game adds items that seems to fundamentally change it, the wise design option is ... to make it an option if you put it in. And don't put it in until you've actually make it an option.

Some people like to afk away in their base underground or on stilt bases. Let them. All this change does is ruin the game for them, and everyone else who don't live in caves don't get very effected because... they don't live in caves, so the change is of limited use anyhow.

We've always been able to find 10 ways to cheese the ai and be completely safe. It just changes between versions which these 10 are. But people get frustrated if they have to abandon playstyles just to cheese the AI a different way all the time, as for them it's either avoid the horde, or stop playing. And why would you want to put things in the game aimed at making players stop playing?

/V :)

 
Digging zombies may be a threat that adds fun to some people but for other people they are just annoying.

Almost every time I go into my mine at night a wandering horde comes by and the next morning I had to kill off the zombies in the hole and patch the holes to prevent them from cluttering up the map and turn it slowly into swiss cheese.

 
again: if they make it optional (but standart on), I'd be happy for you! I truely would be.

But as they have shown reluctance implementing more and more options, I argue for IF we had to descide, letting them in brings FAR more benefits to the general player than negatives to those who dislike fighting the horde.

I know what you mean. But as I was saying, if you want to build in the air or down below, built a fighting place somewhere else and your base takes no damage.

The main problem is what most "defenders" do not see.

If there are no digging zombies, zombies are not a threat but optional.

It robs every player who wants to overcome challenges.

The unavoidability makes them a threat. If I can (within the game! not with mods or exploits but by using the ingame methods) avoid a threat ingame, it is no longer a threat/motivator.

Try to see it from my (and others) perpective:

I want challenge. Knowing that I can simply jump on a block and be safe (hyperboly.) ruins that feeling of aproaching doom.

Yes they should probably lose you once you are enough blocks down, but as I said that would require other threats underground.

There can not be a safe place on hordenight (except a base that needed weeks and weeks to build and needs constant repairs) or all the threats and motivations of the HORROR-Survival part of the game are GONE.

If zombies can't dig, you might as well disable the horde, as they are not a threat and optional xp.

I understand why you don't like it... but you can not point to a flaw in gamedesign, say that you like it and claim that its the better solution.

TFPs did the right thing.

Disabling the hordenight is easy enough to mod. And choosing which horde you fight or not (not online, as there are other factors) defeats the whole purpose of the horde. It should be a "I'm ready to earn xp come at me" thing but a "oh no in 2 days the horde comes again I need to craft more spikes!!!" threat.

- - - Updated - - -

Digging zombies may be a threat that adds fun to some people but for other people they are just annoying.
Almost every time I go into my mine at night a wandering horde comes by and the next morning I had to kill off the zombies in the hole and patch the holes to prevent them from cluttering up the map and turn it slowly into swiss cheese.
wandering hordes are annoying anyways.

They would dig in A16 as well, just into the sides of hills and mountaints.

I agree that those should probably not dig if they have not sensed you.

 
wandering hordes are annoying anyways.

They would dig in A16 as well, just into the sides of hills and mountaints.

I agree that those should probably not dig if they have not sensed you.
Holes in a hill or mountain are not the problem to the same extent. You can not fall or drive into these holes.

And the zombies can hear you through 35m of dirt and rock. That means when I use the auger or the pickaxe they will sense me every time and start to dig.

 
I’m almost certain an option for digging zombies will be coming. This is just the early testing version that some people around here paid to get access to.

I’m certain the people who buy this as a complete game will be able to select such options.

Until then the devs want it in and want it tested.

Also, a lot of people who did not make underground bases didn’t do it precisely because zombies couldn’t dig.

 
I’m almost certain an option for digging zombies will be coming. This is just the early testing version that some people around here paid to get access to.
I’m certain the people who buy this as a complete game will be able to select such options.

Until then the devs want it in and want it tested.

Also, a lot of people who did not make underground bases didn’t do it precisely because zombies couldn’t dig.
That's great :)

I do feel that as mentioned, certain "fundamental changes" should not be implemented without said options being implemented too. Even if it's a serverconfig.xml hack "yes/no" and nothing fancy (ie, dev time is small), it'd go a long way.

While everyone is aware it's an alpha and not a released game, you have people who have been eagerly anticipating a new version for 1.5 years. And then certain changes are made that severely hampers the way they play. While you might say "Come back next version", some will. And some will uninstall and tell other people it's a crap game and to stay away. And that's unnecessary when just giving an option will keep everyone happy while we all try out the pros and cons.

Maybe the end game needs a fancy UI game option, maybe not. But "try it out" should come with the option to "No I don't want to!" if it's not overly cumbersome from a game perspective. Ie, I can see the new skill/perk system not coming with a "yes/no" option. But digging zombies seem to be perfect for a server option, and/or individual zombie config in xml to adapt.

I personally voted for digging zombies! And to give us the option to disable. Win Win.

Why alienate customers when everyone can be happy after all? And my experience listening to people, is that things like this is not just alienating, it's sadly making people not want to play even in future. I'd love to be able to tell them "Hey to fix, toggle it in the serverconfig and don't worry about it!" instead.

:)

 
Holes in a hill or mountain are not the problem to the same extent. You can not fall or drive into these holes.And the zombies can hear you through 35m of dirt and rock. That means when I use the auger or the pickaxe they will sense me every time and start to dig.
agreed. And since they do not pose a threat, therefor normal wandering hordes should not be able to dig.

But hordes should. If you don't fight the horde, that is your fault.

Also, a lot of people who did not make underground bases didn’t do it precisely because zombies couldn’t dig.
Correct. I love building underground bunkers. But beeing completely safe is boring and meant I always built above ground.

While the A.I. in 17 is pretty bad (currently), they do find entrances to undergroundbases that are 1 block wide. Which means underground bases are actually possible.

 
i really should play along far enough to be able to made an underground base because i really wanted to see what digging zombies did and how much of a threat it actually is...all in good time....

if youre like 70 blocks down or watever are they actually able to get to you during the horde night?

 
Also, a lot of people who did not make underground bases didn’t do it precisely because zombies couldn’t dig.
I think this argument is simply wrong.

But i have no problem to wait the next 12 months for all these nice

"I build now bunkers and defend them" threads that will never come up

(except from the handfull people that want to proof me wrong)

 
again: if they make it optional (but standart on), I'd be happy for you! I truely would be.But as they have shown reluctance implementing more and more options, I argue for IF we had to descide, letting them in brings FAR more benefits to the general player than negatives to those who dislike fighting the horde.

The main problem is what most "defenders" do not see.

If there are no digging zombies, zombies are not a threat but optional.

It robs every player who wants to overcome challenges.

I understand why you don't like it... but you can not point to a flaw in gamedesign, say that you like it and claim that its the better solution.

TFPs did the right thing.
This is where I see it very differently.

If 7DTD has no digging zombies, very few people who says "No diggers? I'm uninstalling!". With digging zombies and no option to disable, this is exactly what I hear. So the benefit does not outweigh the downside.

People who want digging zombies generally were not building in caves. They were not affected much before, and they are not affected now. It just keeps them from building in a "safe place" which they wouldn't do anyhow coz they don't like a safe place.

So yes this is a flaw in gamedesign. If you have players suddenly not want to play when you implement something, your design does not adequately cater to groups of your players. And some things can be so huge you can't avoid that. But if you can (which obviously this one is one of those) it should be in at release, so that you don't needlessly piss off the players who love the game.

Hordes have always been optional. And they are in A17 as well. I already have tested out several ways to avoid the hordes, just like I did in my Wuss the Horde A16 video series. But it still takes me out of my base for 30 mins. And for some people that's a deal breaker. And for what? So that people who never built in caves now feel there's a threat if they built there, so they still won't build? I don't see how that makes sense for the normal player.

 
I’m almost certain an option for digging zombies will be coming. This is just the early testing version that some people around here paid to get access to.
I’m certain the people who buy this as a complete game will be able to select such options.

Until then the devs want it in and want it tested.

Also, a lot of people who did not make underground bases didn’t do it precisely because zombies couldn’t dig.
this...

mostly this:

Until then the devs want it in and want it tested.
not really so hard to understand...

except that that kind of stuff used to be done in-house, but the trend has turned, now WE do it.

 
Also, a lot of people who did not make underground bases didn’t do it precisely because zombies couldn’t dig.
This.

By disabling digging you're taking complexity out of the game, dumbing it down even more, a thing that I believe many of us are a little disappointed with. At the same time I agree with Vedui, it really doesn't concern anyone how he plays, except him while he's playing his SP game. TFP trying to "police" every single aspect of the game because "the only safe place is the Title screen" is just not an efficient use of their time.

Many of the people I have read posting here, make their "day to day living/crafting base" underground. They still have a horde base in the surface to enjoy horde night (I enjoy it, makes all the hard work of finding better gun part... errr... looting feel worth it)

If it comes as an option, good! But to be honest the only thing they had to change is the ridiculous supersonic hearing of zombies. I for one hate digging zombies because one of my most loved activities in this game was mining. Had a mine in each of the biomes for ammunition. (and they were BIG mines too!). It took the edge off the game for a night or 2, while feeling I wasn't wasting my time as I was gathering resources for my projects. Kind of impossible now, even with perks.

As mentioned in other posts; an Oxygen system, Worms, or some other kind of threat for underground would be nice. NOT supersonic hearing zombies from above 40m layers of stone.

During horde night, EVERYONE should be ♥♥♥♥ed if underground. That's the point, they can SEE you.

(Unless you planned and invented some base design that can deal with horde night underground)

TL;DR:

Option to dig: good

Fix zombie hearing/detecting you through 40m of stone

On horde night, all bets are off. The can SEE you. Get ready.

Stop caring one ♥♥♥♥ of how other people play the game... EXCEPT in MP. (That will be a female dog to balance and I'm not touching that one)

 
agreed. And since they do not pose a threat, therefor normal wandering hordes should not be able to dig.But hordes should. If you don't fight the horde, that is your fault.
I fight the horde in a base created for this purpose. But it is not as much fun as it was in A16 because the zombies are now mostly walking XP and nothing more.

 
I fight the horde in a base created for this purpose. But it is not as much fun as it was in A16 because the zombies are now mostly walking XP and nothing more.
Someone branded them (wandering hordes) "Xp pinatas" i think this fits very well

 
Also, a lot of people who did not make underground bases didn’t do it precisely because zombies couldn’t dig.
I remember a lot people saying this very thing... I wonder if they're now building underground bases. Would be kinda cool to hear their experiences with it.

 
Realistically, the zombies shouldn't be able to dig straight down anyways. Where would all the dirt even go? After a few feet, they wouldn't be throwing the dirt out of the hole anymore. They would just keep burying themselves until they became completely immobilized at best.

 
Realistically, the zombies shouldn't be able to dig straight down anyways. Where would all the dirt even go? After a few feet, they wouldn't be throwing the dirt out of the hole anymore. They would just keep burying themselves until they became completely immobilized at best.
we already hadhad goreblocks.

now imagine dirtpiles ADDED to the holes dug by thezombies :D they outcry would be insane!!! :D

 
This is where I see it very differently.
If 7DTD has no digging zombies, very few people who says "No diggers? I'm uninstalling!". With digging zombies and no option to disable, this is exactly what I hear. So the benefit does not outweigh the downside.

People who want digging zombies generally were not building in caves. They were not affected much before, and they are not affected now. It just keeps them from building in a "safe place" which they wouldn't do anyhow coz they don't like a safe place.

So yes this is a flaw in gamedesign. If you have players suddenly not want to play when you implement something, your design does not adequately cater to groups of your players. And some things can be so huge you can't avoid that. But if you can (which obviously this one is one of those) it should be in at release, so that you don't needlessly piss off the players who love the game.

Hordes have always been optional. And they are in A17 as well. I already have tested out several ways to avoid the hordes, just like I did in my Wuss the Horde A16 video series. But it still takes me out of my base for 30 mins. And for some people that's a deal breaker. And for what? So that people who never built in caves now feel there's a threat if they built there, so they still won't build? I don't see how that makes sense for the normal player.
I would have no Problem with digging zombies if there would be some logic behind.

If Player is 50 blocks deep has all hatches closed and is not using augers or tnt to mine there should be no way a zombie could know the players is underground. If the zombie runs around and find a hatch and could hear you or smell you forging or cooking underground or that you have meat or open food with you fine let them destroy teh hatch to get down but not run 50 meter on surface and start digging cause they know where you hide

 
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