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

Because despite what some people think about the name of the game being 7 days to prepare for bloodmoon, there wasn't even a bloodmoon until A9? 10? I forget. Most of my hours playing this game were pre-bloodmoon at any rate. 7 days was the time you had before the infection killed you. Zombies could dig but they lacked GPS functions. Horde mode was actually a separate menu option for those who wanted to kill zeds in a tower defense style setting. Once they combined it into the main game then us mole people started getting called out for avoiding "The Main Point of the Game" *rolls eyes* And yeah, there were smells that could give you away, zeds could run in any darkness, even inside buildings during the day. THAT was nerve wracking. Ah well. Nostalgia ain't what it used to be, I guess.
Yeah!!! Lets get the old system back where the game simply ended after day 7. That was much more fun.

No it wasn't and it is 7 days 2 die because every 7 days, there is a major threat.

If there isn't (or you can avoid it) why not call it: "7daysorwheneveryoufeellikeittobeslightlyinconvinienced"

 
I really would like to know, where are these so-called "deterrents" the Kickstarter mentions? I've never seen in any youtube videos for pc or console something crafted that tricks zombies.
Equip small stones and throw them. Zombies get drawn to the sound of the impact.

 
To OP: I've never built underground bases, so digging zombies do not directly affect me that way.

My biggest issue with them, and the sole reason why I will disable them once I get the chance, is that I now have some random holes some distance away from my base. This is an inconvenience I prefer not to deal with.

 
But while I agree digging was a fix, teh rest of the AI is much more exploitable than on previous versions. And encourages much more boring building.
That was my initial feeling as well. However, now I think differently. The previous AI was arguably more exploitable.

For example, previously I could dig a hole in the ground 3 voxels deep and cover the hole above me on blood moon night. The 7 day horde would come and buzz about above me while I sat there and waited it out.

As far as boring or fun, that's a subjective feeling that will vary from person to person. In all honesty, what people are doing now with drop bases and looping is actually more in line with how a tower defense mechanic works. Bravo to players for figuring out a creative way to build a base that can defend against a horde.

Is it perfect? Of course not. I am sure the AI can be tweaked further to remove any obviously OP behaviors. (The ones that require very little resources and time from the player to overcome)

 
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That was my initial feeling as well. However, now I think differently. The previous AI was arguably more exploitable.
For example, previously I could dig a hole in the ground 3 voxels deep and cover the hole above me on blood moon night. The 7 day horde would come and buzz about above me while I sat there and waited it out.
That's why I said, except digging. If you dont consider the digging exploit of previous builds, which I didnt use a single time, the AI can be cheesed now much easier than before.

Even worse, if you try not to cheese the pathing and build a 360؛ defense, you are wasting 95% of the effort. So you could cheese before, but now you are encouraged to.

 
Two alternative options...

1) Zombies that dig, but do not leave holes. This would solve a lot of problems. Sure it'd look a bit cheesy as they dropped from your underground base's ceiling, but try to envision what a cheerleader zombie would actually look like excavating a 40 meter shaft into your base before plopping out of the hole. Seriously....even with crazy special effects, I just can't picture it...immersion destroyed.

For reference, the reality is that if you gave a cheerleader zombie hydraulic-like strength, she'd rip and tear into the dirt/gravel/ and err...stone (let's pretend), and sink into the loosened material. She'd have a female dog of a time "digging" and sinking once covered, but let's say she persevered. She'd continue downward, but there'd only be the circle of loose dirt where she began on the surface...no hole.*

2) Any holes dug by zombies during the Bloodmoon are "reset" after noon (the loose dirt, etc. has all collapsed back in on itself). This allows for the full horror of seeing your defenses being breached as well as surveying the damage in the morning, but conservation of mass is observed in the end. This would be like what we see with destroyed POIs in A17 regenerated by a quest.

*For legal purposes, I will affirm that I've never thrown a cheerleader into a dirt/gravel/stone shaft with digging implements to test any of this.

-Morloc

 
*For legal purposes, I will affirm that I've never thrown a cheerleader into a dirt/gravel/stone shaft with digging implements to test any of this.

-Morloc
I live next to a school, i try that tomorrow

 
How would the devs know the feature was disabled or not? Also, why was it disabled? All the testers would need to be required to provide feedback in order to get a good sampling size. Someone then would need to read and understand all of the subjective feedback and then come up with some sort of objective decision. Business decisions such as removing a feature completely are not done so lightly.
With all that said and done, it is more time efficient to just release the new feature with no option to turn off and get the feedback faster. This is Alpha after all. The time in development where features are added/removed/changed.

You have some interesting general alternative ideas. Your guess is as good as mine how easy/difficult would it be to implement in a unity voxel game such as 7d2d.
There is no worry about the official play testers turning off digging zombies and never having it on, considering that is part of their job.

Now regular players though, they would be the ones that the majority may turn it off. I see nothing wrong with this. As stated before from the devs, this is their game and they are going to make it however they want, regardless of player kneejerk reactions.

You can call yourself a tester but just because you bought their game and play it does not mean your opinion or mine matters in how they shape this game.

Having the option to remove digging zombies ingame does nothing to hinder the experience of playing the game; nor does it mean that TFP wont be able test it out. Not anymore so than say being able to turn off all zombies in the options menu.

 
Skimming through this thread I think I agree to some degree that digging is a good addition to the game but its implementation needs work.

I agree on blood moon hordes, there should be NO safe places. But it's absurd that random straggler zombies or god-awful wandering hordes can detect me digging through 40 meters of rock and dig straight down to me. Right now digging is set up as an all-or-nothing kind of thing and it shouldn't be.

I also hate the holes diggers leave behind because I love a clean, beautiful game world and hate wasting a ton of time fixing them. Because any and all zombies can detect me infinitely far below ground it makes it that much more annoying.

 
As others have said we simply want the option to disable it. Doesn’t need to be the default or even in the UI.

Digging zombies are a huge exploit on MP servers and it needs to be configurable some how.

 
The main issue is PVE servers where players can glitch zombies into attacking someone else’s base and ignoring the claim buffs. It’s not very hard to trap zombies in a hole and just kite them under another’s base.

I don’t think there is an easy solution other than completely disable digging as an option.

 
The main issue is PVE servers where players can glitch zombies into attacking someone else’s base and ignoring the claim buffs. It’s not very hard to trap zombies in a hole and just kite them under another’s base.
I don’t think there is an easy solution other than completely disable digging as an option.
Another solution is to prepare your base in case someone does this.

 
Another solution is to prepare your base in case someone does this.
Is that possible ?

You go to next poi, or wait near base for a wandering horde.

Walk with them to the base. And then you climb the base (Didnt test how far you can jump with a motorcycle in A17, but in A16 you could jump 21 Blocks far into a base if i remember right)

Then wait on top of the base until it is gone

 
Another solution is to prepare your base in case someone does this.
If you played PVE you would understand. This is a major issue for people that can’t login all day everyday. By the time someone has wrecked your base then you will just quit the server.

 
Diggers are fine
Offline i can mod them away

Online i can log out before Hordenight (like 95% of the player do)
how can i do this?

i haven't tried A17 because of this, because i play alone in single player

 
Equip small stones and throw them. Zombies get drawn to the sound of the impact.
That's only one (and just barely), the Kick page also mentioned deterrents for smell and sight that I see nothing about in-game.

 
If you played PVE you would understand. This is a major issue for people that can’t login all day everyday. By the time someone has wrecked your base then you will just quit the server.
I think of Factions in Minecraft. Wrecking a base is the whole point. If you don't want a base wrecked, you either find crazy ways to defend it, or you build somewhere hidden. I know there are LCB issues that make this kind of thing very hard to do right now, but we should assume that they will be resolved.

 
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