PC Zombie killin' experience gain

B is viable if killing zombies has a point. Ether a chance of good loot, experience or clues. As the game provides no real benefit to killing zombies, the intelligent, non-cheating person makes their base below ground.
Well, at least I would never change the play style I like to a (for me totally boring) play style just because my play style lost XP rewards. Would you? I'm sure not. So why expect it from thousands of other players around?

The non-cheating intelligent person you are imagining would turn off zombies completely as that is a valid option and it allows you to sit there and just watch the time go by. Then stop playing because the game has lost any use except for building and in that regard minecraft is probably the better alternative. Or mine sand in the desert with an auger, because mining in general gives too much xp in A17 compared to other methods.

Giving xp for kills is a standard practice in the gaming industry, it is working well enough in many games and perfectly in some. Many players are so used to it that they can't imagine playing without. But it is also one way to train players to expect micro achievements every few seconds and to train player to play the meta-game instead of the game.

And that is my main reservation. In a survival game zombies should be killed for self preservation not for farming xp or as micro achievements in the meta-game of getting to the next level.

 
Well, at least I would never change the play style I like to a (for me totally boring) play style just because my play style lost XP rewards. Would you? I'm sure not. So why expect it from thousands of other players around?
The non-cheating intelligent person you are imagining would turn off zombies completely as that is a valid option and it allows you to sit there and just watch the time go by. Then stop playing because the game has lost any use except for building and in that regard minecraft is probably the better alternative. Or mine sand in the desert with an auger, because mining in general gives too much xp in A17 compared to other methods.

Giving xp for kills is a standard practice in the gaming industry, it is working well enough in many games and perfectly in some. Many players are so used to it that they can't imagine playing without. But it is also one way to train players to expect micro achievements every few seconds and to train player to play the meta-game instead of the game.

And that is my main reservation. In a survival game zombies should be killed for self preservation not for farming xp or as micro achievements in the meta-game of getting to the next level.
I'm saying going into harms way for no reason is not playing a survival game, but to each there own. For me, being in an above ground fort while zombies are tearing it down is comical when there are better ways to survive.

I'll repeat myself: I would prefer getting better depending on what you do.

The game is not a top shelf FPS, not really a adventure game (yet), a so-so RPG (for now), to me, its basically a much better minecraft, for now.

 
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I'm saying going into harms way for no reason ...
The reason should be that you need to scrounge food and materials to survive. That underground or minibike riding isn't dangerous and can be used to avoid the dangers is AFAIK not the intended state of a finished 7D2D.

And XP as the driving meta reason to go do stuff is surely not intended (by the game designers) as well. It is ok as a measurement of advancement but as soon as you play a game in a way that you change your actions according to how much XP they generate, game designers will not be pleased. Think back to A15 where XP was awarded for crafting useless stuff in your backpack. Nearly everyone didn't play a simulation of survivial at night (the ideal) but a trivial mini-game of meta-farming XP.

 
The reason should be that you need to scrounge food and materials to survive. That underground or minibike riding isn't dangerous and can be used to avoid the dangers is AFAIK not the intended state of a finished 7D2D.
And XP as the driving meta reason to go do stuff is surely not intended (by the game designers) as well. It is ok as a measurement of advancement but as soon as you play a game in a way that you change your actions according to how much XP they generate, game designers will not be pleased. Think back to A15 where XP was awarded for crafting useless stuff in your backpack. Nearly everyone didn't play a simulation of survivial at night (the ideal) but a trivial mini-game of meta-farming XP.
Ah, I see the problem now, you're still stuck on Exp points. I will say again: A player should improve what they do. At most make a category of things that relate to each other. So doing some technical activity will let you chose what technical skill you want to improve.

Have you absorbed this?

THEN if you want to get better at killing zombies, go out and kill Zombies. Want to improve mining, go dig.

The final reason for exp is getting more hit points... a 40 year old D&D concept. What should it be? Max out melee and you can evade attacks and hit faster. Something more realistic and still doable.

NOW, if the player is some super being, then gaining hit points over time might be part of the plot.

 
if u guys dont like the way the vanilla game is then go play true survival mod and then come back and we'll talk till you've played true survival you dont know what hard is

 
Ah, I see the problem now, you're still stuck on Exp points. I will say again: A player should improve what they do. At most make a category of things that relate to each other. So doing some technical activity will let you chose what technical skill you want to improve.
Have you absorbed this?
Have you absorbed that the pimps do not use this system in 7D2D? And actually I'm very fine with this, I like to make choices which perks to select. "learning by doing" is surely more realistic, but at least for me less fun.

 
I liked the game more before experience was a thing. I think (in my view) the game peaked in A12 from a "fun to play" perspective. Less goofy zombies, less gating, more interesting terrain.

I would be cool with it if zombies didn't yield loot, so long as there was more reasonable loot available in the world as a replacement. Pretty much guaranteed that if you clear a house, there will be at least some useful loot in there as a reward.

 
i guess wat their going with is the houses were looted early on and the zombie u kill now were the ones that looted the houses

 
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