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They added flat barbed wire because it was a cool thing- But players found a way of using it in a way that was unintended; a way that made the barbed wire never take damage and so be able to slow zombies without any resource cost.
The intent was for the barbed wire to slow enemies in return for durability that must be repaired/replaced. It was designed with that intention in mine, it was given a hitbox that matched it's shape. For what it was intended to do, it does flawlessly. But because the hitbox can be hidden in a way that never lets a zombie touch it. However, the scan box for the slow is the entire cuboid region of space the barbed wire occupies, and this is hard coded in the engine- if the cube is to have an effect, it affects the whole space.
This same difference in shapes is the reason log spikes also were removed from player access- Because the whole block has the effect of damage, any part of the block deals damage...even the bottom. The spike was disigned with being pointed up, or outward...but it wasn't considered that it could be placed upside down as well.
Edit: To add, It's not about 'winning against the players'; The devs could do that hands down and make the game absolutely unplayable with very little effort. It IS however about making things work the way they are intended to.
Big picture? I’m very new but read a lot of info about games. This one has changed an immense amount in it’s lifespan. You could argue gaming as a whole has also changed in that timeframe, which means the devs could have a new direction they want to take the game in.
My biggest complaint is how the XP system is built by default. You’re pretty much required to play in a group online, or as a raider, or grind FOREVER solo. But that can be tweaked in the settings to somewhat solve things.
You act like the 'survival' aspect of the game should suit your needs perfectly. So what if there were 12 slots? Just sounds like something I'd do willingly to spice up an otherwise straightforward playthrough.
They covered the stripper! And are taking out the cheerleader!
Regarding the other, I agree a bit, they need to stop thinking about how to counter cheese and just about how to make the game better, bigger and more fun. Stupid vultures.
Pimps keep pimpn
BotW? I just wander off and do something else, have fun, don't think about it.
7days? I'm either stuck managing inventory halfway up the pharma tower throwing out 3 stacks of alcohol jars, jogging for like 15 minutes to get to my death drop, fumbling with a broken GUI, taking stuff on and off to repair it, visually unreliable attack animations, yadda yadda yadda. The game doesn't do itself any favors. It repeatedly halts you and tells you to stop enjoying yourself to the point where that becomes the defining overtone of the game.
The fact that the game has no endpoint and that most people will just log off for night 7 if they're playing online says a lot about the actual enjoyability of its core gameplay, LOL. Like, I come back to this game, I enjoy parts of it. But god, you people need to stop acting like defending a developer who isn't paying you and you don't know is some matter of life and death, smh.
Like you cant place a campfire upside down.
Yes, there IS quite a bit that's unfinished. Assuming BotW is Breath of the Wild, you're comparing a finished, patched AAA title in a different genre to a game that hasn't even entered beta yet. If you compare it to games that are actually in the same genre, think of titles such as Conan Exiles, Ark, etc where you still have inventory management and death hikes.
As for OP - yeah it can be frustrating when things change, and we lose some items we came to like. Usually if they're taken away, it's because they were being abused... All of the ones you mentioned were popular for twisting game mechanics in unintended ways for cheese bases. I'll admit I don't agree with every decision they make, and some of what they consider "cheese" I think is perfectly viable. But for me, for everything we lost we've gained so much more and the game is more fun than ever.
see, the thing is, despite budget, at the end of a day, a big title and a small title are just as enjoyable if the game nails its core mechanics. lack of budget is no excuse for lack of vision.
The fact that the game is even still in such poor state after 7 years, a half a mil of startup money and TEN MILLION COPIES SOLD has to indicate that there's something severely ♥♥♥♥♥♥. Other games that do what this do better have come and gone before this game has even seen "completion." Like, this game is practically a case study of the dark years of endless kickstarters for the latest FULLY IMMERSIVE OPEN WORLD PLAYER DRIVEN CRAFTING BASED RPG SURVIVAL GAME. Why are they doing the nth graphical polish when the engine itself isn't finished? Markets have competition, and you can't just pretend that there's justification selling something lacking for money is somehow okay in comparison to other, better alternatives because the creator doesn't have quite as much money and lacks any sort of idea for core gameplay other than "lets just copy minecraft"
This has nothing to do with superficial AAA polish. There's plenty of AAA games that aren't fun. The dev doesn't know what a game actually needs to be fun, he just had a vague idea while playing minecraft.