Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
This is how I play.
There is ONE strategy to not exploit zombie pathing AI at all on horde night , and that is to turn the hordes off. Belive it or not, but it is a legit strategy. I did it once to test it, and ... nevermore.
If the current zombie AI makes the game too easy? It makes it predictable, and that make it easier to counter. On the other hand, we learned how to deal with zombies before A17 too, so.. not sure if i want to call it easier these days.
In your singleplayer world, the only judge is going to be you. Games are after all entertainment , and if no longer entertained by 7 days to die, it might be better to play another game. Or try an earlier alpha, like alpha 16.4. It is still what i consider one of the best alphas.
Is manipulating the zombies pathing the ONLY viable strategy in this game?
Either make a maze for them to traverse through all your traps, or make a pathing loop where they just make the same mistakes over and over (walking into those blade traps and sledge turrets at the top of the pathing loop.)
Are we building mouse traps or playing a fighting game?
The best and most efficient defense without cheese is to slow them down in a narrow tunnel or on a bridge and shoot them. Jumps, water, electric fence. You can build a circular defense, but it does the same.
As long as people are smarter than AI, decide what wine you want with your cheese.
To add onto this, There is no reasonable way in a fully destructible fully buildable world for the AI to have any target but the player. If they're supposed to target player built constructions, the player will just build a concrete cube to attract the zombies, while they themselves are across the street in a normal POI, shooting at the zombies from there. You can't have them target something like an LCB instead, as the player would just refuse to put one down. The only target that the player cannot circumvent is the player character itself.
In the end, The only strategy in the game, in pretty much any game, is to defeat the enemy before the enemy defeats you- This is boiled down to the extreme, but it's the reality. How that is accomplished varies; But the end result is the same. Either you defeat the incoming enemies, Or you die. There's no inbetween state here; It doesn't matter if you fight them in an open field, in a building, in a maze, whatever- you still have to kill them before they kill you.
I'm just saying the Tower Defense style of AI isn't really working here. Yep, zombies always try to path to me. Ok I'll give them a path to follow. Right through my traps, and when they get to the top, I'll have this sledge turret knock them back down to the bottom so they can do it all over again.
Not hard, not challenging. Boring. Lemmings in a loop.
The psychos in borderlands are the same, for example- They just rush for the player to melee them without regard for their safety. They dont have any other choice- The only way for them to attack is melee. The only alternative is for them to hide in cover until you find a way to shoot around the corner or throw a grenade, which in itself, is also boring. not challenging. not hard.
Dark Souls, prided for it's difficulty, Is also 'not hard, not challenging. It's boring. It's lemmings in a loop.' Once you've gotten good at parrying, anything short of a massive boss monster or a misstep on your part where you attract more than what you meant to, you're practically unkillable against most melee non-boss non-miniboss enemies. Because they have no choice but to approach you to attack you, or to hide away and let you attack from range. All you have to do is stand your ground, shield finger at the ready, and parry at the right moment. Lemmings for you to slay.
Edit: To elaborate a bit on my prior thoughts, The big issue here isn't the AI. It's that there is essentially only one singular type of enemy. We have...Zombies. And more zombies. And even more zombies. They're all low-level melee class enemies that can only be a threat to the player in one way- Approaching them, and subsequently meleeing them.
Cop zombies are a ranged threat- But spawn so infrequently that it's a bit moot, and they dont do so much damage that they're that big of a threat to the player themselves; they're more a threat to buildings- Meanwhile, the projectile is slow and fairly easy to dodge at medium range.
Demolishers are a special threat- They deal a massive amount of damage, but, only if you screw up and trigger the bomb- Otherwise they're just melee enemies.
Birds are melee enemies that can attack from above. Dogs are melee enemies. Spider zombies are melee enemies with a jump attack.
The issue isn't really the AI. It's that all the enemies are melee units, while the player has ranged attacks and as much or as little defense as they choose to put into it. And melee enemies can really only approach the target to attack the target.
We are playing a fighting game when we play 7d2d alpha 17 or higher. There were other strategies, outrunning the zombies on foot or with vehicles. Which would make perfect sense in a surival game, but since the vehicle part is pretty much hardcoded out with magicly speeded up high mass birds , i just call it a fighting game these days.
Can still outrun the horde on foot though. Not sure if that qualify as pathing exploit or not. I did actually try it in A19, just for fun, and it was a bit meh. I prefer fighting, well, meaningless butchering of previously fine folks.
Conclusion: Using zombie pathing AI to our advantage is pretty much playing the game as intended. Not cheesing at all, although it feels cheap at times.
No looping here, just death and meaningless butchering. I can build mouse traps AND play a zombie fighting game. Well, zombie traps, not mouse traps. Mice are far more clever.
https://www.youtube.com/watch?v=SVSt6AqjcDQ
its hard to believe... if zombies were real... I couldn't make them path where we wanted them to go.
unless they were.... more intelligent ?
Or maybe a bit more randomness could be added... maybe to avoid the conga line at least.
And yeah.... i miss spiders climbing up walls... although was easy enough to stop them with a bit of a lip... but if you are not prepared, that was a bit of a surprise up your butt.
Guess we all just have to wait and see what other "specials" will come out of the road map to gold.
And then go play the mods if we are not happy with the vanilla result. lol.
One definition of the term exploit reads: A program or system designed to take advantage of a particular error or security vulnerability in computers or networks.
Another definition of that word is: To employ to the greatest possible advantage.
To which of these definitions are you referring?
Any game vs AI is basically about exploitation of its weaknesses. Super Mario, Metroid or Castlevania - all those games are basically about exploiting pattern-prone simplicity of the enemy. Same goes for most first person shooters, third person RPGs and etc. With an exception to strategy games, where it is still the same rule, but the exploits are more complex.
In those games, the game itself dictates your position, and your challenge(manipulates the amount of abilities, and the surrounding you're playing at). When it comes to sandbox games like this one, you dictate everything, and enemies are "attempting" to appear somewhat threatening. Given enough grind, you can become unstoppable.
Reading too deep, I guess.
In this game, zombies are trying to reach you, and you dispose of them, and the building is here just to make the killing more convenient. Of all things, the game is more like first person strategy. You do not spawn or control other units, only do things for crowd control.
I build horde night bases, basically just to see how zombies would try to break it down. If your skill is enough for run-n-gun, then good for you, but when there are just too many zombies(and they are not taken down that easily), you might wanna have a concrete wall for them to stop at, so you can have a clear shot. That is especially necessary, if we're talking about explosive damage.
Play the game the way you like it, but don't let the "understanding of properness" rob you of the fun you should've had.
And don't fall for the alluring call of the "path of the least resistance".