Ranzera
New member
I recognize that. I was speaking more from a "It makes far more sense if it was modeled *this* way" perspective. Though you have to admit this would solve a few ongoing and future problems with the 7DtD play through cycle. It gives the players a goal to work towards at end game, to capture and hold bandit territory and have that territory be desirable to the player. If the bandits were threatening enough, it'd force the players to defend their base vs a bigger variety of targets.Interesting thought process Ranzera but it just isn't going to happen. The dye has been set and your "opposite day" scenario is not in the cards.![]()
I can see your reasoning but I can just as easily see the reasoning that TFP is actually going to go with. Can you not accept that stuff was left behind in haste and that tougher zombies that inhabit those biomes keep it from getting scavenged before you get a crack at it?
We don't know yet about the bandits. In the Navezgane map I believe that the casino is going to be deep in the wasteland biome or perhaps along the border of the desert and the wasteland. That could all change, of course, but if the Duke's seat of power is in the wasteland then it stands to reason that the density of bandits would radiate from there. Again, you can scratch your head and wonder why would they live in the wasteland or you can try and come up with an explanation of why they live there....since they do. If TFP gets a cohesive backstory together you might not even have to think of it yourself, you'll find out as you play.
No one has a base in the wasteland today for any reason besides bragging rights. It's ugly, there's no resources there besides scrap and in multiplayer no one really goes there so you'll be alone to boot. Sure we can add logic defying mechanics to shore it up but it'll never feel like a desirable end game because there's nothing to keep a person there. Once they get what they want out of it, they'll never go back. And if your bandits are there, you may as well write them off as half wasted content too. They'll just be the last, last second obstacle for a player before they say to themselves "whelp, beat that one."