So for a long time i started to wonder just why was it necesseary to create this whole dungeon style setting for Poi's at the end of each with a treasure room.
For example of what exactly is my problem im going to use this Poi as an example:

Now as you can see the treasure room in this Poi is on the top at the Crack-a-Book building. Theres no enemies at that rooftop because the intented way is to pass throught all four buildings and the last spawn before the finish is the top of the red building.
There are multiple problems here:
First you can just nerdpole/ladder/mine your way up there. This is a sandbox game so the players have various ways to reach that treasure room without any problems.
Second looting anything is kind of pointless in all treasure room poi's because your main reward is always at the end of the dungeon.
Most of these treasure rooms are kind of immersion breaking because they literally look like as this was someones emergency stash and yet theres no sign of a survivor ever being there.
The pros of there being a treasure room is just that at the end of a Poi you know you will get a guaranteed reward.
The cons of there being a treasure room are the following:
In my opinion the cons vastly overshadow all the pros of there being a treasure room.
Without them the developers wouldnt need to waste time on creating dungeon like Poi's with intented paths. Just create a building what looks good, theres no need to create survivor ladders and hidden roads. Just create a building what has no way to reach the second floor because both stairs collapsed, because who cares the players can ladder/pole/mine their way up embracing the sandbox builder nature of the game. As an example the building combo i has plenty of walls what you can just break throught and windows what you can climb into.
Without them the loot could be just randomly distributed around the building in various containers. Players will just loot everything like how it was intented from the begining instead of speedrunning/poling themselves up to the only room what matters. As an example in this building we have plenty of containers what you can easily use up to hide the loot, the army truck behind for ammo, the storage area for food and randoms, probably place in some random safe for the weapons also and the rest around the whole building.
Theres no more immersion breaking by you wandering just who the hell would leave supplies like this unattanted out in the open.
What is your opinion about this?
For example of what exactly is my problem im going to use this Poi as an example:

Now as you can see the treasure room in this Poi is on the top at the Crack-a-Book building. Theres no enemies at that rooftop because the intented way is to pass throught all four buildings and the last spawn before the finish is the top of the red building.
There are multiple problems here:
First you can just nerdpole/ladder/mine your way up there. This is a sandbox game so the players have various ways to reach that treasure room without any problems.
Second looting anything is kind of pointless in all treasure room poi's because your main reward is always at the end of the dungeon.
Most of these treasure rooms are kind of immersion breaking because they literally look like as this was someones emergency stash and yet theres no sign of a survivor ever being there.
The pros of there being a treasure room is just that at the end of a Poi you know you will get a guaranteed reward.
The cons of there being a treasure room are the following:
- it encourages nerdpooling because why would you waste ammo and time when you can easily reach the treasure.
- It creates a problem of players nerdpooling into the treasure room.
- It encourages the developers to go for fixes no one asked for (credits to @Roland):
- It literally wastes development time, without these rooms there would be no need to create any fixes nor any need to create intented paths throught poi's.
In my opinion the cons vastly overshadow all the pros of there being a treasure room.
Without them the developers wouldnt need to waste time on creating dungeon like Poi's with intented paths. Just create a building what looks good, theres no need to create survivor ladders and hidden roads. Just create a building what has no way to reach the second floor because both stairs collapsed, because who cares the players can ladder/pole/mine their way up embracing the sandbox builder nature of the game. As an example the building combo i has plenty of walls what you can just break throught and windows what you can climb into.
Without them the loot could be just randomly distributed around the building in various containers. Players will just loot everything like how it was intented from the begining instead of speedrunning/poling themselves up to the only room what matters. As an example in this building we have plenty of containers what you can easily use up to hide the loot, the army truck behind for ammo, the storage area for food and randoms, probably place in some random safe for the weapons also and the rest around the whole building.
Theres no more immersion breaking by you wandering just who the hell would leave supplies like this unattanted out in the open.
What is your opinion about this?