will just result in the mod community flipping them the bird
The game itself is like a well made intro to a series, like book 1-2 of what could easily become 200, and this is why mods are so very important to keep the playability alive which is why i am super glad that we can mod this game without the devs getting upset
in real life, getting water is super easy: dig a well.
Ok, that sure make sense, though personally, I stick to level or near level terrain most of the time if I can. The vertical distance adds to your drive time so if there is easier terrain close, I'll use that instead of a lot of rough terrain. I also get tired of the motorcycle changing directions when it hits terrain wrong. But at least this makes sense. Though spoilage would also make sense. Considering a fridge is in the game, we could use that to prolong food life easily enough.Well it’s been this way for a couple of alphas now so there was a big discussion at the time when it was implemented. The game reason was that there needs to be an ongoing food drain into the late game since there is no spoilage. The thematic reason is that by driving crazy fast over the rough uneven terrain you actually would be using quite a bit of core strength to keep yourself stabilized in your vehicle. The world we drive in in the game world is quite a bit different than the world you drive in. I’m sure you don’t burn any stamina clicking on your cruise control. But try 4 wheeling in a river bed for a couple of hours and you might be ready for a big meal…and some Tylenol.
Ok, that sure make sense, though personally, I stick to level or near level terrain most of the time if I can. The vertical distance adds to your drive time so if there is easier terrain close, I'll use that instead of a lot of rough terrain. I also get tired of the motorcycle changing directions when it hits terrain wrong. But at least this makes sense. Though spoilage would also make sense. Considering a fridge is in the game, we could use that to prolong food life easily enough.
I don't think risk of exploit is really a concern. Maximum spawn distance is at least 100 blocks so to pave an area enough to block horde spawns you'd need 40,000 blocks. You're probably not doing that without using the creative menu, and if you have access to creative you can just turn off horde night in the game settings.And to anyone thinking "oh this won't be abused at all" then consider what happens if you were to pave most of an active chunk to limit or prevent blood moon spawns altogether. The current system has its own potential exploits. I just want to stop having zombies appear inside of my walls.
Edit: I would even throw in an anti-exploit condition that says if and only if all the checks above fail and there's no ground available for spawns to migrate to, then the land claim / on terrain parameters get overridden to prevent people from trying to cover a chunk in land claims or pave everything and totally stop all spawns.
I think if this exploit were detected, 50% of new spawns should be done underground as bears/screamers/wolves and "distance away from player" would not be a consideration... so they will dig up to get you and burst through the floors, also possibly compromising your base supports. If you have a basement, they would get a "digging head start" by spawning underground close to you. The underground screamers would be to bring more on the surface.Edit: I would even throw in an anti-exploit condition that says if and only if all the checks above fail and there's no ground available for spawns to migrate to, then the land claim / on terrain parameters get overridden to prevent people from trying to cover a chunk in land claims or pave everything and totally stop all spawns.
The spawn distances aren’t arbitrary. They are at the limits of what can be done. Therefore if players find zombies spawning inside it is their responsibility to reduce the footprint of their base until it works or not use the epic base for horde nights.
Treating a bug like it's a feature or limitation doesn't negate the root issue here, which is that there is a viable fix that doesn't require an extension of the tech to support bigger bases so that people like me just raise the ante by building to the new max limit and then complaining it isn't enough. I'm not in that camp.
My base design happens to be aligned to the rough dimensions of a real structure and therefore doesn't offer much flexibility to downscale. Further, this issue also limits the types of POIs players can occupy based on size (and there are more POIs now that are far larger than bases like mine which would make for viable spots to set up, but for this issue). I made my base fit within the limits of a max radius land claim (71 blocks), and yet I am still penalized for compliance with this limit by having to deal with spawns inside my perimeter.
I see nothing unreasonable about adding a simple logic check for land claims to the existing setup, since the worst it would do is force spawns to drop along the same edge of an active land claim (if all players are clustered to where it can't drop spawns behind them without landing inside the land claim). But if the players are spread out along different edges, spawns would function quite normally sans the issue of the occasional spawn inside the land claim or base.
So, I'm not treating a bug like it's a feature. I'm saying that there might not be a fix if what you are trying to do is beyond the limit of the tech. You say the fix is simple and reasonable. Maybe it is and maybe it isn't. I'll make sure they hear about it if they don't come on and read it first and I hope it is simple and reasonable and just something that was missed. If so, we should be fine until the next guy with a base several meters larger than yours comes wondering why he gets spawns inside...
Therefore if players find zombies spawning inside it is their responsibility to reduce the footprint of their base until it works or not use the epic base for horde nights.
I'm struggling a bit here.
If we're saying the LCB is too big and that causes issues with zombie spawns, isn't the problem that the LCB is too big? Not that players need to try and fix zombie spawns which they don't have agency over surely.
Dammit time to talk about when we will be able to play A21.
Don't be a @%$# and say “When it’s done/ready”
I'm limiting my ask to ensuring that bases built within that established radius don't suffer from buggy spawns on horde night.
Ah I misunderstood how the LCB worked sorry. I thought it was supposed to prevent spawns inside its perimeter.The LCB doesn't prevent Horde Night spawns so whatever the size of the LCB protection field it has nothing to do with this issue.
The agency that players have is to build a base that works. You can test the limits of how spread out your base is and not get any spawns inside. You can then resolve to build smaller than that and now the issue is completely fixed.
If you want to do a large epic build, that's fine. Either don't use it for Horde Night Defense or use it with the knowledge that you will get zombies spawning inside.
If the proposed fix works in the current case then that's great. But in general, there is going to be a limit of how big you can make a base if you don't want zombies spawning inside during Horde Night.
i have a question... you been around here enough to know the drill and the process so why do you think its gonna change?Dammit time to talk about when we will be able to play A21.
Don't be a @%$# and say “When it’s done/ready”