ryoendymon
New member
So, now that we have weather coming back in, I will briefly rehash that I miss having armor and clothing separated, and beg that it come back.
But more importantly, the way the patch notes read, makes it sound like LIVING in places like the burnt forest are going to be getting much harder, becasue of it listing smoke, cold, radiation, etc as threats. Honestly, this has brought back a feeling for something I have felt the game needed for a LONG time.
=====POINT 1=====
We need construction to have some gates , not just in access to materials like "no forged iron without a forge, no steel without a crucible" But rather, to live anywhere but the basic forest biome, you should have to learn to build for the zone.
Right now, this is the progression. Forest>Burnt Forest>Desert>Snow>Wasteland.
For the burnt forest, if you want a base there, you should need to build in an air filter system, with a filter that degrades over time and will need upkeep.
For the desert, power should be needed for an AC unit
Snow, should require heat sources (already used to be in the game)
And wasteland, should practically require a fallout style setup.
And I would like to see the map generation to implement the simple reality of the mean earth temperature depth, or what some might call the "frost line". At a certain point underground, the temperature becomes stable, not heavily changing regardless of surface variation to hot and cold. This is why your house has a footer dug a certain depth into the earth, it prevents temperature swings from cracking the foundation.
=====POINT 2=====
Additionally, new power sources like a wind turbine could be welcome, it could be easily made like the solar panels....less efficient, but low maintenance.
Speaking of power, one thing I've always wished the game would allow, would be connecting generators. Currently, and has always been, you set up your generator bank, wires come off it, but once you max it out, you have to begin a whole new wiring setup, completely independent. What I would like to see is a new link in the wiring chain, where you could have multiple generation sources all feed into, and then have it relay out into the wiring system, allowing say, 4 solar arrays to feed into their battery banks, and then feed into it, so that there is ONE master wire. Sometimes I've had worlds with 7-8 people working together, and it becomes a pain, we always wished we could have one central power building feeding our mini town of bases, but because of the existing power structure, each base had to have its own.
I mean, how cool would it be, gameplay wise, for a survivor group to essentially rebuild a small town, reclaim it, set up a full power substation in the center to feed the entire town?
=====POINT 3=====
Lastly, I would like to see transitional biomes be made. Not the same as the huge biomes we have, but, as an exmample, several alpha releases ago, we had more biomes, one of which was called "pine forest" it was teeming with life, like the current forest biome, but had more pine trees, while the regular forest was more maple trees, and it was a fair bit colder, during the day, sun out, it was no different from the normal forest, but if it was raining (or sometimes it should have been snow it seemed) or at night, it became cold enough for you to actively need to change your clothes to adjust, I would like to see this return, but in the form of mini biomes, transitional between places. There was also a plains biome, that wasn't full on desert, but did have yucca, and some desert plants, trees were fairly minimal, and it could get rather hot.
Maybe bring these back in such a way that......they border the biomes, are maybe only 20 or so chunks thick? But enough so that you could live in it transitionally, rather than the current "avoid the cold by being 5 steps outside of the snow" (here is Viva la Dirt League kind of mocking how it currently is.....and what I'm suggesting would mitigate this.)
Earlier I mentioned implementing the frost line, perhaps even begin including temperature variants based on altitude in other ways as well.
=====POINT 4=====
I don't know if this is strictly me, but I've noticed zombie density issues, and zombie placement issues I think should be addressed.
When I first begin in any world, the presence of zombies feels fairly heavy, but the drop off seems sharp. I begin building a base, only to rarely have to protect it. Upping the difficulty only seems to be a question of how hard the geeks hit, and how many hit points the geeks have. I like situational difficulty, not bullet sponginess, has anyone else noticed this steep dropoff of undead? Like I understand thinning them, over time, but I shouldn't be in a situation where doing 3 trader quests in a day only has me encounter 4 individual enemies en route.
Maybe there is a setting I'm missing? Or the pimps could work on implementing a zombie density slider? But on to my placement issue. I enjoy playing a stealthy character sometimes, but right now, what's preventing me from enjoying that, is the fact that some of the placements have zombies appearing out of nowhere. (Not just that I didn't see them, but LITERALLY the mob doesn't exist until you step on something, or past a certain point) rendering the idea of a stealth play pointless. I've noticed this isn't a minute thing, it's relatively common, I would say at least once pe 2-3 POIs.
=====POINT 5=====
Gear sets.
Once again, please, let's get rid of the gear sets, and rework them into being more functional to builds. Armor and clothing should be separate, one to protect against enemies (which you are actively speccing into) the other to protect against the elements (all the more valuable with them re-introducing environmental issues) Imagine you're built as a machine gunner, and specced into heavy armor. But you need to gather wood for your forge. The lumberjack set, is light armor. You have to carry the 4 extra slots, to change your clothes to get the magic effects, 50% more wood gain, reduced stamina usage when using an axe, more damage to the tree when using an axe, just to name a couple. And inventory slots are kind of a premium......
Why not turn the "sets" into mods that can be put into your gear Currently, the lumberjack beanie, is light armor, that gives up to 50% more wood when harvesting, fine, let that be something you could put into your steel helmet as a mod so you don't have to carry an additional set, or risk getting merced if a wandering horde shows up while your chopping. Likewise, the mining set is a HEAVY armor set, again the head piece giving up to a 50% bonus to gathering , but suddenly you're a built parkour master with a pistol, specced to move quickly and leap to the high ground to get away and pop off a few shots, but you needed iron, so now you're wearing full heavy armor and surrounded.
I'm fine with keeping the magic set bonuses, I'm just saying, make them mods we can slip into gear, and go back to armor + clothes.
But more importantly, the way the patch notes read, makes it sound like LIVING in places like the burnt forest are going to be getting much harder, becasue of it listing smoke, cold, radiation, etc as threats. Honestly, this has brought back a feeling for something I have felt the game needed for a LONG time.
=====POINT 1=====
We need construction to have some gates , not just in access to materials like "no forged iron without a forge, no steel without a crucible" But rather, to live anywhere but the basic forest biome, you should have to learn to build for the zone.
Right now, this is the progression. Forest>Burnt Forest>Desert>Snow>Wasteland.
For the burnt forest, if you want a base there, you should need to build in an air filter system, with a filter that degrades over time and will need upkeep.
For the desert, power should be needed for an AC unit
Snow, should require heat sources (already used to be in the game)
And wasteland, should practically require a fallout style setup.
And I would like to see the map generation to implement the simple reality of the mean earth temperature depth, or what some might call the "frost line". At a certain point underground, the temperature becomes stable, not heavily changing regardless of surface variation to hot and cold. This is why your house has a footer dug a certain depth into the earth, it prevents temperature swings from cracking the foundation.
=====POINT 2=====
Additionally, new power sources like a wind turbine could be welcome, it could be easily made like the solar panels....less efficient, but low maintenance.
Speaking of power, one thing I've always wished the game would allow, would be connecting generators. Currently, and has always been, you set up your generator bank, wires come off it, but once you max it out, you have to begin a whole new wiring setup, completely independent. What I would like to see is a new link in the wiring chain, where you could have multiple generation sources all feed into, and then have it relay out into the wiring system, allowing say, 4 solar arrays to feed into their battery banks, and then feed into it, so that there is ONE master wire. Sometimes I've had worlds with 7-8 people working together, and it becomes a pain, we always wished we could have one central power building feeding our mini town of bases, but because of the existing power structure, each base had to have its own.
I mean, how cool would it be, gameplay wise, for a survivor group to essentially rebuild a small town, reclaim it, set up a full power substation in the center to feed the entire town?
=====POINT 3=====
Lastly, I would like to see transitional biomes be made. Not the same as the huge biomes we have, but, as an exmample, several alpha releases ago, we had more biomes, one of which was called "pine forest" it was teeming with life, like the current forest biome, but had more pine trees, while the regular forest was more maple trees, and it was a fair bit colder, during the day, sun out, it was no different from the normal forest, but if it was raining (or sometimes it should have been snow it seemed) or at night, it became cold enough for you to actively need to change your clothes to adjust, I would like to see this return, but in the form of mini biomes, transitional between places. There was also a plains biome, that wasn't full on desert, but did have yucca, and some desert plants, trees were fairly minimal, and it could get rather hot.
Maybe bring these back in such a way that......they border the biomes, are maybe only 20 or so chunks thick? But enough so that you could live in it transitionally, rather than the current "avoid the cold by being 5 steps outside of the snow" (here is Viva la Dirt League kind of mocking how it currently is.....and what I'm suggesting would mitigate this.)
Earlier I mentioned implementing the frost line, perhaps even begin including temperature variants based on altitude in other ways as well.
=====POINT 4=====
I don't know if this is strictly me, but I've noticed zombie density issues, and zombie placement issues I think should be addressed.
When I first begin in any world, the presence of zombies feels fairly heavy, but the drop off seems sharp. I begin building a base, only to rarely have to protect it. Upping the difficulty only seems to be a question of how hard the geeks hit, and how many hit points the geeks have. I like situational difficulty, not bullet sponginess, has anyone else noticed this steep dropoff of undead? Like I understand thinning them, over time, but I shouldn't be in a situation where doing 3 trader quests in a day only has me encounter 4 individual enemies en route.
Maybe there is a setting I'm missing? Or the pimps could work on implementing a zombie density slider? But on to my placement issue. I enjoy playing a stealthy character sometimes, but right now, what's preventing me from enjoying that, is the fact that some of the placements have zombies appearing out of nowhere. (Not just that I didn't see them, but LITERALLY the mob doesn't exist until you step on something, or past a certain point) rendering the idea of a stealth play pointless. I've noticed this isn't a minute thing, it's relatively common, I would say at least once pe 2-3 POIs.
=====POINT 5=====
Gear sets.
Once again, please, let's get rid of the gear sets, and rework them into being more functional to builds. Armor and clothing should be separate, one to protect against enemies (which you are actively speccing into) the other to protect against the elements (all the more valuable with them re-introducing environmental issues) Imagine you're built as a machine gunner, and specced into heavy armor. But you need to gather wood for your forge. The lumberjack set, is light armor. You have to carry the 4 extra slots, to change your clothes to get the magic effects, 50% more wood gain, reduced stamina usage when using an axe, more damage to the tree when using an axe, just to name a couple. And inventory slots are kind of a premium......
Why not turn the "sets" into mods that can be put into your gear Currently, the lumberjack beanie, is light armor, that gives up to 50% more wood when harvesting, fine, let that be something you could put into your steel helmet as a mod so you don't have to carry an additional set, or risk getting merced if a wandering horde shows up while your chopping. Likewise, the mining set is a HEAVY armor set, again the head piece giving up to a 50% bonus to gathering , but suddenly you're a built parkour master with a pistol, specced to move quickly and leap to the high ground to get away and pop off a few shots, but you needed iron, so now you're wearing full heavy armor and surrounded.
I'm fine with keeping the magic set bonuses, I'm just saying, make them mods we can slip into gear, and go back to armor + clothes.