C'mon what happened to the brilliant ideas?
3 Return Wellness - it was good mechanic that rewarded us for better cooking or not dying
4 Return various temperatures (biome temperatures used to vary throughout the day and depending on weather), water causing temperature drop
This is one of my most missed features.Regardless, the constraints many other people complained about was the necessary clean up and the graphical ugliness of the gore piles.
different variety for blocks with different stability. Reinforced concreete used to have better stability than basic concrete and metal blocks even better... that made sense.
Adjustments are coming and trust me when I say that even if the changes are to your liking they will be to others’ disliking and they will feel like the devs are infringing on their playstyle.6 If you want to keep this biome challenges, then make them in other way, that doing some quests or crafting some acessories would help you survive there, but you will always had to adjust your clothing or diet to live there
7 Make nights scary again. Zombies should spawn way more outside than inside buildings.
Not so much of a change than a wish for improved animation. Making zombies tougher to kill and faster and dumber or just single-minded without variance in their AI tasks would be a change and not one everyone would agree with. Bullet sponges aren’t popular with everyone and plenty would view classic zombies as pretty boring enemies. Making it all optional would be great but as we’ve seen recently, even making something optional can be viewed negatively by bitter people…lol8a Remove zombie bs movement. How they doge bullets like Neo in Matrix, or fell allways in my direction, somethimes even teleport half meter towards me. You did nerfed how they always did hit us when they were on the ground, so you can scale this bs bit better.
8b You can always add them more HP, damage or speed, especialy on INSANE dificulty, that feels like joke now. Or you can nerf player damage output, just don't make them to move like a broken bots, that will most of the time avoid hits that should not be missed.
Now you’re getting it. I won’t go through the rest but rest assured that whatever you view as freer and more immersive and challenging gameplay, others will view as constraining, artificial, tedium. And when you stop posting because you’re happy they will start posting because now TFP is obviously headed in the wrong direction.I know this would be not liked, but…
[Gore Blocks]
This is one of my most missed features.Regardless, the constraints many other people complained about was the necessary clean up and the graphical ugliness of the gore piles.
[Wellness]
Loved wellness. But, come on. You aren’t willing to admit the constraints that any death penalty adds to the game? They changed it from a system that made you have to work to recover what you had to one that only increases over time. Nothing forced.
[Block Materials and Stability]
As soon as you make some blocks more stable than others people feel constrained to ignore the less stable blocks and build only with the best and then complain that they are forced to do so.
[Scarier Nights]
And force players to wait the night out in their bases because they are convinced going out is certain death? Life risking nights would result in the same complaints as life risking storms.
I don't recall playing with that feature. It sounds neat. So it wasn't implemented like terrain? If not, I wonder if implementing it like terrain would make it feasible. I mean, the game will add terrain now, such as when a building or mine collapses. We just don't have a "gore" terrain block.
Few pipebombs, cheap and effective if you don't want extra mats that came from gore blocks.This is one of my most missed features.Regardless, the constraints many other people complained about was the necessary clean up and the graphical ugliness of the gore piles.
So for some people it could be optional if it si good for most, or not? For me it was nice logical mechanic. Not gamebreaking when I don't have it, but I still miss it. Now with more recipes and ability to make our own caned food it would make more sense to have caned food while you travel further away from your base. And if you found smelly food or mats on your looting trip, you had the option to either take it, or leave it somehwere you coul pick up later. Maybe it could attract small amount of zombies or not. Or you could choose to take it and make your trip more challenging or you would run with it back home with extra attracted zombies and you hoped that your base defenses or future NPC's could save you in time. (you threw away so good mechanics that could make better sandbox storiesSome people dislike forced inventory management and being constrained to carry several canned foods instead of one meal to avoid smell turned some some people off of the whole smell mechanic. I’ve got nothing against it myself but I can acknowledge the constraints it added to the game.
Death penalty teaches players to avoid death. Before that was added to the game I evem my self was using broken glass as a teleport. But since Wellness was added I tried to attempt 0 deaths playthrough. Or at least minimal death count. On the other hand if you kept your wellness high, then you would be more sucessfull to not die. Also combined with smell, if you had to go on long trip only with canned food that would not keep your wellness high, then you would naturaly and logicaly loose your wellness while you are out. That makes sense. In case you will ever add NPC's to the game, then the same mechanic would constrain that NPC to be send to very long mission if they had too low wellness. Or they would have to have enough rest and recovery time before they could be send again...Loved wellness. But, come on. You aren’t willing to admit the constraints that any death penalty adds to the game? They changed it from a system that made you have to work to recover what you had to one that only increases over time. Nothing forced.
Another easy one. Forcing people to change clothes when crossing a biome border is…..a constraint. Again, I have no bias against it but I also am not going to pretend that it didn’t bother lots of players who looked at temperature as tedious and unnecessarily constraining.
So if you shoot a zombie and he ducks to dodge your bulet that was not intentionaly added as inprooved animation? That was not in earlier versions. It was added probably 5 years ago, when you added Sledgehammer, that was also OP and is still OP even after few nerfs, because that is only weapon that no zombie can dodge. I don't like to play with ranged weapons anymore. I used to like it, or I try it in endgame when I have several storage boxes with ammo that I saved with my sledgehammer playthrough and then that BS movements system of zombies does not bother me that much anymore. And for those that don't like bullet sponges, they can still play od nomad, or warrior. And if clasic zombies are for someone as boring enemies, then why would they play a zombie survival game?Not so much of a change than a wish for improved animation. Making zombies tougher to kill and faster and dumber or just single-minded without variance in their AI tasks would be a change and not one everyone would agree with. Bullet sponges aren’t popular with everyone and plenty would view classic zombies as pretty boring enemies. Making it all optional would be great but as we’ve seen recently, even making something optional can be viewed negatively by bitter people…lol
Now you’re getting it. I won’t go through the rest but rest assured that whatever you view as freer and more immersive and challenging gameplay, others will view as constraining, artificial, tedium. And when you stop posting because you’re happy they will start posting because now TFP is obviously headed in the wrong direction.
I know that many people use different logic, but I used most of the time reinforced concrete. Only when I wanted to build very extended bridges, then I used thrusting layer covered from all sides with reinforced concrete, that would give me extra stability to have that bridge extended by few more blocks without support. I really felt like master builder in that older versions of the game. Whe had something that is called "high ceiling of the skill" (I am not native englis speaker, but I think it is something like that) and it was nice thing to show off if you spend too much time in this game tinkering last details and cool mechanics. As far as I rememember most player build bases used reinforced concrete, because it was ''intentional sweet spot" best durability, in some version it degraded to basic concrete and almost best stability for support.As soon as you make some blocks more stable than others people feel constrained to ignore the less stable blocks and build only with the best and then complain that they are forced to do so.
Adjustments are coming and trust me when I say that even if the changes are to your liking they will be to others’ disliking and they will feel like the devs are infringing on their playstyle.
And force players to wait the night out in their bases because they are convinced going out is certain death? Life risking nights would result in the same complaints as life risking storms.
Now I remembered how interesting mining used to be. Some very long time ago we used to have tungsteen in game. And to mine a tungsteen ore you had to dig very deep. It was quite nice mechanic, that for best reward you have to make the most effort. Some mods are still playing with it, and I hoped that ores will get rework in this game some time later. But instead of expanding this with more ores beig avariable in different depths or biomes, you simplyfied it and removed tungsteen. I still hope that it will come back, but I am afraid that we will get something like learn by looting or smoothie for resistance.![]()
Tungsten was removed around Alpha 11 I think. Might have been a12.Was this in an alpha before A15? I have never seen tungsten in vanilla.
All they needed to do was make them like a plant class block where after some time(maybe an in game day) they would decompose into nothing. So you could clean them up if you wanted some extra resources and to prevent wanderers from potentially being able to walk right into your base after a horde, or just wait and let them go away on their own. I miss them as well.They were great fun during horde night since they would pile up as you killed and cause zombies to possibly crest your wall or reach your perch but it’s all fun and games until it’s time to clean it all up.
Except that as a block, they would have occupied the full voxel space, which would make an even larger obstacle than they were as entities.All they needed to do was make them like a plant class block where after some time(maybe an in game day) they would decompose into nothing. So you could clean them up if you wanted some extra resources and to prevent wanderers from potentially being able to walk right into your base after a horde, or just wait and let them go away on their own. I miss them as well.
I meant the terrain like gore blocks we used to have, not the bone piles.Except that as a block, they would have occupied the full voxel space, which would make an even larger obstacle than they were as entities.
I meant the terrain like gore blocks we used to have, not the bone piles.
Well, yeah, you're adding a feature from A16 and previous into the current version of the game, of course it's gonna be janky. Had they kept it in I'm sure it would've got refined like everything else has. Ideally corpses wouldn't cause so much lag when left around and you could have zombies be able to climb piles of them WWZ style, but that likely isn't feasible in this game. The idea still is solid and would be a great feature to return to the game. It made horde night much more interesting to me.There's a mod for it on the Nexus. I tried it recently and it was terrible. I think you guys remember gore blocks so fondly because it's been so long since you've experienced how utterly janky they were.
Gore blocks are okay when they are piled up neatly on terrain. But the moment one spawns on a spike or any other non-voxel, they look just as bad as those diamond-shaped blocks of terrain you sometimes see after an explosion.
I am referring to the gore blocks you got from killing a zed. Which I believe was what that part of the discussion was framed around.I meant the terrain like gore blocks we used to have, not the bone piles.
Well, yeah, you're adding a feature from A16 and previous into the current version of the game, of course it's gonna be janky. Had they kept it in I'm sure it would've got refined like everything else has. Ideally corpses wouldn't cause so much lag when left around and you could have zombies be able to climb piles of them WWZ style, but that likely isn't feasible in this game. The idea still is solid and would be a great feature to return to the game. It made horde night much more interesting to me.