The ironic thing that I think about is how, a game that started as a zombie
apocalypse game, shifted over the years from, fear of the walking dead to
basically a watery simcity.
Imho, whether I can get 1 drink or a 1000 simultaneously, the thing that
should be my major concern is getting to and from the water source, or
getting to and from a poi that I want to loot.
That is why I have constantly upped the ante, the easier it became to get water.
Examples, modding POIWater blocks to be dirt or air blocks, in one move.
Increasing spawn count, lowering respawn timing to seconds vs days, rearranging
entity groups to make them more relevant. Meaning dogs, spiders, attack vultures,
dires. With increased severity as I progress from biome to biome. Having water
sources only in the wasteland. Having to go through the burnt and desert and snow
to get to the water, if I have a temp base in the forest. For me that changes the focus
a bit. Reducing the Key entities for biome progression, especially in the snow.
A circle of life hierarchy for the entities. So there are always fights and eating
sounds all around, day and night, even when minding my own business cooking at my camp.
Changing entity properties so that there are mob fights vs 1 v 1.
Without artificially raising speed or hp or damage dealt to or from entities. It
makes the environment feel more full, more complete.
Madmole posted before regarding vertexes and tris and polys rendered on the screen,
If the poly count on the zombies was reduced by 50% that would still be 2 and a half
times more detailed that the older variety. That would help allow the world to have
more in it, on pc and console.