I don’t know why they removed it but it always looked super janky to me. I did not care for zombies just materializing. Pop-in is bad enough no need to make it worse.
I am sure this would be a real popular change. /s
I will go ahead and say the quiet part out loud…. You cannot design a game around players who optimize the fun out of the game. No matter what you change, they will, by their very nature, optimize the fun out of the game once they adapt to the...
Not sure what TFP’s current thinking is on this but when initially discussed it was a more varied take on the wandering hordes concept. In short, scripted events that would cause you to encounter zombies. It was first discussed in the alpha that reduced wilderness zombies.
I wouldn’t be so quick to assume who the noisy minority is. Everyone on this forum is part of the “nosy minority” when compared to the player base writ large. And from where I’m sitting the casual players likely outnumber the survival/sim enthusiasts. Of course I could be equally mistaken. But...
I agree with you here and have raised a similar criticism in other posts. I think the biggest weakness of the new system is that loot is so deterministic. I would prefer it if weapon, tool, and part loot was more abundant but much more random. This would add variety while also reducing how long...
Bandits have been listed as a feature in several dev diaries going back several alphas. I can’t remember the first alpha that listed them though. However, none of that really matters. Most of people complaining about their absence haven’t thought much further than: “it would be cool if there...
I started playing in A15 and my preferred skill leveling system is the current one. With this system I get access to recipes that I usually wouldn't have when crafting recipes were controlled by perk points. I also prefer this to LBD because having to manage forge/workbench outputs to ensure...
What Joel said contemporaneously with the change was:
https://community.thefunpimps.com/threads/what-was-the-point-of-the-water-change.32098/#post-522917
He doesn't say containers specifically in the post I linked. He just talks about inventory clutter. FYI, the post I linked is from June 2023, around the time of A21's experimental release.
I don't know. He's gets pretty close to saying it here when he says "One less wasted slot in inventory."
https://community.thefunpimps.com/threads/what-was-the-point-of-the-water-change.32098/#post-522917
Regardless, the "no containers" argument is sound in its own right because it is in...
TFP should add back jars but make them unstackable. That way people can have their jars and their survival feel.
The obvious solution here would be for TFP to add jars back but make them unstackable. This would require players to engage in a quieter and more delibarate way with the game because...
Because players can never agree on what “end game” content is. I have never been on a forum that did not include constant complaints/criticisms of the lack of an end game or the monotonous state of the end game.
And this observation includes several live service games that are being regularly...
I think you forgot to mention It’s a “perfectly balanced mechanic” in a game that has been designed and balanced around its presence in that particular game. There is no natural law that makes it perfectly balanced in all cases.
In my opinion the real friction with the lockpicking system is...
I really don't understand people's attachment to smell. Why would freshly slaughtered meat attract zombies more than the unwashed survivor? People act like Smell was removed just to ■■■■ them off rather than it got left on the cutting room floor when non-performant systems were refactored...