Tier 6-7-8 POI'S

Whislter

Refugee
It would good to have higher challenge POI's. Multi real world hour shoot fests.

To piggy back off this. I would like to see Popular Streamers be given the opportunity to design a high ranking POI and they be added. It would be a good homage to those that really keep the game alive and spread the word.
 
I will happily spend an hour or two raiding a 5000+ zombie filled poi. Then do it again in half the time once i learn the spawns.

Double infested poi, triple infestation, octuple compressed poi's.
 
I will happily spend an hour or two raiding a 5000+ zombie filled poi. Then do it again in half the time once i learn the spawns.

Double infested poi, triple infestation, octuple compressed poi's.
If only PC or console could even handle 5000+ zombies in a single POI. It's lucky to handle 100 with some tweaking of the game files, with the help of a powerful CPU and high ram.
 
The CompoPack did go further in this area and defined exactly what the original post wanted. They're basically just bigger and bigger Tier 5's. The CompoPack has the luxury of not having to promise performance on lower-end computers.

Personally, I wrestle with the notion of Tier 6+. Perhaps I just lack the imagination necessary to envision what I would be trying to accomplish, plus taking into account what I think is possible in the game. Tier 5 POIs already can stress performance in their size and the number of zombies involved, specially when you allow for an Infestation (to get the current bump to Tier 6.) TFP uses minscripts to make waves of zombies and there are quirks with the minscripts.

As far as bigger and badder zombies, I tend to make the POIs flexible so that the game stage scales them. It is possible to ignore game stage in a POI and place specific zombies, but there's also an audience that doesn't like bullet-sponge zombies plus sandbox options to limit the high end. I don't know how that plays out with specifically placed zombies.

My own play involves placing more limits and constraints on myself to make the game harder, but I recognize that's not for everyone.
 
->The CompoPack has the luxury of not having to promise performance on lower-end computers.
->size and the number of zombies involved, specially when you allow for an Infestation
->I tend to make the POIs flexible
->bullet-sponge zombies plus sandbox options to limit the high end.
It's like a triangle. We have the first two major legs, but are missing the third leg. The game uses chunks. For me it is not the POI itself or even the zombies. It is the synergy between the two. When I think of "the next step," I think of the dungeon experience provided by Dishong Tower or Area 7, but not vertical. I see it as A poi spread out over multiple tiles designed such that POI can be expressed as multiple random placements of these tiles. It begs the question "what is a randomly generated town really?" I would love to see a "POI" that expressed that missing bridge between Dishong Tower, City Hall, and Area 7. Like a super version of the Karen Higashi Residence, but composed of randomly placeable tiles, the limit being how many tiles (like a hard limit of 3 or 5). A POI that requires returning to complete or surviving within for multiple days. I am surprised that tile-chains are not a thing in the game, with their own quest. Think of it as being "the final quest/achievement" for a given trader. They could be themed by biome or in-world thematic architype (military focus, government focus, medical focus, or industrial focus). It harkens back to the central idea behind random world gen and how classic TTRPGs do it, especially the European ones that drew dungeons via card deck. The lure is depth and knowing that one cannot simply beat blocks to get out of the dungeon easily.
 
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