PC A suggestion for horde night in a17.

As far as I understood the change the first time they talked about it, most zombies dont drop loot, but when one does, its better/more. So the final loot per horde should be about the same value, just needing to loot a lot less.

I loved that change. I love loot but I hated needing to loot 30 zombies.

If indeed we just now dont get almost loot from a horde, it's a pitty of a change. It would have been easy to balance it to get more or less the same loot but instead a few from a lot of zombies, a lot from a few zombies.

 
Because many feel secondary horde specific bases are as bad and cheese as going to bedrock.
Oh you have GOT to explain your logic on that one.

[i'm not buying the "many feel" part of that statement so...]

Let's hear it.

 
Because to be honest, I don't see any motivation to bother sitting around killing them on horde night.
Me neither. I'd be happy to see a mod or an option to turn bloodmoon hordes off.

 
Would be hard to code this without making separate entities for the bloodmoon hordes. Then you've got a whole lot of unnecessary duplication in the xml.
Currently the default value is a 2% drop.

On the other side of the coin, the items that are dropping are more useful. So in the end, you are very likely to be getting a similar amount of useful items now that you were before. There's just going to be a lot less junk to sift through and lag your system.

Also, it should be noted that the primary purpose of killing zombies is to survive, and to gain experience for leveling up. Loot is just a bonus.

People seem to forget about this fact.
mmm not sure I see that? Could [=bloodmoon] not be a general modifier to drop chance rates or quality, especially with all the fancy buff effects they seem to have build into alpha 17?

lol NM KingSlayerGM got there way before me :)

 
Hmm a loot game without loot? A survival game where the only way to survive is to walk out naked into the wilderness and sacrifice yourself? I guess it doesnt matter that they reduced your carrying capacity; there's not much to carry any more. Ark, here I come.
If you're still reading: thats not completely correct: You start out lower, but can increase to more then before. It comes costly, since that would take some other benefit away - which sorta makes sense from a game design perspective.

The only that that this really hampers is nomad style early game (i'mm a turtler, so I can't say how much)

 
Oh you have GOT to explain your logic on that one.[i'm not buying the "many feel" part of that statement so...]

Let's hear it.
I don't know about "many people" but If I try and immerse myself into the who zombie survival feel/logic it just doesn't feel very logical so spend yet more hard to get resources on a 2nd base when you are still struggling for daily survival. I think there'd be some serious psychological attachment to what is your 'safe' place as well - i'm not a psychologist but people - especially in dangerous circumstances - seem to cling to that far longer then reason would dictate.

From a strictly meta-gaming perspective you are right, it makes no sense. It's more of a RP thing I guess.

I do usually expand my first base to have a dedicated en reinforced kill area later on in game, or even hook up two POIs together for that purpose. It was just once I got as far as to set up a 'weekend home' a bit away from my original base that was all dressed up nice where I did my farming and other non-high heat activities - RP-ing being now settled enough to try and restore a semblance of 'normal life'.

right - back to work.

 
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