It would be nice to have a setting that controls the amount of zombie and animal spawnsThe one thing I miss about the earlier alphas is something that has been brought up a couple of times, and that's zombie spawning & behavior outside of POIs.
I remember as recently as A19(?) that you had to be really careful causing any kind of commotion outside because it would VERY quickly begin spawning more zombies in the area until you had a horde on top of you. I haven't seen anything like that in a long time. The only time I ever see a lot zombies in one place anymore is during an Infestation quest. And that's just a shame.
I have no idea exactly what under-the-hood changes have happened over the last couple of years to nerf outdoor zombie spawns so badly, but it's something that needs to be looked at.
The path I am referring to is skill trees. I.E. how terrible it is to swing a metal sledgehammer without investment.Agreed. Movement was slower too, so you had to really work to get across a biome at the start.
The ability to boil water in cans halfway overcame the need for a cooking pot, but I couldn't cook any of the meat I had harvested. You lose me when you say "stripping out half of the content to fix it" as I don't understand what you mean. Specific to cooking pots, 1.0 added them to traders but there was also a "Cooking Pot Helper" block added to the game which led to more cooking pots in POIs.
I hear this opinion a lot, especially on Steam and Reddit. I use stealth all the time. It is my preferred method for clearing a POI. I completely disagree with it being a "nothing burger." While new trigger features can create some pretty rough ambushes, they don't preclude the use of stealth. I wouldn't take A16's stealth over a modern implementation of it -- not because it didn't work -- but because it had no nuance.
It's unclear to me if folks know techniques for breaking contact and regaining stealth or if they think that's unreasonable. It's also unclear to me if folks expect Stealth to be 100% effective, rather than 90%. I mean, if I clear an entire POI with the exception of 2 encounters, have to evade and regain stealth in 1 of those encounters, and resort to using a gun for 1 encounter, then I'm happy. I converted sticks and stones to kills and saved a lot of ammo for horde night.
Stealth isn't the fast way to clear a POI and to be good at it you have to be more cautious.
I don't really understand that. What's the path?
Is this referring to the path?
What script?
Please correct me if I'm wrong, as I don't want to put words in your mouth and only seek to understand your opinion. Is it fair to say that you feel compelled to play taking advantage of efficiencies and synergies such that you consume the game content faster?
Adding options to temp folks away from quests would be cool. What ideas do you have there?
The path I am referring to is skill trees. I.E. how terrible it is to swing a metal sledgehammer without investment.
As far as script it means the game encourages you both in an investment/time proposition but also mechanically via the introduction quests.
Not typically unless I find a POI I recognize to loot grab quickly or trail off on mailboxes. With a time limit (7 days) I feel pressured to be more effective with my game plans and prioritize things that will maximize my benefits and minimize deficiencies.Ah. Yes, I would certainly invest in the melee weapon for Stamina's sake. Guns, on the other hand, work great with no investment in specific skill.
I take it you cling to a particular stat, like Strength or Fortitude? If so, I recognize there's a synergy to doing that in that you get more Perks for the same number of points because you only invest in one area.
I don't do that. I spread out. I'm more likely to take STR to 3 with 2 points in club with my first 4 points, then buy some essentials, like cooking, then start on AGL by filling in the Perks for AGL 1, then go to AGL 3 and fill in the Perks, then go to AGL 5 and fill in the perks. Then I'll go back to STR and FORT, fill out the Perks I want taking them up STR 5 and FORT 5, then maybe consider some investment in mining, or maybe INT, depending on what I'm feeling.
I don't really see a path there. I see lots of room for individualism.
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I do acknowledge that quests are enticing with their additional reward for doing what you probably would have been doing anyways. However, the game really doesn't require you to do them, or even stick to Tier 1 until you've done 10 of them. Admittedly, biome progression has introduced a need to deal with traders that I think could have been done otherwise, but you still don't have to do POI quests for that.
You never go off "script" (chaining quests) to do what you want?
Not typically unless I find a POI I recognize to loot grab quickly or trail off on mailboxes. With a time limit (7 days) I feel pressured to be more effective with my game plans and prioritize things that will maximize my benefits and minimize deficiencies.
The path I am referring to is with weapons specifically. It's quite hard to go from knives to sledges for example or to stun baton without investment. I am saying a good point of the previous learn by doing is that you had more open ended options for leveling not that it was inherently better.