I'm not against dungeon-style POI's. On the contrary, they certainly add something to the game. And make for great quests.
However, why would all these POI's be designed this way? Why would every building in a city have a basement or attic where one has to go through to get to the 'living areas'? Not to mention that all of these basements and attics are filled with the same décor (those same pallets with cement, the blue bags, old couches). Like I said before, it starts to feel old very quickly. Why more of the old, you asked?
Yeah you make a point that you can chop through a wall to get to the kitchen, like in the good old days (pretty much like your new avatar), but is that not the same as nerdpoling to the top of the roof where the good loot is? In other words, is that the intention of the system? Yes, you can chop into the kitchen of a house, but you still need to go through three bathrooms and their broken-through walls, to get to the living room (as an example). Fun? Yes. Fun after a long time? I don't think so.
Let's have 50% dungeons and 50% old-style POI's.
Edit: Man.. A whole post of mine without mentioning rocks or.. adult stuff.. I must be sick.
Try searching out my previous posts. We addressed this.
I'm completely with you. It's unrealistic and quite frankly stupid that pretty much every house has been done up like that. As much as people see it as a way of extending playtime, I see it as artificial, and more of a way of slowing you down. Same end - different perspective.
If we had more old style, but spruced up houses the place would feel a lot better. I will repeat my own personal objection - the whole 'every house a dungeon' is precisely the reason I do very little to no looting.
I think Roland made the point than another poster on here that one may 'take what one needs from a POI then move along', a point he reiterated rather less intelligently. Why?
Because old houses had some familiarity, and even without that familiarity, one could raid a house as a house quickly and easily with hit and run tactics.Try it with a new POI.
Walk in, fall though the floor and either die smashing your legs in the basement or nerdpole back out so you dont end up forced to navigate, then break walls down just to be met with barbed wire and walls made out of fridges and microwaves just to be forced to fight and navigate your way through a complex mess to get to a room with some cupboards. Which may be kitchen cupboards, not good when you need a jacket - and vice versa re: side stands and food.
It's a nice feature on a stealth build, it's nice as a new addition, and it's perfectly fine in moderation but as it is - its Just. Too. Much.
Proposed suggestion (one among others) is a slider for random gen to specify the player chosen Dungeon POI to 'old style' (spruced up) buildings.
*On Topic*
Two questions:
1. Regarding the new system, should I choose to spec into crafting (my own stuff), farming, and mining - is that going to gimp my personal ability to defend myself? (Aside from traps, crafted weapons, and the grind to get those things)
2. Since weapons have randomised stats, does this also apply to player weapons? And if so, what will define the 'better quality' which separates player created vs random looted weapons?
Corollary to No.2, so yeah, maybe three questions