If they get destroyed they get destroyed. That would be a normal event in the game. Whats the issue with that?Again, what if they were to be destroyed? This is assuming of course they would be lootable or physical objects.
make it a zombie drop? Kill the Zed, drops the yellow bag, put the code/key in the bag. I've never tried, can you destroy them?Again, what if they were to be destroyed? This is assuming of course they would be lootable or physical objects.
Personally I agree with this. I mean, right now, if you get killed when trying to finish a quest, you fail that quest. How would this be any different in terms of gameplay?If they get destroyed they get destroyed. That would be a normal event in the game. Whats the issue with that?
The player needs to prevent loot getting blown up in any case.
Make the POI contain "key code" notes along it "dungeon" path.
The Loot room then has key-code locked containers. Or a key code locked vault door to it.
Now the player can decide to get to the loot room quickly, but must break open the locks.
Or get instant access with the picked up notes. (entering the code can be an automatic action)
This mechanic should be quite easy to implement, and solves the problem of direct access to the "final" loot.
Maybe we're talking about the same thing?Nevertheless, here are the reasons why, in my opinion, keycards are the obvious choice out of the two:
1. It's a simpler system and therefore more user-friendly to new players
2. If keycodes would be physical objects, then a singular keycard would save on inventory space
3. A similar system is already in place, and that is the supplies from the satchels. A similar system for keycards could be developed off of that
(And no, having both is not an option, since TFP are going for consistency here.)
The difference is you would then likely have a chest or two which would be impossible to break into. (Unless of course they had ridiculous amounts of health; 40k plus.)
I don't really care what the Fun Pimps select. The idea is excellent for any player. What the Fun Pimps select is their business and does nothing to lower the quailty of the idea itself. Also "New Player".... are you suggesting that ALL new players do not like searching / exploring content?I agree, it is an excellent idea, but thinking realistically here, which system do you think TFP are going to select? Thinking of new players here.
1. You going on a wild goose chase to find some random numbers to unlock the code to an otherwise almost indestructible door/loot container
2. A physical, lootable object that always spawns in the same location in every POI and that has arrows pointing to it on the compass and on your screen?
Most definitely the latter.![]()
If the trend they are looking for is to feel like generic mmo X then I suppose arrows pointing at everything is the way to go.Of course not. I'm just looking at current trends and applying them here.
Yeah, the radius hints are great. Could work the same for notes, key cards, fobs, etc, giving you a hint of which room(s) contain the needed pieces to open the safe.Again, I'm not arguing for or against it, that's not the point here; I'm just making an observation.I edited my comment above detailing three such examples.
Yeah, the main strength of the original idea was the promotion of exploring a POI more fully, prompting more zed encounters, and the additional satisfaction of finding something.And so it seems that we have reached a bridge in this discussion. To keep things consistent, a singular keycard or a series of keycodes would need to be easy enough to find and, if current trends continue, they would probably have arrows pointing towards them. At that point, does it matter which one TFP could pick? I argue... not really.![]()
Unless you're a min/maxer lolYeah, the main strength of the original idea was the promotion of exploring a POI more fully, prompting more zed encounters, and the additional satisfaction of finding something.
Naw you just have to build differently. You have to think/plan it out.Eighmy_Lupin said:Unless they give us some sort of scaffolding, like Minecraft currently has, nerd polling has to stay or building will be ruined.
The scaffolding in minecraft really isnt any different than nerd polling.
Well the answer to 'why' is simple.If you want to build differently, you already can. Just don't nerdpole, it is as simple as that.
Imagine if it was proposed that jumping has to be removed because a tiny minority of people abuse it in a way that wasn't intended (and don't affect anyone else but themselves and anyone mimicking them). You could argue, "Well, you now have to use your brain. Use ladders, use ramps using the shape menu." But the sole question here would be... "Why"?
But again, it's all up to TFP. If they find it justifiable to remove a mechanic because 1% of people abuse it and use it in a way that wasn't intended, then *shrugs* so be it.