Just to point out:If you are super paranoid about unstable floors you can detect them without stepping on them.
+1So I would even say the player should be able to lose track of time from time to time and find themselves too far away from base safety before nightfall. There shouldn't be a guaranteed way to quickly and effortlessly be reminded of the time because that shuts the door on some very interesting and tense survival situations
+1+1
Would be great if most of the hud elements were made to appear by items that you could find in the world/craft and equip.
After a while of absence I wanted to take a peek into A17 some weeks ago.Just to clarify, I am not defending undetectable false floors that lead to guaranteed instant fall death. I want traps that lead to life or death situations and thrilling narrow escapes. A survival game should expose the player to situations that must be survived because they are potentially lethal.
The problem is that the dungeon POI's, like all POI's are prefabs, meaning they can't dynamically adjust the POI blocks dependent on your level, or even the level of difficulty the game is running at. So, if it's a trapdoor, it's going to be one, whether you're level 1 or 100.I'm searching for a special item or want to do a special thing so I have to put myself into danger to achieve my objective, even if I'm at day 200. I don't want to fall in a hole full of zombies while I'm equipped with a wooden club and some plant fiber in my inventory.
I agree that those life and death situations can be awesome.Just to clarify, I am not defending undetectable false floors that lead to guaranteed instant fall death. I want traps that lead to life or death situations and thrilling narrow escapes. A survival game should expose the player to situations that must be survived because they are potentially lethal.
The player should get poisoned or infected from time to time and that poisoning or infection should lead to a countdown to certain death if action isn't taken. There should not be a guaranteed way to prevent getting poisoned or infected in the first place because then that shuts the door on surviving poisoning and infection.
The player should take a fall from time to time and that fall should lead to a life or death situation that can be possibly escaped. There should not be a guaranteed way to spot every false floor so the player never falls because then that shuts the door on surviving those very thrilling and fun (when you win) scenarios.
The player should get stunned when hit from time to time because getting stunned leads to a tense life or death situation where you might survive or you might die depending on how you handle it. There should not be a guaranteed whay to never be stunned because that shuts the door on surviving those tense moments.
And finally...
When I first played The Walking Dad's invisible HUD mod which removed all indicators from the screen I found myself losing track of time and getting caught out at night away from my base because there was no clock always in my face. This led to some very interesting survival scenarios that I never would have enjoyed if the clock was visible.
So I would even say the player should be able to lose track of time from time to time and find themselves too far away from base safety before nightfall. There shouldn't be a guaranteed way to quickly and effortlessly be reminded of the time because that shuts the door on some very interesting and tense survival situations
That's not really true. Pois come in levels or tiers. Like when you get a t5 quest it sends you to a t5 poi. All they have to do is dont put trap floors in t1 pois right?The problem is that the dungeon POI's, like all POI's are prefabs, meaning they can't dynamically adjust the POI blocks dependent on your level, or even the level of difficulty the game is running at. So, if it's a trapdoor, it's going to be one, whether you're level 1 or 100.
The zombies though are dynamically generated, so at level 1 hopefully you don't fall into a pit of 20 irradiated, feral cops, but the trapdoor is a permanent feature of that POI.
That, by the way, is the downside of these mechanics, insofar as, once you know that particular POI well enough, you know where the traps are and their "gotcha" value falls away to virtually zero.
Well, you can still run into a high-tier POI while scavenging.That's not really true. Pois come in levels or tiers. Like when you get a t5 quest it sends you to a t5 poi. All they have to do is dont put trap floors in t1 pois right?
I also play this game for a while now. That's why I thought - after escaping the wolf - it sucks to face a bear and a wolf right after I start a new game. There was no thrill because running away from dangerous situations is a gameplay strategy. I placed a bedroll by reflex to make sure to respawn at this location and was aware of losing nothing (there was nothing to lose at all right after the start).You went in to clear a POI equipped only with a club and plant fibers....?
You were killed by a bear which was bad luck but not something I believe should be changed. I wouldn’t want bears to be withheld until a certain gamestage.
You escaped the wolf but it could have been lethal as well. What were you feeling as you ran from that wolf? What did you feel when you turned around and noticed you had lost it? If the devs prevented the spawning of that wolf until you were ready for it then you would never experience those feelings.
I would say the same goes for POis. TFP could put an indicator on POIs to classify them as easy medium and hard or teleport the player away until they are a certain level but then that makes the world seem more artificial.
I started back in Alpha 5 and died many times as I was learning the game. Even then I would often restart and try and survive longer and longer. Not all new players will quit the game because they died and not all new gamers will hate the lethality if the early game. I don’t think TFP should soften how lethal the game can be. I would be disappointed if dangers only showed up after I was geared and perked to handle them or if every trap had a tell.