PC Amazing Gimmick. Well done.

I think the OP is partially right about the trapped floors with no indication of collapse is a bit lame. There should always be an indication that the floor may be unstable. But for me, the unstable floors don't bother me nearly as much as those damn invisible land mines in key places that force a cheap death upon you. Like that time there was a bunch of landmines on top of a crane where you couldn't see it and would never consider predicting a landmine placed miles up in the sky like that, but sure enough, instant death the moment you go near it. I don't know if it's still like that as I chose to avoid them forever since then cuz the reward for getting all the way up there sucked anyways.

 
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What am I supposed to do. Be more careful? I can't just spend the game inching along all surfaces that I have no good reason to suspect will cave in. If I did the game would be extremely boring.
You now have a reason to suspect the floor may cave in. :)

 
I think the OP is partially right about the trapped floors with no indication of collapse is a bit lame. There should always be an indication that the floor may be unstable.
If this bothers you then what do you say about the shelves that kill you when you stand on them? :p

 
Like that time there was a bunch of landmines on top of a crane where you couldn't see it and would never consider predicting a landmine placed miles up in the sky like that, but sure enough, instant death the moment you go near it. I don't know if it's still like that as I chose to avoid them forever since then cuz the reward for getting all the way up there sucked anyways.
The mine on the crane is even more dangerous now. If it explodes now, half the crane will collapse. If you have the misfortune to stand on the boom of the crane when the mine explodes then you hopefully have a parachute.

 
Why would anyone setting a landmine do it in a place and in a way to allow their intended victim a chance to see it and avoid it first? Seems like logical placement to me. The difference is that we get a second and third and fourth chance to come back because it is a game.

 
Like that time there was a bunch of landmines on top of a crane where you couldn't see it
You can in fact see it....I did and avoided it...

My son on the other hand didn't and it was HILARIOUS!!

Great job Fun Pimps in my opinion.

 
Why would anyone setting a landmine do it in a place and in a way to allow their intended victim a chance to see it and avoid it first? Seems like logical placement to me. The difference is that we get a second and third and fourth chance to come back because it is a game.
Just to expand on this....what about when bandits come out? If they shoot at us from behind cover, try to outflank us when in groups, or shoot at us without whistling or giving some sign they are there when we don’t notice them first — will we get people asking for “fair” bandits?

When the game places obvious clues for the player to notice that is more offensive to immersion than a landmine I didn’t see or a section of flooring that suddenly collapses.

The OP didn’t even die from the fall caused by the floor collapse. He died because he didn’t have ladders or frames on his belt which he, himself, figured he would make sure to have the next time.

I guarantee that if this happens again and, better prepared, the OP manages to narrowly escape death and experiences the adrenaline of extricating himself from the trap successfully he will be smiling at the thrill of it all and the story he’ll be able to tell. Without potential lethality in the game there are no potential thrilling narrow escapes.

 
Did you read the things I wrote? Go see it yourself and see how obvious it is to you.
Now indeed I will make sure to have frames in my tab to quickpole out of there. I didn't realise I had to be prepared for nonsense gimmicks by the developers.
Umm. I do play this game. I don't just sit here harassing pimp victims.

Well I can't really explain it, but you just "know" the moment you enter an area. I guess if you can say to yourself, "hey, this looks like a good place for a giant hole", it probably is.

 
Just to expand on this....what about when bandits come out? If they shoot at us from behind cover, try to outflank us when in groups, or shoot at us without whistling or giving some sign they are there when we don’t notice them first — will we get people asking for “fair” bandits?
When the game places obvious clues for the player to notice that is more offensive to immersion than a landmine I didn’t see or a section of flooring that suddenly collapses.

The OP didn’t even die from the fall caused by the floor collapse. He died because he didn’t have ladders or frames on his belt which he, himself, figured he would make sure to have the next time.

I guarantee that if this happens again and, better prepared, the OP manages to narrowly escape death and experiences the adrenaline of extricating himself from the trap successfully he will be smiling at the thrill of it all and the story he’ll be able to tell. Without potential lethality in the game there are no potential thrilling narrow escapes.
So...Can we have a bigger tool belt? I love the additional WTF moments myself, keep it up. I also play dead is dead and enjoy the times where the game throws a curveball at me. Oh, and Roland's Oxp mod with the epic cities mod is fantastic.

 
I think the OP is partially right about the trapped floors with no indication of collapse is a bit lame. There should always be an indication that the floor may be unstable. But for me, the unstable floors don't bother me nearly as much as those damn invisible land mines in key places that force a cheap death upon you. Like that time there was a bunch of landmines on top of a crane where you couldn't see it and would never consider predicting a landmine placed miles up in the sky like that, but sure enough, instant death the moment you go near it. I don't know if it's still like that as I chose to avoid them forever since then cuz the reward for getting all the way up there sucked anyways.
The first falling floor surprises you, also the first landmine, but then you know about them and play knowing the risk .When i see a wooden floor, i always hit it with my axe to see if it will collapse or not, when i open a door i think about a landmine.

Stop complaining about features most of us like.

 
Did you read the things I wrote? Go see it yourself and see how obvious it is to you.
Now indeed I will make sure to have frames in my tab to quickpole out of there. I didn't realise I had to be prepared for nonsense gimmicks by the developers.
This comment is why I personally think your complaint doesn't hold much water.

You've been shown an easy way out of the death, in fact, some people complain that its too easy.

Frames, either wooden or rebar, are an essential part of my toolbar - and they're fantastic value at countering unexpected situations like this, or used as defensive emplacements (framing up a doorway I've gone through for example), to get up to a ledge not otherwise reachable, or, as in this case, to escape what might otherwise be a deadly situation.

You've come in to the forums, very angry (at least initially), claiming that it was an unavoidable death, when in fact, it was your lack of preparedness that resulted in the death.

Truly unavoidable deaths are a bad thing, and should never be in the game, but this wasn't one of them.

 
It's hilarious to read some of the comments here like those that recommend wood frames as a good way of quickly getting out of this kind of situation and it's even funnier when the same people who offered wood frames as a solution previously declared that so called nerd-poling is a bad game mechanic that should be removed from this game. Oh well... :p

 
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In my own defense I said frames or ladders. I use ladders but don’t judge others for nerdpoling. In point of fact my game is modded so that I can’t nerdpole even if I was tempted to do so.

And I’m first to admit that if frames were on my tool belt and I found myself in a pit of zombies I would be very tempted— hence the mod.

 
It's hilarious to read some of the comments here like those that recommend wood frames as a good way of quickly getting out of this kind of situation and it's even funnier when the same people who offered wood frames as a solution previously declared that so called nerd-poling is a bad game mechanic that should be removed from this game. Oh well... :p
Well, I for one, have no issues with nerd poling, indeed I use it all the time, for example, to get up to the next floor in any of the many half-destroyed city buildings you find.

If they decided to take out nerdpoling, it wouldn't kill me either, I'd just find some other way to prepare for a sudden floor collapse / need to get up a floor level in a building with no steps / etc etc.

 
Ladders aren't nearly as effective as wood frames when it comes to ways of getting out of such situation and it's even funnier when you pretend that using ladders is some kind of proper way of getting out. First of all, it's just a slower, less effective way of nerd poling, oh and since one of the reasons used to back up the statement that nerd poling is a bad game mechanic is that it's not exactly realistic, I would also love to see you trying to quickly assemble a long ladder from small pieces to get away from any threat in real life. :p

 
Ladders aren't nearly as effective as wood frames when it comes to ways of getting out of such situation and it's even funnier when you pretend that using ladders is some kind of proper way of getting out. First of all, it's just a slower, less effective way of nerd poling, oh and since one of the reasons used to back up the statement that nerd poling is a bad game mechanic is that it's not exactly realistic, I would also love to see you trying to quickly assemble a long ladder from small pieces to get away from any threat in real life. :p
Immersion is always subjective. It may seem hilarious to you but to me using ladders feels better than nerdpoling. For one, a slower less effective way of getting to higher places is exactly what makes it less of an exploit than nerdpoling. I agree that it probably is akin to casting a spell but since the game doesn't support climbing up surfaces that probably could be climbed in real life, using ladders is the lesser evil imo.

If nerdpoling feels better to you then do it and you can laugh at me for feeling better about ladders for my own game and using a mod that disallows nerdpoling. It is all about finding a balance that feels right for yourself. The OP hates the false floors as they are and I love them the way they are. Different strokes for different folks.

Madmole has already stated unequivocally that nerdpoling will always be a part of the vanilla game and I have Sphereii's mod that removes it so everyone can feel copacetic.

I will say that in the situation described in this thread-- falling into a pit of zombies-- making an escape by means of ladders or nerdpoling feels like great fun and in the moment you really don't care if it was an exploit or not which is why I disable nerdpoling because I would probably use it and I do think of it as an exploit because of its speed and ease. Ladders are just tough enough and also allow zombies to climb after me if I'm not careful that I feel okay about them personally. Someone else who is more of a purist wouldn't use either.

 
Umm. I do play this game. I don't just sit here harassing pimp victims.Well I can't really explain it, but you just "know" the moment you enter an area. I guess if you can say to yourself, "hey, this looks like a good place for a giant hole", it probably is.
I didn't say you didn't. I said to see the specific area I described and see how obvious it is to you.

And I did sense it. My spidey sense was tingling. But I looked at the floor and though 'there is no possible way this could be a collapsing floor'. And it shouldn't have been, by all logic.

This isn't even a case of "the devs are placing a realistic degree of unavoidable hazards in the game for immersion". It's that "the devs are creating contrived scenarios by acting on foreknowledge of player actions to create traps and hazards for the said player". That is the problem. And no before you say it, it's not fictitious former Navezgane inhabitants who are crafting these environmental traps.

So now instead of playing in an immersive game where I can make inferences based on consistent internal logic of a gaming world, now I must instead think "how do I get inside the devs' heads to predict how they are going to ♥♥♥♥ me over in this particular instance".

 
I will say that in the situation described in this thread-- falling into a pit of zombies-- making an escape by means of ladders or nerdpoling feels like great fun and in the moment you really don't care if it was an exploit or not which is why I disable nerdpoling because I would probably use it and I do think of it as an exploit because of its speed and ease. Ladders are just tough enough and also allow zombies to climb after me if I'm not careful that I feel okay about them personally. Someone else who is more of a purist wouldn't use either.
Depending on your gamestage and your difficulty settings neither nerdpoling nor a ladder can help you.

If I fall into such a zombie pit then there are mostly feral and radioactive zombies attacking me. They would immediately smash the wooden frames and I would have no time to attach a ladder. Instead I switch to the AK-47 which I carry with me for emergencies. If I have peace then I can think of how I can get out there again. Often the Fun Pimps have even prepared a way out.

 
Just to point out:

If you are super paranoid about unstable floors you can detect them without stepping on them.

 
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