...But if everyone had their own horde night schedule, it sounds like it would be tedious for those that want to fight hordes together, which is the main reason for playing coop in the first place. They'd have to enforce a strict playing schedule to not drift out of sync, or else make up hours playing by themselves to get back in sync... it would feel like work. :grey:
Seeing some of the ideas to Make Horde Night Better, I'm less against the idea of a server based Blood Moon. That said, I still like the idea of it being more player centered, it wouldn't really be a blood moon, it would be personal massive horde every so often. Honestly, now I want both. Periodic hordes based in the world based on time and periodic personal hordes out to eat you because you smell super tasty. One could be a date, another could be a timer (and maybe you would know it).
That's another reason for the "concentrated loot" concept.
Right now horde nights have all the risk and very little reward. So if you had to fight the horde to get the zomboss with the Phat (and/or unique) Lewtz then it would be far more balanced.
Looking forward to this. One reason I fight my hordes on the road when I can is just so I DON'T miss that all those bodies that pops over another that surely had that schematic I wanted. I don't love cleaning up all the bodies, but currently I feel like I have to check them all in case something rare is to be found.
And thanks for the reminder in your other post I need to pick up Viscera Cleanup Detail.
Yep. One thing I want to do is remove the ability to make drop chests on the fly....
I think we need some ability to create caches, but, yeah, a locked box is a bit much. A bag of loot tied to tree that anyone could stop by and steal is more what I'd like to see. Though we need rope/cordage in the game for this....
I refuse to consider a bigger backpack because it ruins a core gameplay issue... Decision making.
Even when mods add hundreds of new items, I don't like the idea of a bb. Make a choice. Learn what's important now. Get good. Grabbing everything and then making that decision from the safety of your rooftop or underground base is for pussies.
...
I agree overall, the decisions can be hard, but I like that we have the make them from time to time. Survival is also about what you have to choose to go without. The only problem I have is learning that you dropped an item you had NO IDEA was absolutely critical later on and now you won't ever see one again. Though I think this can be solved by having more than one path to most things in the game (necessary items could have really hard recipes (from easier to find things) and be really rare loot)
Because tying some grass together to make a bedroll while walking... Fine. Not realistic but somewhat plausible and is a gameplay mechanic. Doing the same for a stone axe... Okay. Same reasoning.
But a box, with hinges and a lock? Dumb. Where are the nails? The saw? Planer? Any thing? Just can't wrap my head around it...
Again, the concept of a cache makes sense, we just need it to be a different kind of item. A piece of cloth wrapped around the loot and tied to something would be more like it.
Which reminds me, we need ROPE in the game. I see nerd-poling as a response to not having rope/cordage in the game. I know plant fibers are the cordage of the game, but a lot of the problem I see with ladders, removing bottom rungs, nerdpoling up things, etc. are solutions players have come up with that would be solved by having rope (and grapnel/large hook) of some kind. A rope (or chain even) ladder you pulled up after you would come in VERY handy in staying out of reach.