Demonoid74
New member
Don't drink the cool-aid Roland tries to offer you...and whatever you do , don't fall for the "hey I have something to show you" line...<shudders>
He told me there would be puppies :-/Don't drink the cool-aid Roland tries to offer you...and whatever you do , don't fall for the "hey I have something to show you" line...<shudders>
His real name is Lou Ferrigno.maybe it was that hypnotising stare...."you WILL notice my big bushy eyebrows"
This guy must be a nightmare for anyone writing facial recognition softwareThis guys must be a great hit in playing peekaboo.![]()
Welcome to Arizona. Not seeing snow next to desert would kill mine...(seeing a snow biome right next to a desert kills my immersion).
Hear, hear, mate!100% agree with this. The need to move around is nearly non-existent and the reasons for wanting to become negligible once you've seen what there is to see. My short list of things to help make exploration an integral part of the game:
- Unique POI's - they're put at most once onto a map and not necessarily guaranteed to be on every map. Unique loot would be key here. Unique enemies could also be a boon.
- Unique Loot - Items that only ever appear once and can't be crafted. Make sure there are enough of them so multi-player games create opportunity for trade instead of coveting what you can never have.
- Special/unique enemies - Enemies only found under specific circumstances, such as POIs, biomes, after quest triggers, gamestage, whatever. Named bandit leaders, particularly gruesome zombies of local legend, etc.
- More biome diversity - more reasons to seek out each biome. Maybe this includes higher tiers of craftables that require components and/or resources only found in specific biomes. Maybe there's an armor set for each biome, for instance. Loot tables should be more biome specific (the likelihood of finding fresh foods in the desert should be minimal, for instance). Biome specific zombies and other enemies.
- Maybe there should be a 30 day roaming mega horde cycle that happens when player(s) stay in one area too long and attract the attention of the starving zombies. If your bedroll stays in the same area for 80% of a 30 day period then the mega horde comes to visit and hangs out until completely destroyed.
- Gaining experience for exploring new areas
- Exploration feedback - Give us counters for how many distinct POI's we've been to (total included). How many of each zombie we've killed. Which biomes have we been to and maybe the cumulative time we've spent in each. So many things to add to this list.
- Quests - More quests that force someone to go to new areas, possibly a long way a way. Everything from "deliver this pretzel to a stubborn fish" to "find the rare fetid dingo kidney" to "OMG why haven't you killed Kenny yet?".
Ok, so it isn't a short list but I'll still stop here.![]()
It is very bad to have Threads underground, they will kill off all the crops and plants and make the soil unusable, that is why we bred dragons.I don't mind having threats underground... It may even enhance the game further!
I just don't want it at any cost...
A lot of threads are organic and would decompose so they shouldn't affect crops.It is very bad to have Threads underground, they will kill off all the crops and plants and make the soil unusable, that is why we bred dragons.
You mean we are not on Pern?A lot of threads are organic and would decompose so they shouldn't affect crops.Even many synthetic ones do... it just takes longer.
I'm not sure how breeding dragons helps with that.
Of course! Everything in this thread is related to A17 7D2D. If it wasn't why we would have... ok about 5 legitimate posts, but what the heck!At this rate we only need were-vampire nazi aliens and we'd have all bases covered.
Is anyone still talking about 7DTD?
I made some UMA vampires back in A15. Sounds like the new buff system in A17 would make them conceptually viable! (Making them burst into flame in daylight was the missing ingredient.)At this rate we only need were-vampire nazi aliens and we'd have all bases covered.
That'd be cool.I think a good roleplaying solution for RWG would be to always spawn survivors on the very outside edge of the map, with the central quest to get to an NPC or POI at 0,0. Ideally, the world gets more and more dangerous as you progress toward the center (or maybe it just appears that way as your gamestage increases).