Do you remember the Hub city with endless hoards. Those where the days!I wish I could program/mod. I would like to have it so the danger was greater the closer you are to a city. I mean if I make a base in the middle of nowhere then there shouldn't be that big of a threat, even on horde night. But. If I want to get a specific part for something or anything at all really guess what....I have to go to the city where there is the greatest chance of finding it. Chance of finding a hammer in city, great. Finding a hammer 10 km in a forest, not so much. This way if you want some peace and quiet (aka safety) then go to the wilds, but be prepared to not have enough of anything. Want to be able to find all the good stuff you will need then build in/near a major town/city, but be prepared to have to fight tooth and nail for everything and to be safe.
Yo, true and all that. AI is great and cool.Thing is, it is a zombie game. This is (...)
You yawn, but as (...)
I think we’re in agreement that (...)
Sure, brainstorming is fun for most people. But special cases are more involved to implement. Using zombies is smart, because it synergies with all the previous and ongoing work done on zombie gameplay. It’s hard to even define ‘the underground’ in a way that’s not exploitable (low altitude wouldn’t cut it, for instance), so it’s just as well that zombies’ domain be expanded to include all places. I’m not opposed to alternatives like ventilation and whatnot, but I still think of them as substitutes or supplements to zombies, which have long had ‘star billing’ as the game’s main antagonists.I guess I remember a time when imaginations were running wild and the possibilities were endless...
It honestly sounds like some of you have given up. Rather, given into the "just get it released" mentality.
No! We’ve got to be clear about this. The goal is not to discourage or make anything less appealing. That’s down the path of “this play style is wrong and you should be punished for doing it.” The goal as I see it is to bring the game into balance when it comes to effort versus reward. The game is supposed to present challenges that are fun to overcome. I don’t want to prod people back above ground. I hope playing underground is a blast in A17....[Altitude-based oxygen] would, at least, discourage building your bases on bedrock (like I tend to do eventually). Combined with the fact that zombies dig now, and bunkering would be a lot less appealing.
100% safety may not be the best label. What’s problematic to me is achieving infinite safety for a finite amount of effort. Your example isn’t that, because the turrets will run out of ammo, the blade traps will run out of power and/or break, the zombies will chew through the walls, and then they’ll get you if all you do is hide. Now, theoretically given infinite time in Alpha 16, random cop spit and errant melee swings may do enough damage to the ground to break through into your bedrock base, so maybe bedrock bases aren’t 100% safe, either. But instead of getting hung up on 100% safe versus 99% safe, it would be better to focus on effort versus reward. Does the player’s success at surviving the blood moon correspond to the effort they’ve expended? That’s a good question to ask whether that effort is based on the player’s shooting skills, building ingenuity, mastery of defensive perks, meticulous maintenance, stealthiness if that’s someday an option, some combination of the above, or any other potential solution to their weekly problem.So what is the definition of 100% safe? Wouldn't hiding on the surface behind a 4 block thick wall of polished steel with blade traps and shotgun turrets not be the same thing? I've stood on a 8x8x8 reinforced concrete block with two rows of spikes around the perimeter and not had to do anything for several horde nights without repairing. I've also done cage pit traps to bed rock and barely kept up. Point: Eventually, nothing can harm you in this game and it used to not take very long to get to that point. I look forward to the new digger and AI challenge, but humans are just too darn good at figuring out how not to lose. Eventually we'll all figure it out.
Perhaps "less appealing" was a bad way to phrase it. "Less safe" or "less of a crutch" might be better.No! We’ve got to be clear about this. The goal is not to discourage or make anything less appealing. That’s down the path of “this play style is wrong and you should be punished for doing it.”
I think having gas being an issue for any/all sorts of bases would be great. Having a concrete fortress? Awesome! no air in/out? ded. Massive underground lair with 1k forges going at once? fantastic! No venting? ded.No! We’ve got to be clear about this. The goal is not to discourage or make anything less appealing. That’s down the path of “this play style is wrong and you should be punished for doing it.” The goal as I see it is to bring the game into balance when it comes to effort versus reward. The game is supposed to present challenges that are fun to overcome. I don’t want to prod people back above ground. I hope playing underground is a blast in A17.
...and this is the issue imo... We have been in this early access for so long, a lot of people are getting exhausted and just want it over with...But special cases are more involved to implement.
i built underground horde base. with blade traps, turrets and escape routes. believe me, it is very hard work and time consuming. nothing boring there.There is a virus infected strain of underground fungus that will slowly poison , kill you and turn you into a zombie...unless you have proper air filtration systems running! it would require a few things to be built and a gas supply for your generator running them...
There can be several in game reasons to make underground harder...as it should be...In all my play throughs every alpha since 7...I have never , ever built an underground base because it was to easy and boring...I just hope they add some difficulty other then just zombies occasionally finding/following and digging down to you...
Whether time will be a real issue in any tweak or feature we can't know for sure. I mean:...and this is the issue imo... We have been in this early access for so long, a lot of people are getting exhausted and just want it over with...
5 alphas ago, no one would have complained about the difficulty in implementation. Hopes and wishlists were still strong and appeared viable.
I would imagine gas & ventilation would be difficult to implement without another overhaul.. but then again, i dont know squat about programming :upset: But it would be a very neat feature.i built underground horde base. with blade traps, turrets and escape routes. believe me, it is very hard work and time consuming. nothing boring there.since air vents and gases are hard to implement according to Faatal. would be easier create new zombie, specialised for digging. like zombie badger or pack of zombie meercats.
This.It does feel good when people 'in the know' add something to the conversations.
An excellent alternative to zombies that creates an underground threat...Bandits are smart enough to find undeground base.
But if they are above ground to.. wouldn't you just complain that's its the same thing over and overAn excellent alternative to zombies that creates an underground threat...
They can just gps you, and find entrance to your undeground base, and blow it up. :smile-new:But if they are above ground to.. wouldn't you just complain that's its the same thing over and over