Oh I agree not 'everything overboard', but that's not really the case here (this is all just mechanics spitballing really, the 'reason' why the radiation/dirt phasing zombie/whatever they pick occurs is yet to be explained/fleshed out and players either accept the 'reason' or they don't etc. etc.).It's not about realism or immersion. The game should respect its own rules. That's what it's all about. It shouldn't throw everything overboard just to create a threat.
Everyone wants to get to that point.That's at a minimum part of the loot balance issues. There needs to be a way to scale up loot with a player level. Real late game should be more about these mini dungeons just for the sake of doing them. But if they had mad stacks of Duke coins, that'd be pretty awesome too. I kinda hope treasure hunting dies and finding crazy good loot becomes a real game play rich task.
Will it be possible to have bathtubs that are, well, you know, clean?
Screwing realistically would certainly alter the gameplay.If the gameplay works then sorry, but... screw realism. It's why you can carry 30000 tons of concrete without using your hotbar.
Yes but to the better... So still goodScrewing realistically would certainly alter the gameplay.
Maybe like a TV it is a Tanning station without extra abilitys, Grafic only.I hope Royal Deluxe is right that it's a tanning station.
I agree, we play to get a break from realism. That's not to say there should't be some aspects of realism, hunger, thirst, injuries and others, but the reality is, pun intended, you couldn't play the game if we had realism in it, it would take months to build a base, if not years so do so with SP.If the gameplay works then sorry, but... screw realism. It's why you can carry 30000 tons of concrete without using your hotbar.
+1...Whelp, know who your making the game for.
IMO:
PvP FPS players: Maybe the most populous and most finicky, they will drop a game in a hot second when the adrenalin rush stops.
RPG players: More loyal and some will stay with a game for life.
Strategy/War gamers: Somewhere between the two in loyalty, they grip a bit.
You can make another "shoot-em-up" game, but voxels seem to be great for RPG players.
If you make the game like some wacky cartoon, I'll pass.
oooooh Epic loot FTW!Everyone wants to get to that point.
Problem so far: We did not have any kind of rare and amazing loot to put in these places.
That is going to change.
Quote Originally Posted by Jackelmyer View PostThat's at a minimum part of the loot balance issues. There needs to be a way to scale up loot with a player level. Real late game should be more about these mini dungeons just for the sake of doing them. But if they had mad stacks of Duke coins, that'd be pretty awesome too. I kinda hope treasure hunting dies and finding crazy good loot becomes a real game play rich task.
sweet!Everyone wants to get to that point.
Problem so far: We did not have any kind of rare and amazing loot to put in these places.
That is going to change.
I suspect you meant the 'spawn on my head' in a non-literal sense...Not really, you could place concrete walls near the surface and in the lateral accesses. So you couldn't SAY that it tunneled from the surface (unless you're going to say that the zed's used a concrete mixers to repair the player placed walls).^^
A spawn next to my underground base is essentially the same as a spawn on my head.
To me, there is just one crucial difference: In the latter case, you can see that the game cheats you (so actually, it's an honest solution) whereas underground spawns feel as if the devs take me for a fool.
I agree. Have them go at the hatches. A few hundred feet underground should be safe unless zombies follow your route in.Frankly I think that zombies popping out of the ground around the player in an underground area sounds nuts. I really think that there should be another way.
Perhaps if they attacked hatches to get inside.
Virtual zombies are just a data point, so technically they're not in buildings either. But I see your point, destroyed loot is always bad.My problem with this is that they would also damage the buildings they are in and have a chance of destroying loot. What do you do if wandering zombies hit mined military bases...
Priority list if no other target:Frankly I think that zombies popping out of the ground around the player in an underground area sounds nuts. I really think that there should be another way.
Perhaps if they attacked hatches to get inside.
Ah. When ever you have uninvited guest. Always give them the gift of TNT.I agree. Have them go at the hatches. A few hundred feet underground should be safe unless zombies follow your route in.
That being said perhaps having bandits (fairly rarely) dig to get under your base to get past your defenses might be cool.
Have them dig slowly at the speed a player can dig. That would give the player a cause for having to patrol around the outside of his base to look for bandit tunnels.
They could even plant TNT if not caught in time.