PC Distance Travelled on foot and bike

4sheetzngeegles

Well-known member
This is a curiosity question.

What is the longest distance you are willing to travel regularly in game

Regarding, finding a trader, doing a quest, or searching for a particular 

resource, Only by foot, or bicycle, before you just say; Nope I ain't gonna do it?

 
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Varies by mood tbh, but most of the time quite a bit. I've hiked 2k+ often, and there's never really a need for 3k, but I'd just buy a mega crush and prep for a long, potentially permanent, trip - it has to be a new trader at that distance, realistically.

 
@theFlu Thank you

I suppose in hindsight I should have filled in a more descriptive of why.

I push and mix and match unlike or nonstandard rules, while I am making

maps. But I only have my own feedback as reference. I want to make a few

in the future, and an xml mod, just as a fun diversion. The feedback that I get

would give me an Idea other than my own, as to inspirations in game, and

limits as to what is considered dealing with time management.

My personal example: Ten spawn points, in nonstandard, dangerous locations.

Needing a bit of stealth, in the beginning. The reason for the distance reference

Is because I can paint and  adjust biomes to any size I like. In the beginning

all biomes must be traversed, to get to the first Trader, meanwhile active spawn

and being placed in unfriendly biomes are the starting situation. Because of the

smaller biomes I am looking for a median distance, that includes multibiome

traverse when questing. My start points presently are 2k away from the nearest

trader. That is approx 10 full bore exertion runs, through hostile territory to reach

safety in the beginning.

 
I'll walk to the first trader, but will not walk to another.  I'll wait until I have a bike.  For quests or resources, I'll go up to about 1km walking (though usually not more than 500m).  After I have a bike, I'll travel whatever distance I need to, though I still mostly don't travel far until I have a motorcycle.

 
I don't mind travel, but I do operate like Riamus described. A bicycle is a priority, it's a bit faster and I use it to hold all the medicines. The bike comes pretty quick so I rarely have to travel far before it shows up.

 
I don't have a hard rule aside from dividing the time I have left before night in half, and regardless of what I am doing, I start heading back once I have burned half that time. 

ie leaving base at 10am - night is 2200 - 12hrs, Must start heading back by 1600. It's very rare you won't make it back because you burn time at the location, and this gives you a little time to get distracted which inevitably happens dealing with enemies/looting/hunting animals. 

If I know intend to stay, I make a bedroll/cooking pot BEFORE I leave, that way if I am deep in a POI, I don't have to leave to find grass.

 
I walk as far as I need to for whatever, usually chasing air drops.  Since I don't quest, the bike is usually way due the line, unless RnGeezus smiles upon me.  I carry enough for an overnighter or two.

 
Thanks; you have given me better insight. It may not be perfect but once

i acclimate to the new release, The main changes that I see I would need

to make initially are. More roads "preferrably scenic" interlinking Poi clusters,

and Early or direct access to a bike. Just as a parallel mode.

No one posted a negative about crossing biome boundaries, that helps me because

of the way I do my biomes. No negatives toward crossing paths with enemies

another plus for me in setting up a spawning layout. As a secondary, the inclusion of  a few

more remnants enroute with some remote locations, just in case it gets late, or for short breathers 

if traveling if at distance.

Tertiary, possible include some limited use, cooking apparatus along the way. Like maybe enough

to make a single meal then it is destroyed.

 
possible include some limited use, cooking apparatus along the way. Like maybe enough

to make a single meal then it is destroyed.
71M+G+O-6wS._AC_UF350,350_QL80_.jpg

These seem fitting. Now just find some animal fat and you can butter that corn

 
In the beginning

all biomes must be traversed, to get to the first Trader, meanwhile active spawn

and being placed in unfriendly biomes are the starting situation. Because of the

smaller biomes I am looking for a median distance, that includes multibiome

traverse when questing. My start points presently are 2k away from the nearest

trader. That is approx 10 full bore exertion runs, through hostile territory to reach

safety in the beginning.
If you're essentially generating a challenge run of sort, with a hard start, I don't even think the distance matters. I didn't consider traversing hard biomes in my first reply - I doubt I'd travel 500m thru wasteland in a normal game to reach a T1-T2 quest goal. BUT, that's my vanilla thinking; for a challenge mode, I'd happily try traversing 10k of wasteland on Day one. ;) It's going to be a different experience either way :)

 
@theFlu

It's not really meant to be hard,  just a little different. I added ZZTong's POI's

to my map. That is why I asked about the distances. I mainly look at the

environment. Standard biome size is 1\5 of a map. An 8k map = 1,638 or

approximately the size of a city, 10kmap is is 2km.  The numbers in the posts

correspond to the distances on average.

I want to design a map

and biome layout that allows for different opportunities as a player travels.

I was just thinking of an interactive environment, that showcases or includes

terrain visuals like roads cut through mountain passes, particles, biome storms, 

weather wind changes, and entities. If you look at the concept picture I want to

try to create that type of environment.

Each biome has its own specific entities to look out for, I make my spawn

very active. It isn't meant to be a major mod, more of an alternate visual start.

The cooking i was talking about was because of all of the mini POI campsites.

I thought of maybe a few having a cooking pot installed, but setting it to break

after a certain time of use. To include it as part of the environment, but it cant

be picked up.

Roland spoke of the storms, so I thought of an adjusted scenario, that has the damaging

storms, a person builds a makeshift shelter in a campsite, and if they had hunted or gotten water

earlier but had no pot could use some of the campfires, while waiting, sort of an RPG element.

Later it becomes moot, but it would be a little more leisurely, while attempting to attain cookware

and starting early game. I normally set my spawn points as far away as the posts spoke of for the upper limit

for the first Trader, having to travel 2.5 k through all of the biomes and some more than once with a torch, a 

stone axe, a spear, and a club is a bit different, because you have to adjust your path constantly, and swim

part of the time, to pick your fights.

I realize a lot of people may not find it an interesting playthrough, but I wanted to see if I could design an

environment based on honest feedback, to see the result.

 
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It's not really meant to be hard,  just a little different.
Ye, I get that the goal isn't "to be hard", just varied, I think? But dropping a D1 player into snow or waste even in the current patch IS harder; in the next patch it might be impossible.

At this point in my personal history, 4k hours in essentially vanilla-only; any variation sounds good ;) Hand-crafted starting experiences, why not; although keeping the player "on track" for a 2k walk might be .. interesting. Of course, if you paint in a road to follow and have a roughly "willing" audience - people who are actually trying to experience what you've laid out for them, no problems. If you design it like that, should be fine :) A bit of a horror movie prelude if you will.

 
@theFlu

I will have to re-write the introductory tips message.
 
Fight or Flight: Gather rocks and put them in your belt,
when crouched they can be thrown as excellent decoys to
clear a path. Shooting an animal with a bow can also work
as a decoy.

Zombies have poor eyesight, crouching at a distance, can be
stealthy. Breaking line of sight can stop the chase.

If being chased by some land animals, run and jump a car,
then duck down and crouch walk a bit, to break line of sight.

If being attacked by vultures, keep check on your stamina,
and continue back stepping. Using a spear, because it has
the longest reach.

The torch animation, has been changed to the club, setting
entities on fire, can make smaller animals temporarily retreat.

If your primary goal is to get a pot, the most time efficient
way is to punch red gold and white groves, on the way to the
Trader. Second would be to check a POI kitchen.

Check mailboxes, vehicles, and containers in the alternate biomes,

as you go for a greater chance to get the specialty books, and necessities.

Pick your path with the best visibility.

I have been following these rules and adjusting the ai to match
so on day 1 I bought a pot and grill, and had  just enough time to find
a POI for safety, and the whole night to clear the POI. I'm adding more


paths now.

 
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