PC Gamestage balancing may need to be looked at

Wasteland is allready the harder area.

If the startgame safety bubble would last longer (4 hours after finishing the start quests ?)

and larger (large enough to leave the wasteland)

Feel free to make it a hell on earth

 
Yeah but that's only like..... one biome that is harder. Not interesting or gameplay prolonging enough for me.

I'm thinking more of an almost infinite progression. Or a lot more than just one more biome. I'm thinking at least 10 biomes of progressing difficulty.

In addition, the wasteland biome is not logically placed so that its a certain radius from the spawn zone, especially if you're playing RWG

 
I guess its better to start by making the Wasteland a hell and then see how the game feels.

10 Biomes are like 90% of a 8x8 map

 
How about, the green zombies only show up in the radiated biome (A new biome which I hope they'll add) and I'm not referring to the border walls which dev's have already said will never be turned into a biome.

 
There are a couple of drawbacks and potential problems with what I mention, but I think easily enough fixed.
One is how to define the "newbie zone"? Clearly, it probably won't work right unless the newbie zone is around 0,0 coordinates with the current way maps are set up. So you would need to spawn new players around this area.

or

Maybe you can do like ARK does it. You can choose roughly where to spawn. You could spawn in the 0,0 region (easy start), a little further out (medium start), or far out (hard start) etc...

this would also solve the problem we run into MP a lot which is spawning several km from each other
easiest way is not to overthink it. small POIs like houses, barns, churches, or those small one story shops will be the beginner areas. loot will be basic. food, maybe a pistol and some ammo, but in general very little good stuff. Greens are perma banned from here. MAYBE one in ten should have a green to keep players on their toes. Multi story commercial POIs, abandoned traders, and etc should have some ferals and an occasional green. Some better guns should be here. End game dungeons like skyscrapers and nuclear silo and etc should be crawling with greens, but have lots of loot to compensate - the best weapons, mods, coins, and so on

piece of cake

 
How is wasteland harder?
...the mines is all I can think of...
Entitygroup for Wasteland is slightly different.

It has 17 zeds instead of 19 so slightly higher chance of fat zombie and also has dogs.

That definitely makes a difference.

Also...... yeah the mines.

[i mod those out. There's potatoes in the wasteland instead of mines. STUPID idea to have mines laying around.]

 
Further more zombies that have special moves like (Snakes), Vultures and Spiders.How about a Human zombie that has a evil ram attack and kill 2000 Block hp on his charge. (Way to counter = Kill during he charge his charge or be on a other layer (no attacks on other high levels))

And finally Shooting zombies (thorns, faster and more often than cops) that make you take cover and stop you rushing (Well bandinds will deliver this ? )

But so long the tactic against a zombie or different said, the main characteristics of the zombies are still intact, randomize the hell out of them. I wish no Heath bars for that. IN real life they would have no health bar too
Some good ideas for additional zombie variety, both in form as in role, can be found over at https://left4dead.fandom.com/wiki/The_Infected and https://deadisland.fandom.com/wiki/Zombies

 
i had ferals, spiders, dogs, bears and all the other nice stuff on day 1 in wasteland
Night 1 I had a cop, feral wight, and a zombie bear all in the same spot in the wasteland biome... that's a bit harder that nurse in the forest lol

 
There are a couple of drawbacks and potential problems with what I mention, but I think easily enough fixed.
One is how to define the "newbie zone"? Clearly, it probably won't work right unless the newbie zone is around 0,0 coordinates with the current way maps are set up. So you would need to spawn new players around this area.
Doesn't have to be the further you go the harder - it would also feel artificial in the end. It could be a mix, depending on type of POI, RNG and biome. The point is for the game to never fail to surprise you.

As for additional zombie variety I'd hate generic monster zombies shooting spikes and so on. After a point, we might as well ditch the whole zombie concept. Could still have enough variety with a lesser "fantasy" approach.

 
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I get it, there are pros and cons to each way of doing it, so how about this then

Depending on biome you are in, you have higher or lower probability of getting harder POI's

Forest biome - low to zero chance of getting crazy POIs

Snow biome - low to medium chance of getting crazy POIs

Desert biome - medium chance of hard POI's

Burned wasteland - medium to decent chance of hard poi's

Wasteland - decent chance of hard poi's

Radiated wasteland (new biome?) - almost all poi's are crazy

something like that?

 
I get it, there are pros and cons to each way of doing it, so how about this then
Depending on biome you are in, you have higher or lower probability of getting harder POI's

Forest biome - low to zero chance of getting crazy POIs

Snow biome - low to medium chance of getting crazy POIs

Desert biome - medium chance of hard POI's

Burned wasteland - medium to decent chance of hard poi's

Wasteland - decent chance of hard poi's

Radiated wasteland (new biome?) - almost all poi's are crazy

something like that?
You're going in the right path mate.

 
I get it, there are pros and cons to each way of doing it, so how about this then
Depending on biome you are in, you have higher or lower probability of getting harder POI's

Forest biome - low to zero chance of getting crazy POIs

Snow biome - low to medium chance of getting crazy POIs

Desert biome - medium chance of hard POI's

Burned wasteland - medium to decent chance of hard poi's

Wasteland - decent chance of hard poi's

Radiated wasteland (new biome?) - almost all poi's are crazy

something like that?
Besides a hard biome i wouldnt make the amount of hard pois dependent on a biome.

Instead i would make 2 Versions of each poi, one easy and one filled with hard zombies,

and then simply spawn 90% the easy ones

(Nearly no wardrobe and ceiling spawners, max 1-2 Glowing per poi)

and 10% the hard ones.

I guarantie you that will kill more player than the current 100% hard pois

 
I just think the game would be more interesting if the biomes had more unique reasons to visit them other than "Oh I need to go there because I need to mine this one item from the underground regions of this biome"

biomes need more unique enemies, more unique POI's, with more unique loot. my opinion.

as much as I hate the wasteland, it does have a nice "dangerous" feel to it with the landmines and deadlier enemies and I appreciate that about it.

 
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Wasteland is really great for early game scavaging. Lots of easy iron and stone and all the cars and ruins have loot containers out in the open so you don't have to run though sleeper infested POI's.

I don't find dogs too much of an issue to fight as long as they don't get the jump on me so it doesn't dissuade me poking around.

 
Ah. I see a key concept in your posts now that I didn't before, one thing that makes all the difference.
We. Group. Guild.

You're assuming everyone plays this game with a group.
Yup. 85% of my play is in a group. I pity solo players as I've often said.

and the gamestage doesn't much care how many people are around when it spawns things..
It definitely does. As the miner I am also built for combat so I often enter POIs alone while others are building or crafting. Big difference to going in with 3 people.

 
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