RestInPieces
New member
In general one doesn't have to look further away than the game's own mechanics, to realize that a safe haven would be unequivocally counter-intuitive for this game. This is evident by the game already containing elements that would become obsolete by it, such as any TD elements and building, after that first bunker building effort. In the end what remains is just a "go out and loot" gameloop. Might as well give players relatively cheap indestructible blocks. And it's painfully obvious that this goes against what the game intends to be.
TFP can add it as an option in the same way the sandbox mode in also an option, but there is simply no arguing whether it is counter-intuitive or not for the default state of the game. It's a fact, not an opinion.
That said, underground bunkers are a missed opportunity. An opportunity that could allow the developers to create more variety in the ways the player acts to survive. Digging zombies is more of the same. Perhaps in the future they could add, for example, an actually impactful weather system which can be avoided when underground.
TFP can add it as an option in the same way the sandbox mode in also an option, but there is simply no arguing whether it is counter-intuitive or not for the default state of the game. It's a fact, not an opinion.
That said, underground bunkers are a missed opportunity. An opportunity that could allow the developers to create more variety in the ways the player acts to survive. Digging zombies is more of the same. Perhaps in the future they could add, for example, an actually impactful weather system which can be avoided when underground.
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