Yeah but it didn't occur anything like as early as it now does in A17. Day 30, I have everything and no need to leave the base except for Bones and Gunpowder.Running out of reasons to leave your base because you have everything you need has been a problem literally the entire game.
If you need ammo late game the last place you want to go is a POI with all those glowing super zombie sponges. Which is the point of the OPthe need for much more ammo than previously keeps that from happening for us now.
Bingo! You will spend much more ammunition on clearing zombies out of POIs than you will get out of POIs if something goes wrong and stealth goes out the window. I was thinking one way to deal with this regarding smaller POIs is to work with at least one partner...one of you goes in, wakes up the zeds, and then runs out of the POI leading the majority of them away from the POI, while the other person goes in and finishes clearing it out if need be. Then the rabbit can circle back and help clear it out and loot the place.If you need ammo late game the last place you want to go is a POI with all those glowing super zombie sponges. Which is the point of the OP
Yea, 7D2D needs a total overhaul in my opinion.We removed all items apart from decor and solar from the traders inventory and disabled selling. Now we depend on going outside for loot and ammo so much more.
POIs and Quests are much more important and ammo needs to be crafted or taken from cars/POIs again instead of buying everything for cheap.
The basic assumption with many of your suggestions is that the player does not move too far from his starting point at the beginning. However, if you started in a rather uncomfortable corner, you might want to walk a few kilometres to get to a friendlier area.* Traders need to go or only trade very basic loot near a players start location.
* The more away you are from your starting location, the move dangerous enemies you get!
* The more away you are from your starting location, the better the loot becomes
* The more away you are from your starting location, then Traders sell more valuable loot but at VERY EXPENSIVE prices. Hey, they need to be expensive to pay for their protection in these dangerous areas.
* You can have medium value POIs "near" the starting location but they must be clearly dangerous looking. So new players know "Abandon all hope, ye who enter here."
Well, one could always apply the principles of ARK. Each biome has its own dangers and loot but when you start a new game you can pick a biome to spawn in, so you can choose your own adventure so to speak... wanna start in a tough area to challenge yourself? Why not?The basic assumption with many of your suggestions is that the player does not move too far from his starting point at the beginning. However, if you started in a rather uncomfortable corner, you might want to walk a few kilometres to get to a friendlier area.
In my current game I play on the Navezgane map and started in the desert. Since this is not the best area in the A17, I went to the green one. That's almost 2 kilometers I ran there.
In addition one would have extreme problems with multiplayer. Each player has his own starting point.
Wait, really? A16 it was SO easy to have everything you need, SO early. Zombies just delivered it right to your door.Yeah but it didn't occur anything like as early as it now does in A17. Day 30, I have everything and no need to leave the base except for Bones and Gunpowder.
Its a issue with the map generation. This can be solved by having player spawn near 0,0. And having 0,0 being a friendly zone.The basic assumption with many of your suggestions is that the player does not move too far from his starting point at the beginning. However, if you started in a rather uncomfortable corner, you might want to walk a few kilometres to get to a friendlier area.
In my current game I play on the Navezgane map and started in the desert. Since this is not the best area in the A17, I went to the green one. That's almost 2 kilometers I ran there.
In addition one would have extreme problems with multiplayer. Each player has his own starting point.
That would probably require maps to be handmade. All ARK maps are handmade and therefore it is easy to differentiate the areas.Well, one could always apply the principles of ARK. Each biome has its own dangers and loot but when you start a new game you can pick a biome to spawn in, so you can choose your own adventure so to speak... wanna start in a tough area to challenge yourself? Why not?
7D2D already has this ability. The map generation uses biomes, these biomes use a list of assets that can be placed in this biome. The issue is that more biomes means more resources needed. And this is where the pimp already run into issues with 7D2D.That would probably require maps to be handmade. All ARK maps are handmade and therefore it is easy to differentiate the areas.
With randomly generated cards this should be a lot more difficult.
How many times have you driven around to avoid hordenight?
* The game needs a mechanism so you can not drive around with your minibikie, jeep without impunity. Currently that game mechanic is broken because as long as you have gas and do not stop, you can get out of almost any situation.
I think bandits would solve this problem. You might run into a bandit controlled territory, some roadblock. If you aren't paying attention you could get sniped by guys guarding the wall if just blindly driving.
If TFP is particularly ambitious, they could make an almost infinite progression system, but I admit this likely is not realistic, but it doesn't change the fact that personally I would find it very fun and almost infinite replay value...
Instead of world limitations, make infinite worlds... I mean, it's been done before in many other games, so why not?
The advantage of this is that then, if you apply the increased loot, increased difficulty principle to the game, you could literally progress forever.
I know, probably not going to happen, but hey, never know.
AT the very least could make it so bigger worlds have more progression so a 16 km world would have more progression than a 4km world would. Makes it so playing 4 km worlds would be more newbies and 16 km is for someone wanting to play a longer, more challenging game.
Never actually. I've avoided fighting at bases sometimes and fight on foot, but driving all night is boring, and I want their expHow many times have you driven around to avoid hordenight?
Forcing players to do something is never a good idea.Never actually. I've avoided fighting at bases sometimes and fight on foot, but driving all night is boring, and I want their exp![]()
There's really no realistic way to force the player to participate at this point short of making hordes target your base and not you anyway.
Me either. I asked cause I was curious then why this is a concern. I think such a small portion of the playerbase would even consider this that it's not worth them trying to figure a counter for.Never actually. I've avoided fighting at bases sometimes and fight on foot, but driving all night is boring, and I want their exp![]()
There's really no realistic way to force the player to participate at this point short of making hordes target your base and not you anyway.
Agreed. And they already do. Zombies are rich with exp and loot and I think that's reward enough ;-) Plus the sheer satisfaction that comes with killing a horde.Forcing players to do something is never a good idea.You should encourage players to do something. If you force a player to do something, it feels like a punishment and it always goes down badly.
What the Horde delivers to me in loot and XP brings me also few PIOs. The loot is small and there is nothing special about it. Currently I don't see any real reward for fighting the Horde.Agreed. And they already do. Zombies are rich with exp and loot and I think that's reward enough ;-) Plus the sheer satisfaction that comes with killing a horde.
All I was saying is that if the intent was to make it so the player was forced into combat, that I provided a scenario that would do so, not that I necessarily want that solution to be implemented.
One idea that could provide incentive to fight at your base rather than away from it is to provide bonus to loot and exp from zombies if you are less than 50, 100 meters from your land claim block. This would reward players, while not "forcing" you to fight away from the base or even run away.