problem 3: any zombies can be cheesed by blocks/killed by spikesHollowprime said:Problem1: High end tools and weapons were abundant in A18.
Problem2: There should be at least a minimum of items available in each house.
Solution: Make zombies level be respective to the loot around them, not the other way around. Have house loot containers have a minimum set of certain items but still bound them to zombie level difficulty.
Balancing game loot can be really hard on the developers, but it needs to be both realistic and fun to play with. Currently the loot table is balanced but it lacks realism.
so result would be = cheese one loot room/sneak in grab steel tools/guns and run = perfectly mimicking A18 state
not to mention any zombie in game is trivial with Q1 pistol and few wood frames especially with so abundant ammo
since you can build up 3-4 blocks above ground and those irradiated bikers will just punch wall while you shot them
you can bet bonus to gamestage from biome/ poi tier will be mild and you can bet it will contain harder zombies as well
since it would make no sense to buff waterworks loot if it was guarded by walking cheerleaders on early days like now
Yeah, that's about the progression system, as already the threat title says.
In the overall context, people complain about not being able to find fire arms early. Right... progression system enforces that.
But in the context of the walking dead example you should also not find primitive tools in any safes or boxes, because they are REQUIRED to be handmade.
Dunno if it occured in this thread, but in many other threads people also complain about that there ARE primitive tools in loot boxes.
Removing primitive tools from all loot tables would solve that, but of course not that you still can't find fire arms early.![]()
actually nice idea if it required steel toolsThat leads me to another idea. Primitive tools should not be able to damage e.g. safes. So you reqiure to find a iron tool first OR lockpicks to open a safe. E.g primitive tools don't do any damage to any block that has more than 2000hp. Would be even more realisitc. However still wont overcome that you can't find any firearms early, also not in safes.
- because iron tools can be easily made from day 1 all you need is forge .. some metal clay and 2 perks
+ it would make lockpicks more meaningfull as well
- still even rng lockpick way to find auto shotgun on day 1 is problem
nice idea but bit overcomplicated (whole new mechanic) with almost 0 impact repair kits are ridiculously easy to make once you have forge ... and thats what most people do on day 1Another idea: The block's HP you are hitting affects the durability of your tool. So you may use a iron pickaxe to open the small 2500hp safes relatively comfortable, but hitting a big 7500hp safe, will break your iron tool after few hits. So you require a huge amount of repair kits (but still possible to do) or you wait until you have steel tools, which have far loss durability loss on high-hp blocks.
durability is pointless if you can pump out hundreds of repair kits .. the only thing limiting you is ductape
not to mention gas pump boxes commonly drop 20-25 repair kits
best idea so far is to make safes drop corroded/damaged useless guns or just parts to reflect it the system itself is correct you are not supposed to gets guns early apart from toilet pistol all TFP need to adress is immersion broken by primitive stuff in safesSo i hope you understand: The basic idea is to make it (almost) impossible to even open safes that early. (But still not a solution to crates or weapon bags, where bags are not sealed and can be considered to be left from other survivors, so still may contain primitive tools for a reason).