RestInPieces
New member
There are mainly two options when it comes to the heatmap and building/defending a base above ground.
First option is: exploit the heatmap, build most of your base and your heat generating items in a different chunk, live a bit further away, go back and forth to fetch items and be relatively safe.
Second option is: ignore the heatmap, get out of the house to see several white-robed girls screaming, play whack-a-mole with the screamers among the normal zombies and kill the screamers so that they don't attract an exponential number of zombies, turn your forges etc on/off frantically, get eventually overrun and go to option A.
According to wiki many actions/items also affect the heat map and the heat value also increases passively but from experience, choosing option B is deliberately choosing to put yourself in exponentially more danger since GPS screamers are much quicker to spawn around you. It is a survival game after all and the player is compelled to choose the most efficient option for this survival.
What I don't like in this system:
-If I want to survive efficiently, I have to choose option A, live/store my items in dark concrete base (steel also generates more heat), go back and forth all the time to fetch items (food, materials etc), get them fast and return fast to my storage base 1-2 chunks away. Going back and forth becomes a chore and the game compells you to consciously exploit the heatmap system to better his chances of survival all of which go against any TD/Survival concept.
-Screamers. It seems they scream even if they don't detect a person, they are too linearly tied to the heat value, they are too frequent when heat value gets high and (aesthetically) they are a very specific type of zombie (white-robed The Ring-style girls). Surely, there will be more models for them in the future, but should they be their own species? Seems somewhat fake in my eyes (same with some other zombies). Them being less obvious, will not only add aesthetical but will mostly importantly add gameplay value.
How I think it should be like:
-If I want to survive efficiently, I would just have to plan/build good defenses (or play like a nomad if I choose to) and not have to run back and forth between two spots and consciously exploit the system to make things dramatically easier for me.
-Screamers should only scream and attract zombies when they detect something edible. Heat should instead attract more normal wandering hordes of random sizes and fewer screamers. None of them should have a GPS, but give them a random vector towards your base with a random offset in order for them to be able to detect players through smell/sound/sight or just wander by near you without detecting you. Screamers should be rarer and perhaps "disguised" as normal zombies with a different e.g. face texture to hint the players that they are screamers.
-Heatmap values should be rebalanced so that when the player progresses technologically and wants to build a fully equipped base, doesn't get punished for doing so without exploiting the heatmap chunk values.
First option is: exploit the heatmap, build most of your base and your heat generating items in a different chunk, live a bit further away, go back and forth to fetch items and be relatively safe.
Second option is: ignore the heatmap, get out of the house to see several white-robed girls screaming, play whack-a-mole with the screamers among the normal zombies and kill the screamers so that they don't attract an exponential number of zombies, turn your forges etc on/off frantically, get eventually overrun and go to option A.
According to wiki many actions/items also affect the heat map and the heat value also increases passively but from experience, choosing option B is deliberately choosing to put yourself in exponentially more danger since GPS screamers are much quicker to spawn around you. It is a survival game after all and the player is compelled to choose the most efficient option for this survival.
What I don't like in this system:
-If I want to survive efficiently, I have to choose option A, live/store my items in dark concrete base (steel also generates more heat), go back and forth all the time to fetch items (food, materials etc), get them fast and return fast to my storage base 1-2 chunks away. Going back and forth becomes a chore and the game compells you to consciously exploit the heatmap system to better his chances of survival all of which go against any TD/Survival concept.
-Screamers. It seems they scream even if they don't detect a person, they are too linearly tied to the heat value, they are too frequent when heat value gets high and (aesthetically) they are a very specific type of zombie (white-robed The Ring-style girls). Surely, there will be more models for them in the future, but should they be their own species? Seems somewhat fake in my eyes (same with some other zombies). Them being less obvious, will not only add aesthetical but will mostly importantly add gameplay value.
How I think it should be like:
-If I want to survive efficiently, I would just have to plan/build good defenses (or play like a nomad if I choose to) and not have to run back and forth between two spots and consciously exploit the system to make things dramatically easier for me.
-Screamers should only scream and attract zombies when they detect something edible. Heat should instead attract more normal wandering hordes of random sizes and fewer screamers. None of them should have a GPS, but give them a random vector towards your base with a random offset in order for them to be able to detect players through smell/sound/sight or just wander by near you without detecting you. Screamers should be rarer and perhaps "disguised" as normal zombies with a different e.g. face texture to hint the players that they are screamers.
-Heatmap values should be rebalanced so that when the player progresses technologically and wants to build a fully equipped base, doesn't get punished for doing so without exploiting the heatmap chunk values.
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