POI zone for digging.

They could potentially remove the barriers on most quests. The only downside I can think of is running inside and then running away to distract the zombies which is harder to do with the scripted AI and dungeon layout POIs.

I am not sure if I am missing something but why do we need the barriers to begin with on a majority of the quest types? Can we think of a way to fix those negative externalities while still removing the barriers?

Not my most important feature to be fixed, but in a perfect game I think barriers wouldn't exist.
 
I am not sure if I am missing something but why do we need the barriers to begin with on a majority of the quest types?
I'd guess it's mainly part of the challenge; you can't just leave to resupply whenever you're in any danger. And you can't pre-build a horde base outside to pull everything to.
 
Does no one else use the resources in the game, for safety or just game
play. Or is that considered to RPGish. There are scores of trees and the
little brambles for wood. I hack partial trees along the way and make the
simple spiked traps, and lay down a perimeter of multi level traps, just
like for horde-night, or a retreat point when doing higher tier pois. It
slows the higher tier enemies and stops the sneak attacks. keeping the
traps between you and them helps with the damage, as you bow or spear them
and shoot the cops in the face. Works for night hunting and low stamina situations
also.

I also scout the surrounding area, beforehand and dispatch any wanderers.
I learned this the first time I got chased out of a dig zone close to night
fall.

This isn't meant to be argumentative, just an option until a decision is made
to increase or not.

Side Note: as an alternative to increasing the boundary warning visually, that can just
add the storm warning sound. That seems to have stopped a lot of people int their tracks.
From the response posts.
 
They could potentially remove the barriers on most quests. The only downside I can think of is running inside and then running away to distract the zombies which is harder to do with the scripted AI and dungeon layout POIs.

I am not sure if I am missing something but why do we need the barriers to begin with on a majority of the quest types? Can we think of a way to fix those negative externalities while still removing the barriers?

Not my most important feature to be fixed, but in a perfect game I think barriers wouldn't exist.
I would say that one main reason is that you can easily lead everything away and then return quickly using a vehicle and put up some defenses at the entrance and then basically have the whole place to yourself. It would be too easy to cheese if you could leave the area. I don't see any reason to remove the boundaries. A larger warning zone would be beneficial, or at least just a timer where if you leave, it will pop up on your screen "Hey, dummy! You forgot to complete your quest. Return within 10 seconds or you'll fail the quest." ;)
 
Does no one else use the resources in the game, for safety or just game
play. Or is that considered to RPGish.
Hmm.. it's strictly on a "if needed" basis for me. Feels kinda cheesy to build anything for quests, as everything seems built not to require it. Nothing wrong in doing so, of course; I'd prefer the game encouraged it more.

The closest thing I might build out in the wild is a "mining tower", if I plan on resource harvesting week one, or start a base build. Usually a simple 3x3 around a ladder for an entrance. Design will vary by mood ... :)
 
I have learned the hard way about protecting my out-in-the-middle-of-nowhere mine entrances. I dig out the surface deposit, and the 4 top blocks, place balsa wood blocking into the hole, and then build a 4X4X4 shell, I then build a corner 1x1x7, and plant a tree on top, and the walls get a pair of iron spike traps stacked two high. I only do that for viens I intend to work extensively, and I always dig down to bedrock, and do some horizontal tunneling, deep underground. I don't get wandering screamer swarms dropping in on me anymore.
 
That's why I posed it as an optional possibility. Meaning a newer player may not think
of that as an option, and doing later digs, like @Roland said gives less time to get out of a hole
and fend off higher tier fast movers per diameter shrinkage. I don't remember ever seeing any
posts regarding the use of permanent placed defenses, except on horde night. I see it more as
open world/open rules. Simple spikes have often saved me, while bow hunting dire wolves,
and mass feral spawn in pois. TWD rules of engagement.
 
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