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.
 
What is TWD?
The Walking Dead.
Through the whole series they were playing at a
disadvantage. Even when they thought they were in charge. They had to
scout, and rely on trying to turn the tables, to survive. Neegan had the true
advantage of, supply and demand, surplus numbers, and ruthless motivation.
I'm just waiting for the bandits, to see if I can recreate it.

Basically it's an RPG role I play, as Daryl, loner, main weapons Bow and knife.
pipe weapons.
What he can find, and what he can make by hand, with very little armor. I use
spikes vs blocks, because they are a permanent loss of resources, ladders for
the same reason. Since I don't use heavy armor or OP weapons, I have to use
simple things that I can make on the fly, to keep me safe. Since I migrate,
farming is out, so I scavenge. Some are partial poi and some complete when
I need shelter. If I can't carry it I leave it as a stash. Horde Night prep is on as
needed basis using POIs. I favor a more rustic play.
My top tier food is Bacon and eggs. I use gas for molotovs, rocks for decoys,
stone arrows and ride a bike. I choose to not artificially enhance my strength
stamina or advantage.
Basically a you keep what you kill nomadic scenario. Over time I have begun to
lower probability of OP things, and books.
 
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.
I wouldn't argue that it increases the challenge much. Time management is a tool in the game. If you need to leave to resupply you will quickly learn to be more efficient. Plus with vehicles its not like you can't bring a ton of stuff to begin with.

I suppose you might be able to leave more supplies at home and carry more stuff but I would argue that the benefit of realism with no boundaries would trump the negatives.
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." ;)
I think that is likely the main reason they added it, but that was before we had so much of the AI scripted into smaller spawns. You could technically do something similar within a POI such as building hatches in doors and TFP didn't like that either.

The reason for removal would be to negate a "game" element and make it feel more natural. The boundaries feel more like Bethesda instanced zones than a proper open world. I can't think of any other open world zombie survival game that does something similar from Dysmantle to Humanitz.

Again it's not a big issue for me so I suppose a larger radius and a proper warning would suffice. I was just trying to think of ways to remove the "game" elements.
 
I wouldn't argue that it increases the challenge much.
Depends, depends. With plenty of hours in the game, I sometimes roll up to a T6 with two guns loaded, no extra ammo; a stack of bandages and a melee weapon. Goes fine most of the time. So it's not like you Have to Have supplies. But if anything goes ■■■■ up, being unable to correct for that mistake ups the ante a bit. The less experience, the worse it can get.

It's another grain of sand in the heap, insignificant alone, but part of the pile.
 
I wonder how long it would take the community to notice if TFP secretly disabled the quest boundaries...haha.

If it was up to me, I would secretly disable and re-enable them every other update. :)
 
The Walking Dead.
Through the whole series they were playing at a
disadvantage. Even when they thought they were in charge. They had to
scout, and rely on trying to turn the tables, to survive. Neegan had the true
advantage of, supply and demand, surplus numbers, and ruthless motivation.
I'm just waiting for the bandits, to see if I can recreate it.

Basically it's an RPG role I play, as Daryl, loner, main weapons Bow and knife.
pipe weapons.
What he can find, and what he can make by hand, with very little armor. I use
spikes vs blocks, because they are a permanent loss of resources, ladders for
the same reason. Since I don't use heavy armor or OP weapons, I have to use
simple things that I can make on the fly, to keep me safe. Since I migrate,
farming is out, so I scavenge. Some are partial poi and some complete when
I need shelter. If I can't carry it I leave it as a stash. Horde Night prep is on as
needed basis using POIs. I favor a more rustic play.
My top tier food is Bacon and eggs. I use gas for molotovs, rocks for decoys,
stone arrows and ride a bike. I choose to not artificially enhance my strength
stamina or advantage.
Basically a you keep what you kill nomadic scenario. Over time I have begun to
lower probability of OP things, and books.

More hardcore than what I try to do, but I like the vibe.
Post automatically merged:

As a no quest and often no trader style player, you are right I would never notice...

I just learned about boundaries on this thread. So I agree.
 
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