PC Progression sucks

ElCabong said:
You are obviously oriented on the survival factor of the game. I get more fun out of exploring. Exploring is its own reward for me. I would not want to spend more time than I am harvesting food or looking for shelter.

I believe they are planning on human raiders at some future release. They're working on the AI.
Exploring the pois is a blast. they are the most challenging and fun dungeons i have encountered in any game. They need more traps besides collapsing floors, like ceilings that cave in on players, then that would be complete. 

as for the perks, the trees do need more balancing. So far the only 4 of the trees really have defense: Strength for heavy armor, Agility for light armor, and Vitality for pain tolerance. If you are not in one of those three trees, then your armor will either degrade very quickly, or you will be defenseless in melee. At the same time, the first level perks do go a very long way, so if you don't specialize in those trees, one random point here or there does not hamper you. 

So far my only real complaint is that quests keep getting recycled. If you complete a quest in a poi, that poi should not come up again for at least a month. That way i am forced to go to new pois for questing purposes.  

 
Exploring the pois is a blast. they are the most challenging and fun dungeons i have encountered in any game. They need more traps besides collapsing floors, like ceilings that cave in on players, then that would be complete. 

as for the perks, the trees do need more balancing. So far the only 4 of the trees really have defense: Strength for heavy armor, Agility for light armor, and Vitality for pain tolerance. If you are not in one of those three trees, then your armor will either degrade very quickly, or you will be defenseless in melee. At the same time, the first level perks do go a very long way, so if you don't specialize in those trees, one random point here or there does not hamper you. 

So far my only real complaint is that quests keep getting recycled. If you complete a quest in a poi, that poi should not come up again for at least a month. That way i am forced to go to new pois for questing purposes.  
Collapsing ceilings?  How about exploding rooms?  Its 100% possible to do already.  The challenging part is making it in a way a player can overcome it versus a 100% kill trap.... :)   People generally don't like losing if there was no foreseeable way for them to survive the encounter...

 
Except... it's the same content you will have once you get T6 gear. Quests, mobs, horde, pois, mining. Literally exactly the same stuff you're doing the whole game because there IS nothing else to do. 

TFP have never seemed to understand that making the early game take a real long time and be super hard isn't what the game needs. It needs something to do when you've done every T6 POI a million times. The early game isn't the problem. The fact that the game is exactly the same whether you're wearing cloth or steel is.
If a game offers enough content to regularly experience new locations, items, enemies and mechanics for a playtime for 60 hours, it did its due diligence.

7Days more than covers that.

People play this hundreds or even thousands of hours. Of course the content will repeat then.

"Late game boredom" will set in inevitably. So instead of needing more content, the game should focus an replay-ability (new skill progression) and creative options (for builders). .. And random world generation of course.

 
I honestly believe that the game should embrace the freedom it has while also make incetives to explore out.

For example i think each biome should have all possible loot in them but at the same time they should all have a premade loot-table to reinforce the immersion of the area.

* Forests

Neutral place, everything has equal amounts lying around. The zombies are tame, the wildlife exists but due to the general populance theres generally more dead roaming around.

* Deserts

The sun is soo hot its killing you, zombies are rare just as general wildlife. Getting water and food is the main hardship you face here. The towns are mostly small and abudant for metals, have some food and water lying around but wood and stone is quite rare. Best place to get into the steel age is this.

* Cold areas

You are freezing here, zombies are rare but the most common ones are the big guys. Wildlife is common mostly wolf, deer and rabbits. The hardships come from the weather, you can find plenty of wood and cloths but metals seems to be rare. Best place to get leather and armors.

* Burned forests

This place is scorched, no wildlife and many places are still on fire. The hardships come from the burning areas and the flaming zombies what swarm the area. Plenty of rocks but almost no wood, best place for getting stone, coal and other minerals.

* Wasteland

Theres nothing here, occassional destroyed buildings, heaps of trash. This place offers tons of various raw materials such as nitrite and plastics but it has no food, water, tools what you may find are mostly destroyed and weapons are mostly in the form of parts. Zombies are non-existant apart from the naturally spawning demolishers.

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These would not enforce the players to explore out but would give good reasons to do so and would also reward the player for trying to survive in an area not meant to do so.

After the generic areas are fleshed out the area specific POI's can be changed in a manner to make these areas interesting like the wasteland could have a fallout bunker where you find large stockpiles of food, weapons and such if you can drill througth multiple layers of concrete and steel doors while fending off demolishers.

 
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