Roland's Top Ten Ranked: Items that have been added

POI's are so much better than they used to be that it's crazy. I remember the empty houses and i don't miss them for a second.

To add to this, id say the improvements on zombies themselves is worth mentioning. They have ragdolls now, which allows for a lot of funny/whacky deaths. Paired with the new dismemberment, shooting/melee feels much more impactful and fun.


Honestly, out of all games out there, i don't understand playing this one and wanting to avoid looting. It's like playing stardew and being "forced" to farm, it's just weird. If you never want to loot or clear out POI's, what else are you doing? What's the point of leveling up or getting gear if you aren't going to use it for POI's?

Looting was fairly important before magazines, and it makes sense to have crafting progression be a part of something most players are going to be doing anyway.
I just wish there was a way to easily designate "spots" within a POI where the final loot could spawn, so yo never know exactly where it is. As it is now, the whole path through the gauntlet can be ignored by going to the loot room (easier when located in attics, obviously).
 
Not sure what TFP’s current thinking is on this but when initially discussed it was a more varied take on the wandering hordes concept. In short, scripted events that would cause you to encounter zombies. It was first discussed in the alpha that reduced wilderness zombies.
They could expand that to bandits and wildlife as well which would help make the world feel lore alive. A great idea if they bring it to fruition
 
Not sure what TFP’s current thinking is on this but when initially discussed it was a more varied take on the wandering hordes concept. In short, scripted events that would cause you to encounter zombies. It was first discussed in the alpha that reduced wilderness zombies.
We already have wandering z's, dogs, wolves. I had wolves with 2 dire wolves in the pack on day 30! Day 5 I had a stupid dog horde. Both came when I wasn't inside my base. The 2 dire wolves about got me. I'm still confused on what Roland meant
 
Define event manager???
Long, long ago, I remember Joel talking about it and likening it to how Skyrim would put events in front of you every so often. ..Now who knows if what we get, if we're really getting it, would actually be anything like that.. but if even it were close, the potential is huge.. it's been a feature I'm long anticipating.
I just hope it isn't a monkey's paw wish and when we get it, TFP also implement Learn by(and only by) chopping trees.
 
You said getting IT.....what is it??? We already have stuff that happens every so often, out of the blue, right in front of us. Do you mean getting a higher chance for a horde to appear Infront of us? Or something else other than the stuff that can appear right in front of us.
 
Or something else other than the stuff that can appear right in front of us.
It is "things appearing in front of us"; hopefully better hidden than wandering hordes, loaded in with the world. People are hoping for plenty of varied things, like NPC encampments, animal herds grazing, maybe gyro crash sites ... whatever they can imagine. Nothing has really been promised though, so chances are you'll find wild ... badges. (Measured in creative quality)
 
It is "things appearing in front of us"; hopefully better hidden than wandering hordes, loaded in with the world. People are hoping for plenty of varied things, like NPC encampments, animal herds grazing, maybe gyro crash sites ... whatever they can imagine. Nothing has really been promised though, so chances are you'll find wild ... badges. (Measured in creative quality)
Hence why I said I try to keep my expectations low. Then when those random badges appear, I can pin them on my chest in stride.
 
Define event manager???

Theoretically it is a manager that can spawn random encounters and events in your path before the location comes into view. So for example, if the game sees that you are heading for a supply drop it could place a party of bandits at the spot so you’d have to deal with them for the crate. Or it could place some bandits fighting several zombies ahead of you so that when you come into view you see it unfolding and can decide how to proceed. Someday, it would potentially manage story related events happening to the player.

The twitch commands are the precursor technology where audience members can cause things to happen to the player—many of them silly. This would be an AI manager making things happen to the player but hopefully not silly or badge-like things.

Lots of potential for the game and for modders. It is listed as one of the 3.0 features.
 
Ok thx guys I now understand. I can tell you that the thought of Dire wolves and dogs appearing right in front of me keeps me on edge enough so I'm not needing alot more instances to ■■■■ my pants on. Now if I'm in a vehicle let em come!
 
Ok thx guys I now understand. I can tell you that the thought of Dire wolves and dogs appearing right in front of me keeps me on edge enough so I'm not needing alot more instances to ■■■■ my pants on. Now if I'm in a vehicle let em come!
Last weekend, I opened the front door to my base and a roaming dog horde led by a dire wolf ran past my base, the zombie dogs came at me but the dire wolf kept on running. Kind of, one of the weirdest things I've seen so far.
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I understand that not everyone enjoys them though. I just wish the haters could reciprocate and not just assume those of us who enjoy the modern game as it is are only coping or brown nosing or fanboying. It’s as if they cannot fathom the idea that anyone could actually like some of the modern features.
I think or believe most of those who are hating on the new changes and so on, do not like the fact that they have to learn new strategies and come out of their comfort zones.
 
Last weekend, I opened the front door to my base and a roaming dog horde led by a dire wolf ran past my base, the zombie dogs came at me but the dire wolf kept on running. Kind of, one of the weirdest things I've seen so far.
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I think or believe most of those who are hating on the new changes and so on, do not like the fact that they have to learn new strategies and come out of their comfort zones.
Or.... just saying.... some of us just thought the game was better? I still enjoy the game, so I'm not saying that its not good now, I just believe it used to be better.
 
1) Improved pathing:
Yeah, that's a good change. In A17, if you climbed up somewhere high and there was no way to get there, the zombies would just bunch up right below you. You could just sit there and throw explosives down.
2) Dungeon POIs:
It's hard to say. There are changes, of course, but personally it didn't affect my game much. I don't see much difference between a zombie that gets up from the floor or jumps out of a closet.
4) Magazines for Crafting:
On the one hand, the development of the table is more logical, but on the other hand, it has become more linear. In old games, I sometimes had strange situations when I found the recipe for the crucible on the first day, but for several weeks I could not find the recipe for the forge. I had to make iron and steel in the forge on the merchant's territory. I can't say whether this is good or bad. But both options have their pros and cons.
5) Dew Collectors:
An interesting change. In the form in which it originally appeared, it was certainly not very good. But now I even like this system. At the beginning of the game, you have to tinker with water, but in the middle and at the end, I practically forget about water. And this is despite the fact that I make glue in large quantities.
8) Storms:
Good idea, a little distraction from the routine.
9) Biome Hazards:
It's a controversial thing. On the one hand, it gives an additional occupation for all these tests, but on the other hand, it simply stretches out the game time.
10) Jobs:
On the one hand, these quests randomize my looting a bit, since the merchant can send me to a POI that I would only go to by accident. On the other hand, you can live well on the rewards from the quests without trying to do much else.
 
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