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I am not very fond of the idea of areas. The beauty of this game is that you can go everywhere whenever you like and basically do what you want.

Different areas would be another measure that takes away choices. This is finally a game with as less borders as possible. Let´s not take that away.

It would basically be a level system like you have it in linear games. Been there, done that in a bazillion of games.

 
I am not very fond of the idea of areas. The beauty of this game is that you can go everywhere whenever you like and basically do what you want.
Different areas would be another measure that takes away choices. This is finally a game with as less borders as possible. Let´s not take that away.

It would basically be a level system like you have it in linear games. Been there, done that in a bazillion of games.
I think this comes down to a personal vision for what a sandbox game could or should be in principle. With the possible exception of the wasteland biome and the top levels of a few sky-scraping POI, there is virtually nothing off-limits to a Day 1 survivor in the vanilla game. While this may leave things very open, it ultimately means for practical survival concerns there is little reason not to immediately hunt down a city in RWG and spend 99+% of your time constructing and looting buildings with little concern as to their inhabitants. I'm hoping at some point in the future TFP shores things up a bit to include the feeling of soft-gated difficulty by doing something along the lines of

1) Restricting useful POI to certain biomes and providing those biomes with a zombie difficulty bump.

2) Simply buffing the encounter tables for useful POI.

These are already in effect to an extent for the aforementioned skyscrapers and wasteland biome -- but there is really nothing special about the loot at said locations.

 
Agree with BloodDeacon, it's just too homogenous at the moment. Everything is everywhere always, nothing has any value, except brass, solar cells and the 3 or 4 "progession" items you want to get your hands on and half of those you find conveniently placed for free use during day time in the traders. Find a nice spot close to trader and town and dig one hole and you pretty much have it all. The incentive to travel and try to find rare places was rather low for me this season overall. Quest system might change that up a bit hopefully and send you on some journeys. Even if it's just likely a simple fetchquest.

Wasteland and burnt should be top hazard zones and contain the harder locations with the better lewts. And I don't think that would heavily restrict other more laid-back playstyles especially if the trader option to obtain said lewts is kept open in a reasonable way.

Oh and yeah: Bring back Hub City or a similar concept of "urban biomes" deviating from the standard random town with their own set POIs full of hazards, enemies and exclusive items.

(...)Different areas would be another measure that takes away choices. This is finally a game with as less borders as possible. Let´s not take that away.

It would basically be a level system like you have it in linear games. Been there, done that in a bazillion of games.
Idk, I think this is somewhat different as we're talking randomly generated maps here, not perfectly designed single player campaigns. (excluding Navezgane on purpose) The only restrictions introduced with the areas concept is varying difficulty of single POI within the areas. I see nothing wrong with that. It's not going to be linear at all, we're not advocating for stuff like invisible walls, or some guard on a bridge instictively knowing you're still not level 50 and he therefore can't let you pass.

 
Sure. Others have voiced a preference for area based difficulty as well.
I think a "POI Density check" per region would be a great way to increase the wandering zombies and realism.

like 0-1 =normal 1-2... 1-5 POI = normal +3... 6-10 = Normal +5... 10-20 = Normal +7... 20+ =normal +8 at a time...etc...

Because in a large city you would see more zombies than an empty biome... Cities and towns would become a challenge...

Imagine having 10-20 zombies walking around in your line of sight in the streets of your city vs the now 1-2...

 
Spawn rates were an option in A15. A15 had gamestages.
Yeah, but that was an Alpha of an Alpha, inside of an Alpha. Things change.

Remember the giant ball mines of the early a14 days?

 
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