Still Dislike The "Nowhere Is Safe" Philosophy For This Game

never meaningfully attacked where they live.
I think the OP's point is that such is happening pretty much all the time now and it's a matter of degree unless I'm misunderstanding. To try and balance solo and multiplayer play would be a fool's errand, I think. So, yes, possibly increase the number of options.
 
I like the idea of nowhere is safe because it keeps me on my toes. I do think they haven't quite found the sweet spot for the heat hitting 100% Heat generation. It feels a bit high at the moment.
I also really dislike that they made dew collectors generate heat. I understand they want getting water to be somewhat challenging. But I think it's time to stop tweaking water collection for further difficulty.
 
Yeah, it can happen if you're chased there by a wandering horde. Otherwise, it's not really a possibility since there aren't enough around to stack up on top of one another. Kill a couple and even that won't really be a problem.
Or as I did, hit them with a Molotov and killed the two that made it in. The traders should really have turrets to kill any that make it into their compounds lol
 
I think the OP's point is that such is happening pretty much all the time now and it's a matter of degree unless I'm misunderstanding. To try and balance solo and multiplayer play would be a fool's errand, I think. So, yes, possibly increase the number of options.

Agreed which would be perfect as a setting on how sensitive screamers are. For those who like the constant threat turn it up and if you dont turn it down. From what I can see there is a very wide range of folks from hardcore to just builder types. Personally I would love more random hoardes but as a setting so my desire for punishment doesnt ruin the fun of those who want a more relaxing game.
 
Y'know...I still don't see why it would be such a big deal for traders to be open 24/7.
I use a modlet for that, and it is still so seldom that I spend the night there anyway.

Now the few times I have tried to play on a MP server, I think there really should be a safe spot, because it isn't really convenient to log out and log back in just because you need to go to the head or get a drink.

Even if you want to skip horde night by hiding out, who cares? You are missing out on great XP, loot and action. Everyone makes such a big ■■■■ing deal out of it that god forbid it was a simple game option.
 
Thanks everyone for your comments. Just in case I've confused anyone, here's what I'm getting at.

Screamers:

I don't mind Screamers being the risk factor when it comes to generating too much heat, but I feel like the current versions are far too sensitive to heat. It makes doing anything that functions off the heat system a headache because it takes so little heat to summon a Screamer, but there are so many things that generate heat. Even 3 dew collectors by themselves will generate enough to summon a Screamer. This is the main reason why I said that a player can't do anything because everything is unsafe.

Zombie Spawn Rule Expansion:

I don't mind that the zombie spawning rule for the wasteland was expanded to the other biomes. It makes building a base out in the wilderness away from the town pointless now, which sucks, but other than that it's not an issue.

Digging/Swimming Zombies:

In all zombies movies there is always a safe haven. The thing that usually messes up the safety of that haven is that someone forgets to do something, or overlooks something, and the zombies get in. If I'm building my base deep underground, high in the air, or in the water, it's because I'm trying to make it as safe a haven as it can be. However, on horde night, that's when nowhere should be safe. That's when zombies should be able to swim and dig in order to accomplish said aesthetic so a player can't just hide in their base on horde night with no risk whatsoever.

Zombie Super Hearing In Storms:

It makes no sense and isn't necessary, just like Screamers and cop zombies having x-ray vision. Why is there a feral sense option when it seems like zombies are slowly getting like abilities naturally? There's already a storm and it already does damage to the player if they go out in it. That should be the penalty. Why is there also a penalty for the player who follows the rules and finds shelter to wait out the storm?
 
Y'know...I still don't see why it would be such a big deal for traders to be open 24/7.
I use a modlet for that, and it is still so seldom that I spend the night there anyway.

Now the few times I have tried to play on a MP server, I think there really should be a safe spot, because it isn't really convenient to log out and log back in just because you need to go to the head or get a drink.

Even if you want to skip horde night by hiding out, who cares? You are missing out on great XP, loot and action. Everyone makes such a big ■■■■ing deal out of it that god forbid it was a simple game option.
Except that you could fight the horde during horde night while inside the trader. Either shooting through the fence gate for some or standing on top of a platform on others. Yes, they'll be able to get over the walls if they are standing on top of one another, but a lot of traders have places you could jump to that zombies couldn't. It might not be perfectly safe, but you'd never have to worry about damage to your base. I don't really think that's a good thing. But I also don't care if it's an option.
 
Except that you could fight the horde during horde night while inside the trader. Either shooting through the fence gate for some or standing on top of a platform on others. Yes, they'll be able to get over the walls if they are standing on top of one another, but a lot of traders have places you could jump to that zombies couldn't. It might not be perfectly safe, but you'd never have to worry about damage to your base. I don't really think that's a good thing. But I also don't care if it's an option.
Honestly I wish there was a middle ground, like I would love to use a base like one of the outposts or some of the "scrap fort" POIs (the proper name escapes me) or even the prison with chainlink fences. The problem is it's like all or nothing, they are either too easily destroyed to be fun or they are invulnerable like the traders and not much fun either.

State of Decay (1 not the crappy sequel) had a good thematic feel, even if it was way too easy. The horde came down the street and you could set traps and fight it on the way, or you could just wait until it got to the base and your people would shoot them from your watchtower if you built one. Sometimes they would break in the gates and pour into the yard, but it generally wasn't too serious.

Another great feature they nixed in the sequel for some reason was barricading the windows of a house (either as a mission to help some other survivor group or just to secure yourself while looting, since it made noise, which drew attention) and then defending it.
 
Thanks everyone for your comments. Just in case I've confused anyone, here's what I'm getting at.

Screamers:

I don't mind Screamers being the risk factor when it comes to generating too much heat, but I feel like the current versions are far too sensitive to heat. It makes doing anything that functions off the heat system a headache because it takes so little heat to summon a Screamer, but there are so many things that generate heat. Even 3 dew collectors by themselves will generate enough to summon a Screamer. This is the main reason why I said that a player can't do anything because everything is unsafe.

Zombie Spawn Rule Expansion:

I don't mind that the zombie spawning rule for the wasteland was expanded to the other biomes. It makes building a base out in the wilderness away from the town pointless now, which sucks, but other than that it's not an issue.

Digging/Swimming Zombies:

In all zombies movies there is always a safe haven. The thing that usually messes up the safety of that haven is that someone forgets to do something, or overlooks something, and the zombies get in. If I'm building my base deep underground, high in the air, or in the water, it's because I'm trying to make it as safe a haven as it can be. However, on horde night, that's when nowhere should be safe. That's when zombies should be able to swim and dig in order to accomplish said aesthetic so a player can't just hide in their base on horde night with no risk whatsoever.

Zombie Super Hearing In Storms:

It makes no sense and isn't necessary, just like Screamers and cop zombies having x-ray vision. Why is there a feral sense option when it seems like zombies are slowly getting like abilities naturally? There's already a storm and it already does damage to the player if they go out in it. That should be the penalty. Why is there also a penalty for the player who follows the rules and finds shelter to wait out the storm?

*Screamers
I think you're vastly over-stating how often screamers appear(Even when babysitting 3-4+ stations in use, I only get them sometime), and if you aren't, I have recommendations: Keep your dew collectors a short hike from your base/crafters/dropchests.
You don't have to keep your workstations operating at all times, but if you are starting up a lot of crafting: once you get your fires and forges cooking, go on a little side project- hit a poi, chop some trees, go exploring for new targets, or find an airdrop. We can imagine those screamers came, looked around, didn't see anything and left.

*Zomb Spawns
The zombie spawning mechanic has never been an issue to me while building bases- maybe it could be in harder biomes, but by then you should be(And are expected to be) armed appropriately to handle the threat.

*Water/Digging
Zombies should probably move slower in water, but I fully support them swimming and coming after you. If someone wants to do a water build or an underground build because they don't want to engage vs the horde, why not simply disable hordes in the settings?

*Storm behavior
Particularly in videogames, I'm willing to suspend disbelief in favor of things being what I consider to be cool. -And I think it's pretty freakin' cool that the storms whip the zombies into a frenzy. If it's problematic, storm settings let you make them rarer, disable their effects, and I think you can turn off storms entirely.

If you need to feel safer still, next suggestion is to turn down zombie difficulty.

I don't understand this 'I need to feel super-safe in the undead apocalypse' mentality - if it were easy, 99.9% of the population wouldn't be trying to eat your face right now. That said with the tools already given to us you can already get pretty ■■■■ safe.. If it's just your crafting base, set up some traps- a few well-placed turrets will handle most problems.
 
1.0 expanded the zombie spawning mechanic for the wasteland to all biomes and introduced the new way Screamers spawn from heat.
This was in all versions. Moreover, there was also a smell at one time, which was removed. Moreover, in 1.0, a timeout appeared for screamers and they stopped coming at an interval of 1 minute.
 
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