PC Treasure,Clear,and Fetch

4sheetzngeegles

Well-known member
I looked at the release notes, and the accompanying video. There was/is
one mechanic holdover that I have a question about staying the same or if
there are thoughts of adjusting it.

They are the treasure, fetch, and clear aspect. I don't see anything wrong
with it but they share one thing that doesn't quite feel like they match what the
upgraded systems are bringing to the rest of the game.

They are too exact, the chest icon, fetch proximity, and clear roaming dots.

Personally the written and shown upgraded systems I like most are, the clothing,
remnant placement, trigger placement on the bomber, and the dew collector.

To match their change i will probably mod, the following changes for myself to match
the enhanced aspect that they add to the story. Removal of the chest icon from the
map, and the blinking indicator for how close I am to it. Instead it might match more
if it simply used just the outlying decreasing perimeter circle that you see when in view.

Removal of the distance indicator for the fetch packet, this would focus attention more on the its done
when its done story line.

The removal of the dots for remaining zombies. Instead; having just a color indicator of red for
there are still more, and green for complete. It would change the focus from is iti here, no
what about here,  find the dot in 3d space, mode of play to the afore mentioned it's done or it isn't.

I know that it may add some unknowns to the story, but that's most of the fun, I never played
it as a run and gun, to me that detracts from what was achieved for myself, the game theory, and
the story line. Survival in a game format, that's the story I play each time.

It may be a PITA for some or it may not, I am looking at continuity and flow. As a visual picture imagine
if horde night all of the ai had icons roaming all over the map and compass. Would it interrupt the focus
on the basic survival and relief when it is done?

It brings one more question to my mind. Why does the horde have to stop at exactly 4;30 when in the
advanced stages? It's good in the beginning to cut your teeth on, but as the game progresses wouldn't
the injection or the switch to an unknown random number of zombies be closer to the continuity of survival
and the increasing threat aspect?

 
Why not just map coordinates and building names? "There's a bag we lost in Crack a book, good luck."

You might find it fun digging for 36 hours in game but a lot of us who did the old treasure maps have a story about the time we dug for days on the side of a hill. It wasn't fun or an engaging story playing element. It was frustrating and annoying.

I get your point but the fun and realism need to be balanced. I wish you luck with modding it. 

 
As it is now, there are a lot of people who complain about not being able to find the last zombies in a POI quest.  If you remove the dots entirely, it wouldn't be good.  I get that you might like the challenge of finding stuff without any help and there's nothing wrong with that.  However, I think that the vast majority of players wouldn't want to lose those indicators.  I know I wouldn't and I don't even use them much other than for the buried treasure chests.  This would be better as a mod, or as an in-game setting that enables or disables those indicators.  I'd be fine with it being an option the way air drops are an option.

 
I understand your points, the suggestion for the on off button makes the most
sense for my suggestion, thanks for that. That is the reason why after the question
i added that I will probably do it for myself.

The mods I have done, I never posted because reading the forum I knew they would not
be readily accepted, after reading forum posts. Looking at the vast adjustments being
done all around, I just got curious.

I've had to quit a few times with the treasure because I toggle functioned the display
off. Since I adopted the dead is dead play with my nomadic roamer. It kind of fit with
the theme.

Time and desperation to prep for an eminent attack. I do get the frustration it could cause.

That's actually part of my survival theme. Primitive until it doesn't work anymore, advanced
when time is short and backed into a corner, and reverting to standard play when i get desperate.

Similar to the long night but with way more to keep me occupied.

I only saw the A and B of it but your suggestion gave me the see of it.

 
I would like to reduce the specificity of the dots.  They're crazy powerful if you use them, and the difference between Clear-only and Fetch-only being able to know where the zeds are, even hidden in a closet, is kind of meta.

So you know when you're close to the end, you get the yellow dot that shows the next sleeper volume?  Why not use just that?  I think that's what @4sheetzngeegles was trying to say.  Instead of a dot-per-zed, you get a red/yellow dot centered on the volume, that turns green when its cleared.  I feel like that'd be a lot better than omniscience about zed location in every room you enter.

 
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