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?
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?