Core gameplay loop consists of building, scavenging, farming on scavenging and dealing with random roaming hordes by either avoiding them if "out there" or getting rid of it when in your base and fighting for most of the time and for self defense from homing horde every 7 days.I get the impression that some people cry, "exploit!" whenever they see gameplay that they don't agree with. To me, an exploit is taking advantage of a bug or cheat, like poor clipping on a FPS.
While you are playing your single-player world I am also playing my own single-player world. Single player doesn't mean you are the sole player on Earth playing. There are more preferences than your own. Hence, the issue is that other people wanting to play their own single-player game and who wish to build underground but find it too boring because (as has already been established in this thread) it is a snoozefest aren't getting what they want so they post here to show support for what they want.I am still confused why this is an issue.
I, playing my single-player world...
If you remove them in caps does it make them super gone....?IF digging zombies are put in.. I WILL REMOVE THEM....
Madmole has said there will be safe places to build within settlements for those who want that experience. There will eventually be underground threats and no complete safety if you choose to build out in the wild but there will be an option for those whose preferences are to only experience zombie threats when they go out exploring and scavenging.Change that to match the reward and the game will be much more balanced.
Your mole playstyle should not be removed, but if you want a complete safety, turn off zombies and play creative mode.
That's pretty acceptable if you're only going to get a minor piece of land for the safety. But there still is a long way until then, given how the only NPCs are economy bandits erm, I mean traders.Madmole has said there will be safe places to build within settlements for those who want that experience. There will eventually be underground threats and no complete safety if you choose to build out in the wild but there will be an option for those whose preferences are to only experience zombie threats when they go out exploring and scavenging.
Personally, I think this is a much better solution than having a forcefield around the largest biome in the game. Join a settlement and get the safety you crave or be a lonewolf and carve out and maintain your survival for a challenge.
Didn't Madmole say that only in relation to an option to pay for a few nights now an then at a trader? As in, you will not be able to build a base in there. Correct?Madmole has said there will be safe places to build within settlements for those who want that experience. There will eventually be underground threats and no complete safety if you choose to build out in the wild but there will be an option for those whose preferences are to only experience zombie threats when they go out exploring and scavenging.
Personally, I think this is a much better solution than having a forcefield around the largest biome in the game. Join a settlement and get the safety you crave or be a lonewolf and carve out and maintain your survival for a challenge.
Yeah, I too remember him saying that... but they may have evolved the idea into something more, hopefully. :-]Didn't Madmole say that only in relation to an option to pay for a few nights now an then at a trader? As in, you will not be able to build a base in there. Correct?
I don't like the idea. If there are NPC settlements, firstly, I think it should be able to be enabled/disabled because some people prefer the last-man-alive sort of vibe. Secondly, NPC settlements should not be invulnerable but rather should have to use in-game mechanics, such as base defence, to defend themselves from zombies. Different factions should have different levels of vulnerabilities, and different levels if hostility to the player, a bit like in S.T.A.L.K.E.R. For example, there could be "survivor" settlements which were friendly to the player and could trade in low-level items, which didn't have great defences and were capable of being overrun. On the other hand, there could be military bases which were defended by high-level military equipment and contained high-level gear, but would shoot the player on sight, unless he somehow aligned himself with this faction by doing a quest or something similar.Madmole has said there will be safe places to build within settlements for those who want that experience. There will eventually be underground threats and no complete safety if you choose to build out in the wild but there will be an option for those whose preferences are to only experience zombie threats when they go out exploring and scavenging.
Personally, I think this is a much better solution than having a forcefield around the largest biome in the game. Join a settlement and get the safety you crave or be a lonewolf and carve out and maintain your survival for a challenge.
My personal preference is that late in the game I can reach a status where the usual hordes and zombies are no longer a threat. At that point I would like to have other things to keep the game interesting, like quests, bosses to kill, npc to save and dungeons to clear (real hard dungeons, with real good loot, not the ones we currently have)Anywhere being safe is quite a fundamental flaw for a survival game like this.
Had to stop reading the thread to respond here. Some of this I agree with, some I don't and one point is simply wrong.People hiding underground who get no xp or loot from zombie hordes is not much of a problem. The real problem is elevated bases with upside down log spike traps that are flush with the ground. These people farm xp and loot with zero risk. Another problem is the people who drink grain alcohol and run the whole night killing zombies with overpowered melee weapons with zero risk.
Both the elevated bases and an all night stamina and stun resist buff are far more over powered than some mole who gets nothing from hiding underground.
I forgot about the the battle platform cheese. Build a platform with a full block topped with a slab then make a three slab wide ledge that runs around the perimeter of the platform. Players can easily jump up on this platform but zombies just stand there and let you beat them over the head with overpowered melee weapons with zero risk.
I'm sorry but isn't that just moving the safety area? Underground was safe but then you said you want to go underground but need threats to make it more fun.Madmole has said there will be safe places to build within settlements for those who want that experience. There will eventually be underground threats and no complete safety if you choose to build out in the wild but there will be an option for those whose preferences are to only experience zombie threats when they go out exploring and scavenging.
I think you missed my point.Core gameplay loop consists of building, scavenging, farming on scavenging and dealing with random roaming hordes by either avoiding them if "out there" or getting rid of it when in your base and fighting for most of the time and for self defense from homing horde every 7 days.
How would you name deliberate evading the part of the game that is literally in the title of it?
That means other elements of risk vs reward needs to be implemented.
Underground bases provide MASSIVE rewards and absolutely no risk.
Change that to match the reward and the game will be much more balanced.
Your mole playstyle should not be removed, but if you want a complete safety, turn off zombies and play creative mode.