PC Underground Debate #589

Since we are trying to nerf bunker dwellers can we also add sunburn and skin cancer to those who stay above ground? What about lightning killing people above ground, or fire ants, etc.. Of course I am being facetious, but I think if people want to live at bedrock, so be it. If you don't like it don't do it.
This.

 
Hey TFP I have solved underground bases.
My solution is both brutally punishing and requires a minimum amount of work yet will solve your problem of big underground bases.

I'll be happy to share with you. ;)

Trapped monster roaches/ scorpions / ants in rocks. It can be a very low % that increases as you get to bedrock.

Give them a very small chance of spawining when breaking a piece of stone. As you go deeper the chance gets higher without being crazy.

This would make players think twice about underground bases being super easy and safe. Yet still reward the player after their hard work.

But wouldn't be terrible to try to code.

Thoughts any of TFP???
RIP mining.

 
Since we are trying to nerf bunker dwellers can we also add sunburn and skin cancer to those who stay above ground? What about lightning killing people above ground, or fire ants, etc.. Of course I am being facetious, but I think if people want to live at bedrock, so be it. If you don't like it don't do it.
There is no limit to staying underground planned. Just threats to it.

Calling for the absence of threats to underground dwelling is aking to call for the removal of zeds from cities with the arguments "if you want to loot, so be it. If you don't like it, don't do it and go to the wastelends to loot".

I really do not understand why an underground threat is so much of a problem for some of you. Noone ever called for a removal of digging. All most of the players ask for is some kind of underground challenge. Full stop.

I for my part want some sort of challenge in my game, not some 100% secure "bedrock biome". I also dwelled underground mostly in A16 and what it definitely lacked was any kind of challenge. It was more a digging simulator than a zombie game. I understand you have different preferences, but so do I.

If you want a safe environment, there is always the option to switch of zeds, which should make underground living safe again as well.

 
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Well isn't that what the mods are for? Make the underground as deadly as you want. I'm all in support of you wanting to change it, but with mods you can change it how you please. Let the default be how it always has been and use mods to change it. They use mods to change everything else. Also by saying you could care less, means you care some. I couldn't care less would be more applicable, lol.
No, that isn't what mods are for. Mods are to take existing features/framework and change it. There is currently NO underground threat. I want one in vanilla.

Also, I know how to use "I couldn't care less" I know the actual phrase but I decided long ago I like it the way I say it. I mean it this way, "I COULD care less, but it's not really worth my time to worry about it." Irregardless of my grammar, having a 100% completely safe place in a survival game defeats the whole purpose of a survival game. And whoever was calling them underground bunkers earlier, they aren't bunkers. Bunker: a reinforced underground shelter, typically for use in wartime. These aren't "reinforced" as there is no need. There is currently no danger to reinforce them against.

 
Many people have asked for and are receiving underground threats, so that underground is no longer a safe and boring zone. Some people build underground bunkers which are completely safe, thus exploiting current game mechanics.

However, the largest base-building exploit remains untouched and safe. I am referring to secondary bases for "heat" related activities, which exist solely to cheese screamer hordes. Secondary "heat" bases keep my main base completely safe from screamer hordes and removes their threat.

I feel like this should be addressed. I think any craftable item that raises the heat map should raise it to max instantly if there is no sleeping bag spawn protection. The screamer hordes called by those items should be gps'd onto the offending forge/campfire/etc.

Give an incentive to keep your crafting stations in your main base and defend them as needed or else be conservative with their use.

I have read over and over about eliminating "safe spaces". If we are gonna do that, let's do it thoroughly.

 
If they were going to change the underground it seems the easiest way to prevent people is to use a system already built in like Oxygen levels. Just as it goes down quickly under water, it could go down slowly as you go underground and deplete faster the deeper you go. The only way to increase Oxygen without machines as others have described would be to dig a big enough hole to increase the oxygen levels. I would assume that would be an easy change since the under water system already exists.

 
I'm just tired of playing in a biome that is completely non-threatening and unchallenging. I want TFP to add something which makes underground living/working a challenge to my gameplay.
-A
no one makes you to go underground. live in open space as long as you want.

 
This new iteration is going to need much testing before we even decide if we like it or how fast they can dig or how far they can sense you. This is not done, done stuff.
i hope, Z-s not sense you more than 40 blocks, maybe max 60 blocks, if you do loud noise (auger). otherwise mining would be extremely dangerous. would be safer do open mines, so you can fight, not being trapped in tunnel.

on horde nights they can sense you anyway.

 
Just add Morlocks to the underground!

and an incurable Morlock disease that slowly builds up over time spent underground...

till eventually...after weeks , you become a Morlock as well! ;) So you die and then now , there is a monster in your base you have to kill to get your stuff back lol...

morlock.jpg

 
If only a Dev would talk about the difficulty of undergound:

Yeah static terrain will solve that :) Just teasing. Yeah eventually underground bases won't be as viable one way or another. Lack of oxygen, vitamin d deficiency, black lung from mining in enclosed spaces and better zombie pathing come to mind as the best solutions.
 
Just add Morlocks to the underground!and an incurable Morlock disease that slowly builds up over time spent underground...

till eventually...after weeks , you become a Morlock as well! ;) So you die and then now , there is a monster in your base you have to kill to get your stuff back lol...

View attachment 25104
Wtf i just read?

 
Except you would have to go really damn deep or be approaching a geothermal pocket for that to happen. On average, the temperature increases by about 25 degrees C for every kilometer of depth (1000 m) The maximum depth in the game is nowhere near even one kilometer in depth.
Yeah, not exactly realistic, but the game mechanics of temperature extremes are a good stand-in for unpleasant environmental factors in how they push players in a certain area. Anyway, now that I think about it, making the temperature increase by half an absurd degree farenheight for every meter you go down isn't that much weirder than 100% indestructible bedrock.

If they were going to change the underground it seems the easiest way to prevent people is to use a system already built in like Oxygen levels. Just as it goes down quickly under water, it could go down slowly as you go underground and deplete faster the deeper you go. The only way to increase Oxygen without machines as others have described would be to dig a big enough hole to increase the oxygen levels. I would assume that would be an easy change since the under water system already exists.
Water is much easier because its a binary head submerged or not. The issue with air is that there are varying densities, and as the devs have stated before, it's quite hard to get a good oxygen density profile. For example, how do define "a big enough" hole with a fast running and realistic algorithm?

 
Many people have asked for and are receiving underground threats, so that underground is no longer a safe and boring zone. Some people build underground bunkers which are completely safe, thus exploiting current game mechanics.
However, the largest base-building exploit remains untouched and safe. I am referring to secondary bases for "heat" related activities, which exist solely to cheese screamer hordes. Secondary "heat" bases keep my main base completely safe from screamer hordes and removes their threat.

I feel like this should be addressed. I think any craftable item that raises the heat map should raise it to max instantly if there is no sleeping bag spawn protection. The screamer hordes called by those items should be gps'd onto the offending forge/campfire/etc.

Give an incentive to keep your crafting stations in your main base and defend them as needed or else be conservative with their use.

I have read over and over about eliminating "safe spaces". If we are gonna do that, let's do it thoroughly.
thats not cheese thats common sense

if Im going to do anything that is guaranteed to attract unwanted attention (in real life or in game) Im sure as hell not going to do it near my safe house.

 
I'm just tired of playing in a biome that is completely non-threatening and unchallenging. I want TFP to add something which makes underground living/working a challenge to my gameplay.
-A
Wow, be honest here... are you ' tired ' of playing in those types of biones or do you just not want people to play in those biomes?

Cause there's a VERY easy & simple solution to being ' tired ' of those biomes. Dont build in them. Avoid them, leave them be. You know you can beat them, place in-game restrictions for yourself.

 
To go along with the thinning air levels underground, it would be really cool to see what TFPs or modders could do with that. Like needing to install ventilation shafts connected to a fan unit which needs power. Gating those behind some skills and items that are tough to get your hands on could slow the rush to get an underground bunker starting day 1 and push it to mid to late game. I've spent more time than I'd like to admit underground but something like this would still let players who like the underground do their thing(eventually) and makes the early game more challenging.

 
To go along with the thinning air levels underground, it would be really cool to see what TFPs or modders could do with that. Like needing to install ventilation shafts connected to a fan unit which needs power. Gating those behind some skills and items that are tough to get your hands on could slow the rush to get an underground bunker starting day 1 and push it to mid to late game. I've spent more time than I'd like to admit underground but something like this would still let players who like the underground do their thing(eventually) and makes the early game more challenging.
im almost positive venting has been mentioned time & time again. it would be pretty awesome, could even add some AC units / heaters to bases to mitigate the heat without having to wear hideous clothing.

 
It isn't about preventing people to go underground.
I didn't really mean "prevent" bad choice of words on my part. I meant to say make underground life more difficult. I know they don't want to eliminate underground activity, just make it more dangerous/difficult. My bad choice of words.

 
no one makes you to go underground. live in open space as long as you want.

Wow, be honest here... are you ' tired ' of playing in those types of biones or do you just not want people to play in those biomes?
Cause there's a VERY easy & simple solution to being ' tired ' of those biomes. Dont build in them. Avoid them, leave them be. You know you can beat them, place in-game restrictions for yourself.
Don't tell me how to play my game. I want to go underground and I want to be challenged to survive and thrive there. Just like when I am above ground in any of the other biomes.

Most people who want a challenge to the underworld don't give a polished turd about how anyone else is playing. I sure don't.

-A

 
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Get over yourselves. Me wanting dangers below ground has NOTHING to do with you. I want dangers there because it would make the game more fun for me. I could care less how you play your game but I want a world where no place is safe.
100 percent this. Do you ever notice how underground dwellers seem to be SO resistant to ANY forms of threats to their cozy lifestyle, yet above ground is consistently made harder and more complex?

We now have to contend with better AI pathing, zombies who can knock down pillars and possibly hit up to us on ledges, bears who can knock down tree houses etc. Oh but make ONE suggestion to add some gas underground and all of a sudden we get wishes for cancer for breathing fresh air. Be Tee Dubs there IS sunblocker in the game already. Go ahead and look at creative. So maybe one day there WILL be cancer from the sun. And Ill gladly accept that challenge. Because complacency in any game = fail.

You know how to get an underground settler out of his hole? Drop an ant down there, he will panic REAL quick.

 
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