PC Underground Debate #589

Yeah, SP/COOP is the way I view it too. With a little raid/revenge killing on the side.
Sure! An expanded underground could be fun. But so would boats and scuba gear and.....

My point as always is, that I dont want a change at any cost. The constant chatter on this matter, could potentially force the dev's to half ass it. Not likely, but I'm voicing my concern anyway.

Let's see if the new digger zombie, that faatal did, doesn't solve the issue. I have a good feeling ;)
I look forward to that and the sleeper vultures. Just the thought of entering a busted down prefab and going up to the top level and seeing a flock of vultures waiting for me will be sweet in my book. Hopefully they all awaken on sight most of the time.

 
And I don't understand why you think we give a damn how you play. Please quote me a comment where ANYONE asked for underground living to be removed. Go ahead, I'll wait.




Didn't think so. We want underground to be fun. And in a survival game, "fun" usually equates with "dangerous".

Please quote me where i said anything about underground should be removed. Go ahead, I'll wait.

Didn't think so. There are some complaints on whether or not there should be certain hazards underground and some people say why live underground its boring. My post was why are some people complaining how others play their own game. Please re read my post before commenting.

 
Last edited by a moderator:
Yeah, SP/COOP is the way I view it too. With a little raid/revenge killing on the side.
Sure! An expanded underground could be fun. But so would boats and scuba gear and.....

My point as always is, that I dont want a change at any cost. The constant chatter on this matter, could potentially force the dev's to half ass it. Not likely, but I'm voicing my concern anyway.

Let's see if the new digger zombie, that faatal did, doesn't solve the issue. I have a good feeling ;)

- - - Updated - - -

Glad you used "usually" here.
Yeah because there are always exceptions. But I would say this, in a survival game "fun" NEVER equates with "safety"

 
I look forward to that and the sleeper vultures. Just the thought of entering a busted down prefab and going up to the top level and seeing a flock of vultures waiting for me will be sweet in my book. Hopefully they all awaken on sight most of the time.
Creepy!

Those new POI's too... So much stuff to explore.

 
Please quote me where i said anything about underground should be removed. Go ahead, I'll wait.
Didn't think so. There are some complaints on whether or not there should be certain hazards underground and some people say why live underground its boring. My post was why are some people complaining how others play their own game. Please re read my post before commenting.
I'll do that when you quote where I accused you of that. Go ahead, I'll wait.

Your first sentence was what I was responding to. You imply people don't want other people to be able to live underground. Actually you don't imply it. You say it straight out.

 
Yeah because there are always exceptions. But I would say this, in a survival game "fun" NEVER equates with "safety"
Wouldn't say that... I find the traders fun.

Sometimes very fun.

And that's pretty safe.

 
Well, that's the danger in game design, when it comes to openworld games...
But you could look at it differently. Just dont do it. Simple.

What urges you to "mole it" on day one?

Game to hard? Well then just turn down the difficulty. Again, simple.

Just admit that you like PvP, and that you hate not being able to find anyone... :p
I love pvp, and i hate not being able to find anyone! Tfp could always remove the mining from the game and make the ground impervious to damage:welcoming:

 
I love pvp, and i hate not being able to find anyone! Tfp could always remove the mining from the game and make the ground impervious to damage:welcoming:
There's a mod for that... Gnar mod or somthing like that.

- - - Updated - - -

Looser: Someone who untightens or sets something free.
"Looser"?

Sounds made up :p

 
Last edited by a moderator:
I love pvp, and i hate not being able to find anyone! Tfp could always remove the mining from the game and make the ground impervious to damage:welcoming:
MM talked about that a while ago - they could add a lot more to the game if they did this.

I could go either way but I doubt it is something they'd do this late in the game.

 
Everytime I read that Faatal fixed something, I'm thinking... Faatality!!!

- - - Updated - - -

What about living humanoid NPC's with bad intentions.
What about Morlocks, who have no other intentions than to kill you when you're underground?

 
Everytime I read that Faatal fixed something, I'm thinking... Faatality!!!
- - - Updated - - -

What about Morlocks, who have no other intentions than to kill you when you're underground?
Can u imagine the crying about safe places, id love it!!

 
Can u imagine the crying about safe places, id love it!!
Since Morlocks would come out at night to get the Eloi, I suppose they'd come for you (and I) as well above ground. And since they're intelligent tool users, woe to your above ground base defenses as well.

 
You're cherry picking options. What you want is a specific style of play. That is what modding is for.
Safe play is NOT a play style. Underground living is. The Pimps NEVER once said "If you want to play this game with NO threats, we dig that and we will adapt our mechanics for that play style". All they promised is to allow your way of building.

There was never a guarantee of 100 percent safety from threats. Be it zombies, natural or gas related.

The whole idea of "I want to play with zombies but..." "I want to go above ground but...." I want to live underground but..." is exactly why modding is a thing. There's no possible way the Pimps can balance for ALL of what everyone wants.
What I actually want is the possibility to be safe from time to time, if I so choose. MadMole seemed to be willing to give players this possibility and Faatal seemed to dismiss it. This is what got this conversation started.

 
Because playing mole simulator on day 1 is a poor design for a survival horror game.
any game that lets you enjoy the game they way you want is not poor design.

the point of a game is to have fun and if they are having fun avoiding threats then its a job well done

what they should do is add threats to the underground and simply make it something that can be modded out

this way you can choose to play safe underground or have no safe place

everyone wins.

as for those who will say " no, everyone should be playing with no safe places because zombies" I ask, why do you care about how someone you will likely never meet or play with, plays their game? it's not like they are forcing you to log into their server.

- - - Updated - - -

The Floating Origin system. It works pretty well, but does cause the occasional bug since a lot of code has to know about it. Like last week I discovered the all zombies fell off the world bug the testers were occasionally seeing was from the origin changing and Entity physics thinking they all moved and shifting them back the opposite way, like below ground.
now I wana see a vid of the zeds walking off the edge of the world LOL

 
...every place in the game (sans the menu screen) is part of the survival game.
LxbYFlcCAECf1Oy0J4SkUKw8-44=.gif


 
I don't have time to read the whole thread and I won't debate whether something should be done or not especially since the devs have said multiple times in the past that they intend to do this and I have been expecting them for a looong time now to make a good on their word - these ideas have been suggested before but the devs themselves must find a good way to go about it. Besides, it is futile to argue with asininities of the "don't do it if you don't like it", the "you just hate mole people", or the "my freedomz are being compromised" kind.

There are plenty of easy ways to at least achieve something similar to what the OP is describing.

You can call it radiation/chemicals (which is realistic since these materials have been absorbed by the earth and fits with the bombing theme), check the depth of the current block the player occupies in regard to the default surface generated, giving it a value beforehand or at runtime and optionally its direct connection to the surface.

Have the player get a debuff when going below surface, exponentially with depth, give him a way to counter it with a radiation suit or a non-portable machine that gives him a buff (resistance/whatever) if chunks are a problem, that needs to be refilled with something or be maintained with a gatherable resource (and in the case of a rad suit it should it should last a while even if not exposed to radiation/chemicals so that he doesn't have to change equipment every time he travels to the surface).

I am sure that if the devs dedicate more than 10 seconds to actually think of solution which is good, practical and applicable, they will think of something much better than us. Up to now I don't think they have dedicated more than that on this matter.

 
Last edited by a moderator:
I bet I get thrown out of the window for this one, but:

The easiest way to end this neverending discussion? Devs should remove the multiplayer, problem solved 8D

 
what undergorund needs?

- abandoned mines

- random lava

thats all i can think, im against limiting underground hiding to some "air pumps"

 
Have the player get a debuff when going below surface, exponentially with depth, give him a way to counter it with a radiation suit or a non-portable machine that gives him a buff (resistance/whatever) if chunks are a problem, that needs to be refilled with something or be maintained with a gatherable resource (and in the case of a rad suit it should it should last a while even if not exposed to radiation/chemicals so that he doesn't have to change equipment every time he travels to the surface).
Well, this is an idea that was proposed with small variations a lot of times. And I don't see the advantage of it compared to digging zombies. The developers supposedly have three reasons to change the underground.

1) make avoiding the zombies not too easy (i.e. by digging a hole three blocks deep). The reason most often cited by the developers

2) make underground interesting, A reason most often cited by players

3) add survival aspects to the underground. A reason not completely separate from 2

Your solution fails 1 completely as it only makes deeper underground dangerous. And even if you dropped the " exponentially with depth", donning a radiation suit at least is not hard at all.

And your solution doesn't solve 2 (this is a matter of opinion) as it adds danger, but a very boring one. Like the often-critizised clothes swapping because of temperature it isn't very interesting swapping into a radiation suit when going down. Installing a machine is a bit more interesting, but is a lot more implementation work and is also not a dynamic threat at all. Its only advantage is that it is a different game mechanic while zombies are nothing new, but because of implementation work it doesn't fit your description "easy to achieve"

Ok, it solves 3.

 
What I actually want is the possibility to be safe from time to time, if I so choose. MadMole seemed to be willing to give players this possibility and Faatal seemed to dismiss it. This is what got this conversation started.
Well, like anything else in the game, if you work for it and take precautions you are safe. As safe as you are if you drive a car, walk over a street, fix your roof, use a saw or wash your windows.

If you want more, a lot of methods have been listed in the forums, from loggin off, god mode, simply dying, up to and including using mods. Sure some methods don't work in all situations, but there is always one available in each situation.

Even madmole didn't give you 100% safety in vanilla as you have to get the money for the room or play a looooong time until you have enough xp to get stealth to max.

 
Back
Top