RestInPieces
New member
Digging zombies will be a glitchy nightmare imo like it was back in the early alphas. Personally don't care much about 1) as long as a survival aspect is introduced to the underground with the goals of giving it its own pros and cons for a more varied playstyle. With 1) this doesn't happen.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.
I agree, this hazard is static. Any countermeasure should have a maintenance requirement - even a suit. The point of this hazard is to make the underground more high maintenance that also needs some planning, while making you scavenge for that resource. Also imo the game greatly needs more motives for end-game scavenging. As for cloth swapping, I already mentioned that if implemented correctly with the buff system, the player won't have to be changing equipment often because the debuff could last a x period of time after emerging from the underground, which is another con that gets balanced out by the underground safety.
I agree that this hazard by itself is not the "being hunted by zombies"-exciting kind of type, but personally I prefer it to digging zombies or what we have now. If it was up to me though I would add a mix of different hazards and not radiation alone.
As for the implementation... I bet my ass that radiation is easier to achieve than well-working non-glitchy digging zombies. As long as you can detect the player's depth, proximity with earth blocks and whether he is under the generated surface blocks for example, you can just make the player take damage/whatever. Furthermore, in the future it can easily become more dynamic, with buried radioactive waste, machinery that emits radiation and so on.
Last edited by a moderator: