PC Which is the more important main feature of the game II

Which is the more important main feature of the game II

  • A fully destructible voxel world that can be mined and deformed block by block.

    Votes: 0 0.0%
  • Huge numbers of zombies that can overwhelm players by their horrific horde size.

    Votes: 0 0.0%

  • Total voters
    0
Why make us choose? We NEED both.
Voxels are what make this game what it is and idk bout y'all but a max of 64 zombies is not hard enough for me. A man can dream of 250 zombies instead of 64 one day....unlikely anytime soon because lag but still a dream...
Just a question of picking the most valuable feature.

Or just stronger zombies.

 
Before I vote, how would the more zombie thing work?

Would it be like 10 zombies would have 100 hp each and if it was 1000 zombies would they have 1 hp each?

 
@CC: I’m just glad I was quick enough to “Part Two” one of my polls before you did. :)
@Rest: yes. Assuming 64 zombies is the limit with voxel terrain what if 300 were the limit with static terrain. Would you trade voxels for significantly larger numbers that definitely couldn’t be done (as far as we know) with voxels standing in the way.
I voted for more zombies and no fully voxel terrain, but I do have a caveat on that.

I wouldn't want to see the voxel terrain completely disappear, but I'd be happy if the buildings and topsoil remained voxel based while the rock underneath was solid. Basically, "bedrock" would follow the contours of the land, and be about ten blocks down.

That would probably mean no more mining (no skin off my nose - I never mine anyway) but would leave the buildings destroyable and mean you could still do minor landscaping of the soil (e.g. flattening places out or digging small holes to put spikes in).

 
I don't know if this is even a possibility, and likely not.... But can the world be fully destructible except for on Blood Moons? Is there a way for the game to shut off the distructabilty and all of those calculations (except for the world surface and buildings) and convert that processing power for zombies?

I am not a programmer, just asking. :)

Edit: I know this would prohibit mining during the 7 day horde. It would just be a short term inconvenience for more zombies above ground, and ground dwellers could craft the whole time.

 
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How much of the world would have to be non-destroyable to have a major increase in zombies?

As A Nice Cup of Tea mentioned, could bedrock be at -27 (for example) following the contour of the land and that would allow zombies to be increased?

 
The voxel world is what sets this game apart. A boatload of zombies attacking you just becomes a run of the mill arcade style game after awhile. The ability to change the world into your vision is most important aspect. Both options I agree would be ideal though.

 
@CC: I’m just glad I was quick enough to “Part Two” one of my polls before you did. :)
@Rest: yes. Assuming 64 zombies is the limit with voxel terrain what if 300 were the limit with static terrain. Would you trade voxels for significantly larger numbers that definitely couldn’t be done (as far as we know) with voxels standing in the way.
Well, specifically on the assumption you listed there, I voted for destructible terrain.

It would be a real shame though, imho, if that came at the price of lack of zombie numbers. A16 for me was where it (lack of zombies) got so bad that it impacted my enjoyment of the game, most especially in cities, so if it's an either/or choice, then it's a lose/lose for me I think.

 
Just a question of picking the most valuable feature.
Or just stronger zombies.
I know it was a question on which is more valuable, the question at the beginning of my post wasn't really meant to be taken seriously.

Stronger zombies to me sounds like a cheap and annoying loop hole. Many of us want more normal zombies to fight instead of bullet sponges or OP zeds. Sure strong support zombies such as the wight, zombie bear, and cop are great additions to the game, but when you give EVERY zombie much more health/damage it kinda defeats the point of those more powerful zombies now doesn't it? They wouldn't be special anymore and melee combat would be way harder then it has to be. If you ask me it would be much better to keep zombies the way they are and to just raise the max limit once the game can handle it without becoming a lag fest.

Think about herds from TWD but instead of a million zombies imagine about 100-500. That's what I would love to see in this game. Now of course at the time it can't handle a number that large but that may not always be true. The future holds many possibilities.

 
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Sure strong support zombies such as the wight, zombie bear, and cop are great additions to the game, but when you give EVERY zombie much more health/damage it kinda defeats the point of those more powerful zombies now doesn't it?
Not only that, but I think larger numbers would serve the tower defense aspect of the game better also. I'm all for more zeds if we can get some and also the option to decide how many are spawning in the world, not just turning them on or off.

 
Neither and both at the same time.

I think it could have both. I think the terrain itself could be done where only the area you're digging/destroying needs the voxels along with buildings.

Humor me a sec.

Have it work backwards, instead of the world already being comprised of millions of voxels from the get go.

Have the terrain built like a normal terrain gen without the voxels BUT! have the player insert the voxels when it hits at that specific point.

Lets say: When the player hits a point on the terrain to dig it transforms a 3x3 layer of the terrain into blocks under the player to allow them to dig.

First hit tells the system to copy the terrain in a 3x3m area.

2nd hit replaces the terrain with the 3x3 voxel layer.

3rd hit starts breaking down the voxel like it does now.

You break that block and hit the terrain below it the system rinse repeats and replaces another layer with voxels.

and ofc have the buildings still be voxel to allow for them to be brought down.

Just thoughts..

edit: as an aside. Probably not something for this game but maybe another?!

 
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Ah, I'm not looking for "excuses" to boost my post count, since I don't even care about it. Quality over quantity.
Look at Guppycur's post count and then look at yours and you'll see that I wasn't talking about you. It was Guppycur that called my last poll the dumbest one ever. It's not all about you, Deadmole. :)

 
I voted zombies based on the current state of the game. If they make the underworld more interesting so that it actually utilizes voxels to their full potential then I'm all for voxel landscape but right now it isn't nearly as cool to dig as it would be to fight hordes of 300 zombies.

If the developers will develop the underground game then I'll change my vote.

 
Look at Guppycur's post count and then look at yours and you'll see that I wasn't talking about you. It was Guppycur that called my last poll the dumbest one ever. It's not all about you, Deadmole. :)
Yeah, it's all about who has the most posts, you're way at the bottom.

All hail Guppy, master of ♥♥♥♥posts :)

 
hmm, I like digging and building and terraforming in this game too much to vote against it...but larger hordes with weaker zombies would be really awesome...hard decision

I would really like to see Tin's idea come to life - or any Idea for that matter if it leads to an overall better performance and therefor more Z's while keeping our beloved fully destructible world :)

Edit:

I voted for voxels...couldn't help it xD

Another Idea: would it help to reduce the height of the map? I for one almost never build ultimately high in the air, so for me the sky might as well be 20 blocks or whatever lower above my head. For the people who like to build big but never dig one could implement a variable ground level in the startoptions of a map, something like: "would you like ~10, 20 or 50 Blocks beneath your feet before bedrock"....

limits us of course, but could it be worth the price if it boosts performance immensely?

 
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