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

Which is the more important main feature of the game IV

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Uhmm...One might want to do that because it's a zombie survival game and the point is surviving and not merilly killing zombies for no reason?
It is a matter of gameplay. This is why a single option can bring so much, or take a lot. Good point you have, too.

 
Uhmm...One might want to do that because it's a zombie survival game and the point is surviving and not merilly killing zombies for no reason?
Dead is dead really needs to be an official option. When something can really kill you, you become a lot more cautious.

 
There is nothing wrong with having a bunch of game settings.

Look at Stellaris:

-About a dozen settings and sliders (Map, Enemies type and strength, "Loot").

-Then about a dozen choices for your race (Think instead, your character and their starting gear).

All that before the game starts, but people love it. (Paradox games are known for their replay-ability).

It can be done!

 
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There is nothing wrong with having a bunch of game settings.
Look at Stellaris:

-About a dozen settings and sliders (Map, Enemies type and strength, "Loot").

-Then about a dozen choices for your race (Think instead, your character and their starting gear).

All that before the game starts, but people love it. (Paradox games are known for their replay-ability).

It can be done!
But Paradox databases are not known for their scalability.

/old nerd joke

 
It is a matter of gameplay. This is why a single option can bring so much, or take a lot. Good point you have, too.
True.

Dead is dead really needs to be an official option. When something can really kill you, you become a lot more cautious.
I definitely agree, but what I would like even better (mostly because I play MP with friends) are some really impactful death consequences. I just find myself not caring about dying much of the time, especially after some point in the game and to me the thrill of survival is most of the fun in this game (and most other survival games). To know success, one must know failure. The intensity of each one is analogous with the other.

 
I definitely agree, but what I would like even better (mostly because I play MP with friends) are some really impactful death consequences. I just find myself not caring about dying much of the time, especially after some point in the game and to me the thrill of survival is most of the fun in this game (and most other survival games). To know success, one must know failure. The intensity of each one is analogous with the other.
I agree a real permadeath option would be a good idea, but "Delete all on death" is still a pretty impactful consequence in my experience. You can also mod the backpack to disappear almost immediately, so you won't reach it in time.

On the other end of the spectrum, you have the endless death loop when you die on horde night, a case where dying is too punishing.

 
Dead is dead mode is a good idea for the next round. What should I pair it up with? Horde mode? Run Day/Walk night mode? Something else?

 
Dead is dead versus the mandatory startup dialogs.
Guess which one will win?
What are you talking about? Deadmole said that was the beginning of the story. You want to cut out the story?!?!?!?!?!11111111

 
Dead is dead vs. the re-start animation sequence after you die.
-A
heh....I think the re-spawn animation sequence vs the tutorial quest might be a closer match. Problem is that the tutorial quest is optional. You can cancel it if you don't like it.

 
I agree a real permadeath option would be a good idea, but "Delete all on death" is still a pretty impactful consequence in my experience. You can also mod the backpack to disappear almost immediately, so you won't reach it in time.
On the other end of the spectrum, you have the endless death loop when you die on horde night, a case where dying is too punishing.
I think it's circumstantially impactful. If you manage your equipment and take only what you need from your safe well-stocked chests, or gather supplies with an empty inventory, it isn't much of a problem. Plus some debuffs are worse than dying - seen many suicide with an empty inventory just to get rid of them. Wellness at its current state is too one-dimensional and flat - personally, it never compelled me to care much about it and only works as a punishing mechanic if it's not capped at its low point. As I see it, death atm is a little trivial.

The endless death loop is not punishing in the sense that I am talking about. It's not an engaging punishment mechanic like dysentery would be (not terribly engaging but you know what I mean), it's just a meaningless waste of time and I agree the game should give you the chance to defend yourself and prevent further deaths.

 
Just to clarify, if you started a "Dead is dead" server and somebody dies, are they forbidden from logging on to said server? Or do they simply drop everything and can join again? Meaning that if I knew approximate coordinates for where I died or where I had stored items before dying, I could rejoin on a completely reset character and recover everything I had stored, as well as my backpack, while avoiding losing any health and negating wellness penalty.

Or is that more of a limit you impose on yourself in a single player game?

If it was the first thing, that would seem that people aren't going to join your server because it's too prohibitive to be much fun.

If it's the second thing, that would seem to be a severe impediment that would again, likely have people simply avoid that server because there is no point playing on a server where you're going to lose all of your skills.

If it's the third thing, that would seem to have the same net result while avoiding the Pimps needing to change anything to make it happen, because you're likely to end up playing alone and simulating Hardcore mode without any need to add a switch for it, nor change any code at all.

But if I'm wrong about how you think that would work in an MP setting, please explain so I can figure out whether or not I like the idea.

Run Day/Walk night mode?
If the Devs are even thinking about changing that to disable "Run at night" and increasing Feral spawn rate to make nights scarier, I will be thrilled. Not being able to take for granted that they will run or walk adds unpredictability, which increases fear.

If you knew, on day 1, that there was a 0.1% chance to find a random Feral during daylight you would be a lot more careful.

 
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Dead is dead mode is a good idea for the next round. What should I pair it up with? Horde mode? Run Day/Walk night mode? Something else?
Dead is dead vs an option to drop nothing on death in single player.

 
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Bro, there's already an option to drop nothing. Just FYI
Not in single player. You can, however, make a very simple XML change to make it happen... comment out this line in entityclasses.xml:

Code:
<!-- <property name="DropInventoryBlock" value="cntBackpackDropped"/> -->
 
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