PC Your views on the new dungeon system - new POIS vs old POIS

would be a cool idea to not have the trader protected making it your job to protect him/her while youre there??
Have you ever played past day 200?

POI's get the crap kicked out of them.

Traders would be demolished and then we'd have trouble.

HOWEVER......

... if we ever get Colonies, having our own Trader to protect would be fun.

 
Has been asked a lot. I myself have and have read others saying the same. The new POIs are cool, but there are too many of them. Many of us also like to just scavenge buildings sometimes, and others times, go do dungeons.

Havent heard any dev answer about it, doesnt look good.

 
Has been asked a lot. I myself have and have read others saying the same. The new POIs are cool, but there are too many of them. Many of us also like to just scavenge buildings sometimes, and others times, go do dungeons.
Havent heard any dev answer about it, doesnt look good.
you know what would be cool? the whole idea of a hive pit, like one per town where the zeds are drawn...like as people died, the authorities moved the bodies to a central storage location, the smell of rotten meat would also attract zombies.. it could be run in an instance, have variations on location and builds that rotate.. different zed types and loot based on user level.. this would also work for the multiplayer platform giving additional drops .. larger groups of zeds and additional xp

the outskirts could also be a good location to level, find bones for that all important glue...cloth ect… just low level necessities

 
This is exactly how Empyrion's PoIs are structured. You have to go through them once trying to avoid all the deadly traps, reach the very end, destroy the core and then you can disassemble the entire PoI into useful materials. Tons and tons of fun and very rewarding once you reach the final prize. Nobody seems to object. Players enjoy it immensely.
Problem is, hidden turrets, invisible trap doors and mob spawn points make total sense in a SciFi environment. Not so much in a zombie apocalypse environment.
I've never played that game, so on assumption basis only, I would say that was the set structure of that game since day 1. Not, "it hasn't been that way in 5 years, why would you change it now?"

That would just shell-shock the masses in 7D

 
I've never played that game, so on assumption basis only, I would say that was the set structure of that game since day 1. Not, "it hasn't been that way in 5 years, why would you change it now?"
That would just shell-shock the masses in 7D
Not really no. I don't even think the POIs in Empyrion are designed by actual staff, most if not all of the content (buildings, vehicles, etc - not the pieces) are community submissions. Empyrion started life as a Space Engineers knockoff (I actually got Empyrion before SE). It'll never be the game SE could have been, but it is more game than SE will ever be.

It is also constantly changing. Mostly for the better, although it goes through the same pains 7DTD does.

Have you ever played past day 200?
POI's get the crap kicked out of them.

Traders would be demolished and then we'd have trouble.

HOWEVER......

... if we ever get Colonies, having our own Trader to protect would be fun.
Much as we'd both love this, never happen. Same reason we can't have more zeds.

 
Last edited by a moderator:
Has been asked a lot. I myself have and have read others saying the same. The new POIs are cool, but there are too many of them. Many of us also like to just scavenge buildings sometimes, and others times, go do dungeons.
Havent heard any dev answer about it, doesnt look good.
Yeah a mix of Normal and Crawlers would really be great!

you know what would be cool? the whole idea of a hive pit, like one per town where the zeds are drawn...
I like this idea!

A LOT!

 
I love them. I think there are a bit too many zombies in some of them and not enough zombies in the others. I also think there might be a bit too many of them that are dungeons. In Dyersville, I believe every house there is a dungeon. It's fine I guess, but just not what I would prefer.

One thing I have noticed is when listening in voice chat or watching a youtube video is people approach these dungeons and they are often saying things like "Which way do they want me to go" or "How am I supposed to get there without frames?" - this is a bit restrictive and linear. They create an environment to where you're trying to figure out the path through them that the developers intended instead of just going through them however you want. - I started to do that at first as well, but screw that - I'm going to take them differently and just cut through walls or whatever I feel like at the time. Otherwise, it's too repetitive. I love setting up traps and things in them. I'll open up a few holes for escape routes set some traps outside too. Get it all set up and then go in and kill with stealth, but I have traps set up just incase i have to go loud and wake them all up - in that case - i've got it planned out on how to deal with it. The execution of those plans set in motion is so fun and satisfying.

 
yeah i agree hard with willcheat " i just love that there is a purpose to go outside a base and actually not having a base that easy.so many ways to play the game now i feel so duno why we are complaining at all :D its only getting better from here on out. chill out and give feedback easy peasy.

 
Much as we'd both love this, never happen. Same reason we can't have more zeds.
Actually it's not out of the question.

Madmole mentioned they had some talks at staff meetings about Colonies.

I'm not saying it's planned but it's not off the table either.

That's..... hopeful at least.

 
I love them. I think there are a bit too many zombies in some of them and not enough zombies in the others. I also think there might be a bit too many of them that are dungeons. In Dyersville, I believe every house there is a dungeon. It's fine I guess, but just not what I would prefer.
One thing I have noticed is when listening in voice chat or watching a youtube video is people approach these dungeons and they are often saying things like "Which way do they want me to go" or "How am I supposed to get there without frames?" - this is a bit restrictive and linear. They create an environment to where you're trying to figure out the path through them that the developers intended instead of just going through them however you want. - I started to do that at first as well, but screw that - I'm going to take them differently and just cut through walls or whatever I feel like at the time. Otherwise, it's too repetitive. I love setting up traps and things in them. I'll open up a few holes for escape routes set some traps outside too. Get it all set up and then go in and kill with stealth, but I have traps set up just incase i have to go loud and wake them all up - in that case - i've got it planned out on how to deal with it. The execution of those plans set in motion is so fun and satisfying.
I don't even go into Bear Dens or Totz buildings anymore. Did them a couple times.

Bear Den = go to patio, break spikes and door, get loot.

Totz = nerd pole to roof, open crates, safe, and gunbag.

Both scenarios contain sneak kills. But after 2-3x why bother anymore tbh.

 
I don't even go into Bear Dens or Totz buildings anymore. Did them a couple times.
Bear Den = go to patio, break spikes and door, get loot.

Totz = nerd pole to roof, open crates, safe, and gunbag.

Both scenarios contain sneak kills. But after 2-3x why bother anymore tbh.
7csTUyj.gif


Aaaah!

I didn't want to know that.

 
yeah, I do tend to go off on a tangent... XD
Honestly, my post does sound a little ranty but its not, I am truly loving everything and yes, I was talking about the floor traps... does every house really need one? I guess its my play style, I run in smack everything I can and run back out to face them outside
I have learned a couple things with A17

1) POI = OP loot. Some suck, others are OP with tons of loot or work as an OP base once you clear it

2) POI = OP base, mentioned above

3) POI = trap of death like you said, if you follow the obvious path in. Carry Wood Frames at all times and use them to get in your own way (aim for the roof where the good crates and hidden stashes are on some POIs) Others you dig through a wall

4) POI = pull not push - pull a room at a time out in an open area where you can easily kill and regen stamina while moving away from zombies

But yes, every floor in every POI should not collapse. Maybe they can tune a chance to collapse and make it so it does happen on occasion but not in every building.

 
Actually it's not out of the question.
Madmole mentioned they had some talks at staff meetings about Colonies.

I'm not saying it's planned but it's not off the table either.

That's..... hopeful at least.
tbh no... the starvation mod accomplished this and somewhat successfully too! although load and save/exit times were greatly increased it made for fantastic gameplay… managing your colony, illness and being able to spread a cold that could and would kill your survivors. additional farming fruit and veg, trees and pests/vermin that came with it.

I honestly think that TFP should look at some of the bigger mods, maybe streamline them but there is definitely viable options to add a lot more immersion into the game

 
I like them but there are 2 problems....

a) Bullet sponge enemies can make them a chore to clear. Can also take far too long, especially early game.

b) They occur far too often meaning they soon lose their appeal. Worlds need a higher percentage of simpler loot sites.

 
So I actually really like the general concept behind the dungeons. I imagine that these were places where survivors held out until the bitter end, then when things were falling apart they hid in closets to hide, locked themselves in the attic, and either died of infection, turned and killed one another, or starved. So it's somewhat believable. Except the ones hiding in the ceiling with no way to get up there..

I'm not really a fan of the falling floors and ceilings. It's ok in one or two POIs where it makes sense but EVERY ONE?? They overdid that one a bit. Navesgane is in Arizona but all the floors were apparantly made in China lol

I think if they had a good mix and made the regular POIs a bit more challenging without turning them into dungeons that would be best. Good example... the Motel. It's not a dungeon but when you go to certain areas the zombies start breaking out of the rooms and it just has a good feel to it. I had fun with that one. I want to see regular POIs where when you open the bathroom there are like 20 regular zombies in there.

Good suggestion. Allow us to adjust RWG setting that controls spawn rate for dungeons. Low, medium, high. Low is like 20 percent dungeons high is like 80, etc.

 
So I actually really like the general concept behind the dungeons. I imagine that these were places where survivors held out until the bitter end, then when things were falling apart they hid in closets to hide, locked themselves in the attic, and either died of infection, turned and killed one another, or starved. So it's somewhat believable. Except the ones hiding in the ceiling with no way to get up there..
I'm not really a fan of the falling floors and ceilings. It's ok in one or two POIs where it makes sense but EVERY ONE?? They overdid that one a bit. Navesgane is in Arizona but all the floors were apparantly made in China lol

I think if they had a good mix and made the regular POIs a bit more challenging without turning them into dungeons that would be best. Good example... the Motel. It's not a dungeon but when you go to certain areas the zombies start breaking out of the rooms and it just has a good feel to it. I had fun with that one. I want to see regular POIs where when you open the bathroom there are like 20 regular zombies in there.

Good suggestion. Allow us to adjust RWG setting that controls spawn rate for dungeons. Low, medium, high. Low is like 20 percent dungeons high is like 80, etc.
I totally agree with the last comment here, or another option would be to split the cities into lots... each lot could be given a chance to spawn either a dungeon, normal poi, advanced poi or just be an empty lot where said players can build.

there is so much potential in this game its unreal, so many directions it can go and so many play styles it could cover... TFP are on to a mind blowing game if they can get it right...

 
Back
Top