![]() Apparently they are implementing a system in which bandits occupy and fortify houses after no player visited the POI for X days, so the additional POIs with the new "abandoned"-theme are propably also a prerequisite for this coming feature. ![]() About a week ago the devs discussed a coming feature (after A13), bandit NPCs. I'd rather stay the first night in a decrepit house which can be easily overrun by zombies if you are not careful, rather than scaling a water tower where you are out of range of the AI sensors, for immersion reasons alone. That's the thing, surviving the night is not a problem in the game right now, so I see this more as increased variety and not lowered difficulty. Why the fuck does this need to be any easier than it already is? To me, staying alive through the night is a non-problem that really didn't need an additional solution. You really don't need much to survive a night in vanilla. When I see those abandoned house prefabs my immediate thought is along the lines of "why the fuck does this need to be any easier than it already is?" Right now, there are core gameplay mechanics that aren't really working right, and I think it's rather ass backwards to be worrying about all these bells and whistles before establishing whether or not the core gameplay issues can actually be resolved.Īnyways, to me, staying alive through the night is a non-problem that really didn't need an additional solution, and particularly not one that's even easier to make use of than what's currently there. I really wish that they'd focus on addressing fundamental gameplay issues like that instead of worrying about minibikes, dismemberment, and dumbifying the resource system. There's a big problem right now where any elevation keeps you alive. There's really no reason to worry if they'll keep you alive for a 2nd night, as you can just move to another, and IMO, that really decreases the tension of wanting to make sure that you have appropriate shelter for the night as it can be found pretty much anywhere. ![]() Even those water-towers that saturate the map (you might not have played with them if you skipped the last release) will get you through a typical night. Well, that's the thing man: you really don't need much to survive a night in vanilla. What breaks the whole thing for me, at least in vanilla, is this upgrade sorcery, old and new I realize that the nailgun is end game, but conjuring together a house with your magical stapler like that looks boring and unrewarding.ĭerAlex wrote:Something else to note is that those abandoned prefabs spawn without loot according to a blog post, so you have to be in a pretty desperate position to even go there, e.g. I always liked that building stuff in 7DTD was always more tedious than in for example minecraft. This would be not a real problem since upgrade stages will most likely be moddable, but in my opinion it's still a really stupid decision to have in vanilla. I don't even think it's the usual problem of cartering to your players despite better judgement, I can't really imagine that anybody has asked for this. Dismemberment makes me happy thou, in combination with their new zombie animations, I'm looking forward to bashing some heads again, I skipped alpha 12:DĮdit: Watching it again, I realized I totally forgot the first thing they show, being able to upgrade throu every material simply by having all the resources is a fucking stupid idea. I also hope that water is WIP, that doesn't look finished at all. I still don't like the health-bar-on-everything-approach they are taking, but I imagine that is something you can shut off, ether by in game options or by modifying some.
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