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Magical point of extraction ? Unless it's at the very edges of the map but then good luck with reaching cities... And wanishing into thin air is always realistic...
Also maps showing location of players ? What is this, somekind of arcade game ?
Not to mention that there would be no possible retaliation on those magical-appearing-and-disappearing banditos from titan, no attacking their base to teach them a lesson.
Nay and nay.
Now people at least need to create a toon, get equipment (most servers have loot respawn so its easy) and form a band to play bandits and their victims may track them down and deal with them.
Way it is now is ideal for MP AND dedicated RP servers, and SP is about playing alone without anyone interfering.
Invasions work well in DS where there is no permadeath and there is magic factor involved but in game that is all about realism and permadeath it is unacceptable to have magical spawns and respawns.
People leaving via the edge of the map seems a better way of doing it, the extraction location wasn't really something which I set in stone, maybe NPC AI bandits do actually setup in some form of building during the progress of the game and that's where the bandits would come from or even where the human bandits would take back stolen goods.
The map during the loading in of players was more to give them an idea of where the player locations were, the heatmap is was the most simple way I could come up with. But if things have to be super hyper realistic, I guess the NPCS which are being added could give out information... like they're north west from (location name) or they could just simply hand you a map where they've marked an X. Unless all maps were destroyed during some form of great book burning.
I left some extraction information above, which may help with realism.
I believe with discussion it would be possible to come up with solutions which would make the idea more realistic. I understand your concern that it may turn the game into Project Wizard and Dragons. But that's not what I want either.
I did mention that people wouldn't have to opt into this feature especially if people were afraid it would interfere with their single player world.
As for the magical respawning, mainly on the human / none bandit players side, it was just a soft reset idea. In case the bandits were out to just destroy anything.
I could of tripple the post length and gave lore and reason to every decision I made, but it was just more of an idea and I was hoping to get discussion into improving aspects. "I mean, helicopter guy is a thing in Zomboid... Bandit extraction?"
Thank you for responding although I can see you're very against the idea, but none the less it's given me some information on how it could be improved.
I just think that this feature is too punishing for a game with permadeath. For some servers it would be good. And as a secondary feature (like the Prison Architect escape mode, but done better) it would be good.
The permadeath is a big issue with my idea, I agree. That's why I tried to make the suggest that in the event of say the bandits having to steal specific items. Instead of out right killing you it could be some form of knockout... that way death isn't factored in, but there's still the negative that you're going to lose some items.
I'm honestly not to sure myself on the best way around this, maybe someone else could come up with a better solution to be discussed.
I guess I wanted my idea to be somewhere inbetween single player and multiplayer, a place where it adds difficulty but isn't as full blown as multiplayer servers with coordinated groups. A middle ground the sweet center where the interactions can be controlled more by the devs and balanced accordingly.
Even if the idea is denied by the devs, It's been fun just coming up with an idea and taking peoples concerns and trying to turn them into better solutions. There's always the likelyhood that something positive can be taken from the thread and put into the actual game even if it isn't the full idea. :)