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on hard mode, you have no time to cut down any trees, after 40 days, i get attacked back to back to back to back,
5 guys come, kill them, heal up craft some more armor, go outside my base, well now theres super zombies out there, now i gotta fight the Super zombies,
After i kill them, gotta heal and craft new armor, again go back into my house to get the matz to craft on my shelfs.
while crafting i start getting attacked, i cancel my crafts to look whats attacking me,
Army of Baby Zombies inside my house attacking me, KIll them all,
Heal up fix my armor, then i go out side guess whats outside my base now,
The Slinky twins, 2 of them,
this is all in 1 day, not even nighttime yet,
After I dealt with them new ones kept coming every five minutes and with that draining my supplies and leading to starting a new save.
What I'm doing now is playing in the snow biome. Sure it's not really pleasant for your eyes but I never got attacked - well atleast not yet.
I mean, cannibals should be entities that perform some sort of activity even when out of the player's sight, and the game should track the status and activity of every such entity on the island.
Of course, for entities that are far away from the player, those activities would be somehow simplified due to the computing power requirements, but there should be some sort of cannibal population dynamics.
Of course, there should be some respawn of cannibals to balance the game, but raids should look like the surviving cannibal reports to some tribal leader and he starts to organize a raiding party consisting of cannibals living around. Their number and armament should depend on the circumstances.
And eliminating a few nearby camps should stop the raids for a while.
You figured it out.
Mud-Men and Painted People are tree-huggers. Ever hear them, like they're right on top of you, but you can't see them? They're clinging to a tree. They have the magical ability to leap, cling and climb trees, while we're stuck to the ground. They're also incredible at leaping and landing, and can jump from 30 feet up, tuck and roll and walk away without even getting dirty.
Only once have I ever managed to successfully bring a tree down with one of these clinging to it, as they normally just jump off when you start, so I pre-cut all the trees they liked to cling to so I could drop them in one whack. Most just lept off, but one rode the tree all the way to the ground and was crushed by a rolling log. Too bad you can't just set the tree on fire and cook them out.
I’ve personally had vastly different experiences with spawn rates at the same locations with very little deviation in my play-style. It feels vital that they disable spawn points in proximity to player structures, because they seem most broken when the two overlap
Fewer but more meaningful raids would be more interesting.
An example would be to not just have random armor on, but increase the layer and tier of armor based on how much you pissed them off.
This could be reflected in the camps in forms of piles of bones for bone armor, bound mutants for creepy armor etc.
1 raid a day would be fine, but having the occasional day without a raid and then hitting harder the next day would be fun too.
With this it should also take into account which type of enemy / tribe attacked. Cannibals shouldn't attack right after cannibals and vice versa. It should be only 1 raid a day, no matter the enemy type.
This does make the game into more of a survival and preparation game. Knowing you have to defend at least once a day, allows you to feel some freedom after an attack, but also allows you time to dive into the caves and explore without fearing for your camp.
The random attacks as you move around are good though. You should be aware of where you are heading and be prepared for an enemy encounter.
A way to do all this is as oldlamehand mentioned earlier:
Now thats a super great idea!!!