Into the Dead: Our Darkest Days

Into the Dead: Our Darkest Days

play Endless-Mode?
That could be a new aspect of the endgame. If you dont want to play with the escape-plan, you find a castle and new spawn places to loot will show up randomly. You reach them with a "car" to make it more realistic. Then you can play an endless version of that game. To make it more interesting you could implement new workstations like ammo making, melting and so on.

To be honest, i would love to play endless and dont like the only option: escape the map.
Last edited by >Trojaner<; Apr 26 @ 8:12pm
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Showing 1-14 of 14 comments
Jet Apr 27 @ 12:20am 
same
You're closely referring to the kingdoms game mode that darkest dungeon 2 has. Endless shouldnt be a thing, otherwise project zomboid would be more your thing.
Eventually zombies should limit your ability to scavenge or you use all resources in an area, hordes come in from neighbouring towns and limit you further. It shouldnt feel like you can clear out an entire area of zombies especially since they picked texas as the setting.
Icesteel Apr 27 @ 4:43am 
I think the idea of an endless mode could be good, but not right now and maybe not in the main campaign, where the goal is pretty clear: to escape.

Also, the idea of finding a unique fortification to defend, plus random loot points, could be cool, BUT, we kind of ignore the fact that the fun of the game is moving around.

It’d probably work better if it was implemented as a separate mode, like in "scenario mode." Some tweaks would be needed, like workstations and a more dynamic way to defend your shelter, but it could work.
Originally posted by Leonheart:
You're closely referring to the kingdoms game mode that darkest dungeon 2 has. Endless shouldnt be a thing, otherwise project zomboid would be more your thing.
Eventually zombies should limit your ability to scavenge or you use all resources in an area, hordes come in from neighbouring towns and limit you further. It shouldnt feel like you can clear out an entire area of zombies especially since they picked texas as the setting.

Thank you for your answer. The 2 games you recommend to me have completly other play-styles.

I just want to play THIS GAME forever. In that storymode i found 2 escapes (4 if you choose the second variant of itself) and that is fine. I just thinking about to loot forever and not to leave the map.
K-Bar Apr 27 @ 10:27am 
I feel you on this. I'm enjoying this game so much and don't want to end it. But this game can be so much more than just completing the escape campaign. They can add a separate mode that will allow the player to role play a survival scenario with their hearts content. Maybe this feature/option can be unlocked once the player completes the main campaign.
Originally posted by >Trojaner<:
play Endless-Mode?

The disabled main menu item "Scenario mode" is actually mysterious...

Originally posted by K-Bar:
[Scenario mode] can be unlocked once the player completes the main campaign

-1

From a user experience perspective, locking a "free mode" until completing the core game, while sometimes seen as a common practice, is actually an anti-pattern in software engineering for several important reasons (we're not talking about bonus levels here).

First, it can frustrate players who are unable to complete the base game, as they are unfairly prevented from accessing additional content despite their progress. Second, when players switch devices or lose their saved data, this practice forces them to replay the entire game from scratch.

This creates a significant barrier to enjoyment and continuity. This type of design is often referred to as a "UX dark pattern," a term used to describe practices that harm the user experience and undermine player satisfaction. In this case, such an approach does not prioritize user convenience or respect for their time, making it a detrimental choice in game design.

Therefore when creators impose such a restriction, it is often out of lack of awareness, and unintentional error, believing in doing the right thing, if not to compromise the project.
Last edited by Ordisoftware; Apr 27 @ 11:06am
iamnogod Apr 27 @ 11:11am 
Originally posted by >Trojaner<:
That could be a new aspect of the endgame. If you dont want to play with the escape-plan, you find a castle and new spawn places to loot will show up randomly. You reach them with a "car" to make it more realistic. Then you can play an endless version of that game. To make it more interesting you could implement new workstations like ammo making, melting and so on.

To be honest, i would love to play endless and dont like the only option: escape the map.
After reading your post, I recommend State of Decay 2. Different gameplay for sure but offers base building, defending, looting, base changing, driving, missions, ect. If you haven't already tried it of course.
K-Bar Apr 27 @ 12:04pm 
Originally posted by Ordisoftware:
Originally posted by >Trojaner<:
play Endless-Mode?

The disabled main menu item "Scenario mode" is actually mysterious...

Originally posted by K-Bar:
[Scenario mode] can be unlocked once the player completes the main campaign

-1

From a user experience perspective, locking a "free mode" until completing the core game, while sometimes seen as a common practice, is actually an anti-pattern in software engineering for several important reasons (we're not talking about bonus levels here).

First, it can frustrate players who are unable to complete the base game, as they are unfairly prevented from accessing additional content despite their progress. Second, when players switch devices or lose their saved data, this practice forces them to replay the entire game from scratch.

This creates a significant barrier to enjoyment and continuity. This type of design is often referred to as a "UX dark pattern," a term used to describe practices that harm the user experience and undermine player satisfaction. In this case, such an approach does not prioritize user convenience or respect for their time, making it a detrimental choice in game design.

Therefore when creators impose such a restriction, it is often out of lack of awareness, and unintentional error, believing in doing the right thing, if not to compromise the project.

I've seen this done in other games, and I have never given it a second thought. Nonetheless, your perspective is well taken and rather refreshing. I'm definitely intrigued by the "Scenario Mode" in this game. It's currently grayed out, so I assume it's a teaser?
Originally posted by K-Bar:
I'm definitely intrigued by the "Scenario Mode" in this game. It's currently grayed out, so I assume it's a teaser?

This is just a planned and shown but "not yet implemented" feature, which may be implemented in various variations that we can imagine or that will be revealed soon, unless it is canceled and removed.

Thus all the topics of discussion about the players' expectations can serve to feed the creativity of the designers according to their basic ideas: challenges for goals with or without time limit, sandbox with resource drops, zombie invasion and tower defense, etc.
Last edited by Ordisoftware; Apr 27 @ 12:18pm
OHP Apr 28 @ 1:45am 
+1
I hope we can play endless mode and also sometimes can coop with friends and share the reward we found
Shadow Apr 28 @ 2:17am 
+1
I saw your post much earlier and thinking about this for a while, after survey for a bit I think is doable in into the dead our darkest days free mode; provided if this is the free mode version u are suggesting ;)

For free mode, survivors must be able to sustain through scavenge base resources and food, and hold out as long as they can.

1.) Water. Collecting rain water from the certain shelter can fix this issues, but the thing is we need water bottle, some base resources to do and waiting for 4 phases to collect rain water. I suggest; make certain area points can collect clean water during scavenge, survivors need to bring empty bottles to the scavenge area and refill the water into the empty bottle to collect clean water. The clean water can be the water tank or water dispenser. This idea is to create more diversity to the players is it worth to get the water in the scavenge area. This also increase the importance of water bottle, it can be used as a distraction for zombies, or use to collect clean water.

2.) Food. Vege can be planted in certain shelter, still needing some resources and wait for 3 phases. The game will introduce NPC traders, so that means we can trade for food resources for this, thus increase another options besides planting. In some discussion here, I have suggested for expanding the shelter base, one of the features is to expand garden or water collector, so that more than 3 survivors can get their hands on planting veges.

3.) Base resources. Base resources must be scavenge from areas. For this patch, if we sweep through all areas, and fully make use of certain survivors skills for dismantle and upgraded dismantle station it should be able to last until 1981. Same with option (2) depends on the NPC traders trading for resources. If not for from option [2] then it must be the hostile human survivors coming to raid our shelters as I imagine if we are able to, take down hostile human survivors attacking our shelter base, I assume they also have some loots with them or attacking the raider's shelter base, and get their loots.

So far this is the ideas I can think about the free mode in into the dead our darkest days in the current patch that maybe can do ;)
Shadow Apr 29 @ 3:34pm 
Originally posted by Quentin1980:
I saw your post much earlier and thinking about this for a while, after survey for a bit I think is doable in into the dead our darkest days free mode; provided if this is the free mode version u are suggesting ;)

For free mode, survivors must be able to sustain through scavenge base resources and food, and hold out as long as they can.

1.) Water. Collecting rain water from the certain shelter can fix this issues, but the thing is we need water bottle, some base resources to do and waiting for 4 phases to collect rain water. I suggest; make certain area points can collect clean water during scavenge, survivors need to bring empty bottles to the scavenge area and refill the water into the empty bottle to collect clean water. The clean water can be the water tank or water dispenser. This idea is to create more diversity to the players is it worth to get the water in the scavenge area. This also increase the importance of water bottle, it can be used as a distraction for zombies, or use to collect clean water.

2.) Food. Vege can be planted in certain shelter, still needing some resources and wait for 3 phases. The game will introduce NPC traders, so that means we can trade for food resources for this, thus increase another options besides planting. In some discussion here, I have suggested for expanding the shelter base, one of the features is to expand garden or water collector, so that more than 3 survivors can get their hands on planting veges.

3.) Base resources. Base resources must be scavenge from areas. For this patch, if we sweep through all areas, and fully make use of certain survivors skills for dismantle and upgraded dismantle station it should be able to last until 1981. Same with option (2) depends on the NPC traders trading for resources. If not for from option [2] then it must be the hostile human survivors coming to raid our shelters as I imagine if we are able to, take down hostile human survivors attacking our shelter base, I assume they also have some loots with them or attacking the raider's shelter base, and get their loots.

So far this is the ideas I can think about the free mode in into the dead our darkest days in the current patch that maybe can do ;)

+100
Originally posted by Leonheart:
Eventually zombies should limit your ability to scavenge or you use all resources in an area, hordes come in from neighboring towns and limit you further. It shouldn't feel like you can clear out an entire area of zombies especially since they picked Texas as the setting.

Why not? With enough ammo you certainly could. Not to mention if everyone is dead, there would be more than a lifetimes worth of canned goods and supplies throughout the state for a small group of survivors.

Instead of "Endless" it could be "Extermination" mode where the game does not end until you kill every last zombie. Which basically is a mode where you have to survive until you kill X number of zombies, as a bit of a joke but also a near-endless mode given the sheer number of zombies you would have to kill.

As someone who knows Texas very well, there is more than enough ammo in a single small town out here to put down an entire cities worth of zombies.
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