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Never been in an abandoned building in Real life eh....
implemented better. Dare we hope for the future.
I dunno what POIs you are skipping or tackling, but I don't find collapsing floors or ceiling zombies in every POI myself.
And sometimes when the floor tiles break, the drop is just one square. Other times, it's a nasty fall into a pit of doom... all the more reason to feel your way carefully through.
Heck, you can even bring your own flooring to lay out and walk on if you're worried enough. I usually just carefully step on the side of the flimsy tiles to break them and then replace with a wooden frame, but you could make some thin boards and lay that atop the regular floor and just walk on your own stuff in complete safety.
We were merely saying we wish they had been implemented better.
I do, as a matter of course either carry some wood frames or wood
to make them everytime i leave my base. Kinda like the Amex card...
Never leave home without them.
For whatever reason the ran gen world tends to not render water when an item or area is suppose to be submerged.
You end up with literal ponds and lakes that have a straight column of no water.
If you fall into a trap that suppose to have water, you'll end up just falling straight down into a almost killable range (Cause no water was created)
Also, it's 2019 and zombies still walk underwater like normal, with no Reduction in Speed :/
Wish another company will give this type of game a go already,
Minecraft with somewhat managable graphics, I mean*
Making them far more rare, harder to see, and much harder to plan for and avoid so that they can be the true constant threat and provide the game moments they were intended to would have nothing to do with engine constraints unless doing so would be easier for the engine to handle (it certainly wouldn't be any more taxing than the current use of them).
We are not saying the concept is bad, just the implementation. I don't
see how having less is going to cause issues for the game engine.
It can turn a simple looting run into a time-consuming slog as you creep around double-checking everywhere for traps.
The high frequency of ambushes is another thing that gets old fast. It was kind of cool at first, but it happens so often that it makes it seem that if you turn into a zombie, one of your main base instincts appears to be wanting to find a wardrobe or cupboard to hide in.
It makes no sense; sure, you can picture a random bitten survivor hiding in a closet to avoid being eaten, but seven or eight in the exact same situation in the same building?
While I certainly do agree they need to tone them down and add some more variety to the traps, I mean its to the point where some rooms are 80%-90% false floors, the game is much more RPG/action-adventure than horror.
Ever played a Zelda game? How many trap doors and arrrow triggers are there? How many clear the room/mini-boss traps? Its dungeon-diving 101, traps everywhere.