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Set the blood moon to occur daily. Max the number of zombies that spawn per player. Max enemy damage to blocks, max zombie run speed - set it to feral 100% of the time. Max the game difficultly and reduce loot to 25%. Reduce player block damage to 25%, turn off air drops, turn off loot respawn.
Easier? Swap those settings. Reduce blood moon frequency and make it so 4 zombies per player will spawn. Zombies always walk at all times. Turn zombie block damage to 25%, set player block damage to max. Set loot at the highest percentage, and make loot respawn quickly. Set daily air drops. Set game difficulty to the minimum.
I do see you're talking about more than just those settings, and I like some of your ideas.
I don't agree that settling in cities should be impossible but it shouldn't be simple like it is now. Part of the issue is the lack of zombies. There aren't enough wandering around, and there are far too few in buildings. We used to have decent sized hordes, now we get 6 to 8 sometimes, usually less, and you rarely see them.
Anyway, if you're quiet and careful it shouldn't be too hard to maintain a base in a city but I like the idea that if you make too much noise or attract too much attention then zombies (or bandits once implemented) will be attracted to your base and you'll risk losing it.
I do like the idea of setting the game up so it's possible to move around more, and that it would actually be beneficial to do so in some circumstances. Carts and other modes of transportation (RV or a camping trailer) are good ideas, so are tents, yurts, and other small shelters that can be packed up and moved.
I feel like the tower defense focus the devs. seem to have had lately has managed to drag this game away from being a decent zombie horde survival crafting game and pushed it into the realm of an arcade action game that happens to have some survival elements taped to it.
Lately there's been way too much focus on silly things like magic items that provide unrealistic bonuses, a stupid stat/perk system, magical drones, etc. instead of good survival mechanics and a real threat from zombies finding your base. GPS zombies are ridiculous, but a huge horde that happens to wander into your camp and stop there? A horde you simply can't deal with? A horde that numbers in the thousands? Now that's interesting and a real threat (if they code the AI well enough and make zombies a real threat again). Zombies in the world that aren't just XP pinatas and pose a real threat regardless of how long you've been playing or how good your gear is? That would be great.
You're right, I would prefer a mobile challenge here, one in which enemies and challenges evolve as you move. I think that the emphasis on stealth needs to be far more important-whether in populated regions with zeds or in natural setting with monsters. Perhaps that would entirely reconfigure and overhaul the game but not the way I see it. The sliders could help but I also think, like other games, perhaps a different mode setting might work, too.
I guess I was merely wondering aloud what this might look like if players were forced to keep on the move, which I feel is more than likely in such a hypothetical world, though there are enough zombies in our own world aren't there?
That would, as I said, necessitate new maps and having to load into them in-game.
Also, having to build an ad hoc base every night would prove quite a challenge but would require some retooling of the game mechanics.
I think screamers are the closest thing we have now - a mechanic designed to ramp up the zombie resistance as you get more and more entrenched/involved in one area.
I think my biggest problem with what you propose is that it's all stick and no carrot. Contrast that with what the devs are actually doing. Notably, they're diversifying the biomes, giving some of them greater risks and greater rewards. That way, there's a reason to go there, and a reason to stay away. The player has more interesting choices to make about where to go.
I suspect nudging the player harder and harder with more and tougher zombies to get them to move will feel like the game is just grueling, unbalanced, and trying to beat the player into submission. Perhaps instead, there could be e.g. a weather event that makes areas of the map dynamically uninhabitable. Like, you see a radiation storm on the horizon, and you know it's going to roll through your base tomorrow. If you stay, it will simply kill you. It won't destroy your stuff and it won't take an untenable number of CPU cycles, but you do need to relocate.
I love the base building in 7, don't get me wrong. Indeed, I have sung its praises to others. However, establishing a strongly defensible base should take more time and resources that what is possible at present is what I am saying. And I do not want reality, but I still hold in addition that urban areas would be impossible to occupy in such a situation without an army properly equipped.
My thinking was more along the lines of forcing the starting (or even until mid game) players into the most relatively safe areas of the map-the wilderness. There should be areas in those places that lend themselves to temporary shelters and defences even for horde nights (which out there should be relatively manageable, again due to geographic population density and the inhospitable terrain/climate), until the player has gained skills, scavenged and looted enough to create something more permanent (I still have reservations about building close to towns and cities, but perhaps that is more feasible after a certain level of progression.)
I see the great potential of wilderness survival here and feel it as been largely overlooked, which considering the hunting mechanic and the artistic work is a real pity. (Of course farming needs to be more intuitive and accessible in the wilds (wild seed,etc). The devs "diversifying the biomes" (which I heartily endorse) would naturally (
Overall, I think that such an enhanced design would provide players with a far more structured and logical game progression.
Anyhow, just my 2c.
They are? That's news to me.