Darkwood

Darkwood

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EZcheezy Sep 3, 2017 @ 5:05pm
Please Remove Floor Gore (floating red things at night)
For those who dont know, Floor Gores are those red clouds that hunt you down if you dont hole up in your hideout with the gas stove on. I get they are included because the devs want you to always hide in your hideout during night, but why?

I think the game could be a lot more interesting if we could survive the night anywhere we wanted. As night is approaching, finding some make shift cover on the fly would be pretty neat, much better then forcing the player to drop what they are doing and run to the nearest hideout.

If you want to incentivise players to use the hideout (which i do agree you should) you can give the player some buff if they are within the gas area. Like maybe a defense buff

I get you want the player to be scared during the night and not plowing ahead no matter what time it is but you can modify things like spawn rate or ultra difficult monsters to make sure the only ones who do are dead meat (outside with no cover) but surviving in some random shack is still possible if you are ready for it
Last edited by EZcheezy; Sep 3, 2017 @ 5:06pm
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Showing 1-15 of 30 comments
Null Winter Sep 3, 2017 @ 5:14pm 
You might want to go back a few Alpha versions; enjoy defending against eight Black Chompers in a little shack.
Balalaika Sep 3, 2017 @ 5:21pm 
Hideout does give u bonus - u get to live. Thats a big one.
Crazy Nick Sep 3, 2017 @ 5:47pm 
Actually, back in the Alpha where the Well Water "protected" the player at Night, I was able to travel about at Night, even in the more dangerous areas. There were a few Black Chompers and Huge Dogs about, but it wasn't too difficult to evade them.

Using non-hideout buildings as hideouts was kind of interesting. I held up in the House that connects the Meadow to the Silent Forest. Almost died, but still made it.
EZcheezy Sep 3, 2017 @ 5:55pm 
Originally posted by Null Winter:
You might want to go back a few Alpha versions; enjoy defending against eight Black Chompers in a little shack.

iv never seen a black chomper but i have seen red chompers.

At night im not attacked by chompers anyway, its exlusivily savages and dogs (dont tell me what i will see later on i want to find out myself. day 16ish atm). so far definatly could be survivable in a shack
Last edited by EZcheezy; Sep 3, 2017 @ 5:56pm
Crazy Nick Sep 3, 2017 @ 6:05pm 
Black Chompers are encountered in the Prologue. They function pretty much the same as Red Chomper.
Null Winter Sep 3, 2017 @ 7:07pm 
Originally posted by NickNasty:
Black Chompers are encountered in the Prologue. They function pretty much the same as Red Chomper.
With higher stats and an obscuring fog... and a dark substance that absorbs all physical damage in the second chapter.
Crazy Nick Sep 3, 2017 @ 7:28pm 
Originally posted by Null Winter:
Originally posted by NickNasty:
Black Chompers are encountered in the Prologue. They function pretty much the same as Red Chomper.
With higher stats and an obscuring fog... and a dark substance that absorbs all physical damage in the second chapter.
I thought that was a Red Chomper with that 'substance.'
Null Winter Sep 3, 2017 @ 8:14pm 
Originally posted by NickNasty:
Originally posted by Null Winter:
With higher stats and an obscuring fog... and a dark substance that absorbs all physical damage in the second chapter.
I thought that was a Red Chomper with that 'substance.'

Shhhh!
EZcheezy Sep 3, 2017 @ 8:16pm 
iv always wondered, who decides to put the black spoiler stuff over people's posts? the user? the mods?

i certinaly didnt read any, i want the new things to be a surprise
Null Winter Sep 3, 2017 @ 8:19pm 
Originally posted by hellfire37:
iv always wondered, who decides to put the black spoiler stuff over people's posts? the user? the mods?

i certinaly didnt read any, i want the new things to be a surprise

The writer. You can type in (spoiler)Lots of spoiler text here(/spoiler) but replace the parantheses with brackets. You can also use b to make bold text, and i to make it italicized.
lentinant Sep 4, 2017 @ 3:51am 
This would require thorough rework of buildings around locations, as well as events and invasions systems. Should enemies invade only if player is in some sort of improvised hideout? Wouldn't player use that to avoid invasions by staying out of buildings? And if invasions are persistent, wouldn't player be frustrated by getting attacked in location with really limited light without any way to set up protection? Same goes for events.

It is much easier in terms of game design just to limit player playzone during night.
Last edited by lentinant; Sep 4, 2017 @ 3:54am
Crazy Nick Sep 4, 2017 @ 8:30am 
Originally posted by lentinant:
This would require thorough rework of buildings around locations, as well as events and invasions systems. Should enemies invade only if player is in some sort of improvised hideout? Wouldn't player use that to avoid invasions by staying out of buildings? And if invasions are persistent, wouldn't player be frustrated by getting attacked in location with really limited light without any way to set up protection? Same goes for events.

It is much easier in terms of game design just to limit player playzone during night.

No, not really. And here are some examples why:
There are already several buildings that have a generator that provides power to the lights. And the enemy invasions aren't really that bad. Roughly 3-5 enemies to deal with in the hideouts (unless Banshees are involved). Meadow has Hideout1, the Wedding Building, and the House the links the Meadow to the Silent Forest. All of which enemies can be dealt with quite reasonably at those locations. There's also a Brook, but I wouldn't hold up there with how narrow it is.
Silent Forest has Hideout2, Piotrek's home and the Pig Farm. Dealing with enemies in these locations isn't too difficult, there is a tradeoff with the wide open space to evade compared to using traps in narrow spaces (not completely impossible though).
Old Forest has Hideout3, Creepy House, Wolf's Hideout and the Hunter's Cabin. Dealing with :steamsalty:Chompers:steamsalty: here is hell no matter where you are, so traps are a must. The Church also has a Generator, but I wouldn't recommend going there unless you're just trying to barracade a door to get some distance from an enemy.

Now granted, some of these locations weren't around during the older Alphas, but they all can have some form of protection. Based on my experiences from travelling during the night, the addition of Floor Gore was made to force the player to a hideout as it's more difficult to survive in a tight area than it is to travel at night. Especially if you have perks or stamina items, travelling at night isn't really that difficult.
Last edited by Crazy Nick; Sep 4, 2017 @ 8:33am
lentinant Sep 5, 2017 @ 2:43am 
Originally posted by NickNasty:
Originally posted by lentinant:
This would require thorough rework of buildings around locations, as well as events and invasions systems. Should enemies invade only if player is in some sort of improvised hideout? Wouldn't player use that to avoid invasions by staying out of buildings? And if invasions are persistent, wouldn't player be frustrated by getting attacked in location with really limited light without any way to set up protection? Same goes for events.

It is much easier in terms of game design just to limit player playzone during night.

No, not really. And here are some examples why:
There are already several buildings that have a generator that provides power to the lights. And the enemy invasions aren't really that bad. Roughly 3-5 enemies to deal with in the hideouts (unless Banshees are involved). Meadow has Hideout1, the Wedding Building, and the House the links the Meadow to the Silent Forest. All of which enemies can be dealt with quite reasonably at those locations. There's also a Brook, but I wouldn't hold up there with how narrow it is.
Silent Forest has Hideout2, Piotrek's home and the Pig Farm. Dealing with enemies in these locations isn't too difficult, there is a tradeoff with the wide open space to evade compared to using traps in narrow spaces (not completely impossible though).
Old Forest has Hideout3, Creepy House, Wolf's Hideout and the Hunter's Cabin. Dealing with :steamsalty:Chompers:steamsalty: here is hell no matter where you are, so traps are a must. The Church also has a Generator, but I wouldn't recommend going there unless you're just trying to barracade a door to get some distance from an enemy.

Now granted, some of these locations weren't around during the older Alphas, but they all can have some form of protection. Based on my experiences from travelling during the night, the addition of Floor Gore was made to force the player to a hideout as it's more difficult to survive in a tight area than it is to travel at night. Especially if you have perks or stamina items, travelling at night isn't really that difficult.
Soooo, there are places and mechanics, which can be easily abused to survive nights much easier than in hideout. Again, Hideout was designed to make defending balanded - not really easy, but not really hard either. Devs will need to do same thing to ALL locations, if they have to allow traveling during night. E.g. if defending in Brook will be easier than defending in Hideout, Hideout becomes useless. And vice versa, if e.g. wedding is harder for defending than Hideout, there is no point in using it.
Marianojoey Sep 5, 2017 @ 4:19am 
If the red gore you speak about is some kind of cloud of worms that hides the ground bellow, and that if you touch it you get hurt, then I can say that it appeared inside my room in Hideout 2 the first night I was there (it was really annoying because one of the windows was just under it and I was lucky nothing came from there that night).

Now, some nights, I don't know what is happening, but inside my hideout everything starts to shake like in an earthquake. I can hear a high pitched scream, so I think there is one of the fabled banshees around (haven't found one yet... I guess). What I can say is, the last night it happened, one of the windows in my room blew to pieces, right before dawn, and I got to see outside A LOT of... I think they were the chompers from the prologue. And I mean A LOT. they moved really fast (faster than I could escape), and there were at least 4. Luckily for me, they didn't try to enter the room, just moved frantically out of the window as the day changed.

How could ANYONE survive being hunted by THAT outside? Please, tell me. Because I have a gun, and I'm sure it wouldn't even help me kill myself before those things catch up to me.

That being said, If you are "outside" for real, when the day changes you "wake" up on the place you were, but instead of starting with time freeze you'd start with time running, and you'd loose the chance to buy/sell stuff from the weird guy that waits for you in the kitchen every morning.

Of course, I'm speaking from a noob point of view, since I'm still in chapter one, I'm now exploring the Silent Forest, haven't talked to the wolfman yet (I could, but I like to explore everything before I go forward with the story), and the most dangerous encounter I had so far was a prologue chomper in a dream with a grave (the chomper won, since I suck in shovel fighting, apparently). :P
Last edited by Marianojoey; Sep 5, 2017 @ 4:21am
I've discussed elsewhere how the floor gore mechanic's appearance and design should be changed to be something more 'forest is coming for you' kind of feel,
but I definitely think some kind of 'you die if you leave hideout at night' threat is a good idea.

Struggling to survive at night in a small space is such a different gameplay,
compared to being able to roam around almost anywhere during the day,
and I think it is good.
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Date Posted: Sep 3, 2017 @ 5:05pm
Posts: 30