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With the safe zone focused on the crafting bench, you can sleep anywhere without worrying about changing your respawn location. Plus they have quite a bit of durability, so it's less likely to be destroyed by an enemy before someone can stop it.
It if were two separate things it tells the player, by showing, what they actually have to work with. Later on, upgrades for both get introduced as per normal. Given how important the spawn blocker is, it likely would have some good durability to it. (again, not wanting to get into the weeds on assumed stats)
Having it separate means the player can have more control over their safe area. They could know where their control ends and where the wild begins, rather than being confused as to why critters are still wrecking their stuff when extending too far.
I totally get it, other games uses the basic bench or whatever arbitrary buildable as a way to mark things, but I feel like that's a game design that many people aren't going to get right away, especially when all you get is a little icon with a House and no other indications.
In short, what's in the game feels too simple and is not really explained. It would still make sense to find some broken premade spawn suppressor, build a crafting bench to fix it, and use that suppressor as the flag/core/whatever of your base.
i can understand that benches and marker flags are combined since benches often become the corner stone of a base but what i dont understand is the safe zone maker part. sure, you wont have that problem if you just build small bases that one crafting bench acting as safe zone is enough but once you try expanding beyond that, youll find it pretty stupid to build these things repeatedly just to get a specific benefit and knowing you pretty much not gonna use the rest of the benches' functionalities. in the end i dont mind benches have that functionality, but i'd rather also have different types of buildings that have its specialized uses for the sake of efficiency and aesthetics.
-- that, would make things far more obvious for when it's active, how far it reaches, and keep things simple.
I had no idea that was the case! I have initially built my first workbench in that starting break room by the first kitchen and haven't moved it. Ive seen the 'safe area' notification, but I thought that was just where the game designated it for people to have a spot to stay.
Guess I'll be scouting a new spot soon!
If I wanted that kind of functionality, along with others I thought would have been helpful, it would mean having to pull that game mechanic out and putting it into its own dedicated part.
There is no official term for it, but it is a zone where enemy spawns are suppressed. It actually extends further than what that House icon suggests, preventing critters from (hopefully) eating your base while you are gone.
I was in the same boat when trying out the game in its 2nd Playtest. Got most of the way through, only to find out about it much later.
Would have been nice to know sooner that I could move my base.
Then not even a couple hours later after finding out, with an idea and a bunch of resources at hand, I broke the game and turned the entire Office Sector into a disquieting dead zone.
To me that felt broken, and it really didn't cost very much in resources. So another aspect of this idea is to at least make safe zones feel earned as well. As to how... I'm not sure yet, but making a separate device with its own required parts is one good way to limit things at the start.
As someone else suggested, a visual area of effect, preferably when placing the bench, should be more than enough. As well as the ability to increase that range somewhat through upgrades or whatever. I don't see how that would be weird in a game about made up creatures and portals to other dimensions.
I also don't think you're supposed to be able to avoid base raids. The notification for a safe zone only implies it's somewhat safe. Not that you'll never be attacked while in your base.
Also I didn't say it would avoid raids, but now that you bring it up, the point where you could possibly avoid raids depending on how you place things, but that's beside the point.
Also, where did I ever say this? I literally can't find it in my post history.
You done goofed your quote tags.
Let me fix that.
You played the Playtest before, right? It was short. The spot I picked worked really well, even glitching out Portal Storms to the point of not working (which I'm glad the devs fixed lol). There wasn't a pressing need to move after being established.
As said before and brought up by others, nothing about the Safe Zone was really talked about in the game, and there still is nothing. That's the whole reason for this idea, people can and will miss that important mechanic. I've seen Let's Play and game streamers miss that detail, and they are not nOObs by any stretch of the word. They power through games as a literal job and can miss that detail.
I think just a flag I can place down would be great (especially if I can customise the flag). Maybe make certain upgrades (like the portal storm prevention) be applied to the flag instead of crafting bench. Though I get why the crafting bench was chosen as the home marker (it fits thematically) but I'd rather have more control over the safe zone.
Also, I'd really like a toggle to be able to SEE the safe zone. I want to know exactly where my safe zone ends and be able to visualise it easily.
Yes, I'm looking for an excuse to use more suitcases.
При этом нагромождение верстаков не имеет никакого смысла, так как всё равно ваш склад с ресурсами будет только у одного.
At the risk of killing the thread again, the reason for this idea is multi part.
I know the game is in EA and unfinished and rough, but there are some glaring problems with the current system, and the most elegant way of solving in my opinion was to separate the safe zone effect from the Crafting Bench and making it its own device.
If I'm reading the context right, that's pretty much matches my feelings.
There is no way to expand out without placing another Crafting Beach, which feels weird. Also outposts sometimes don't need a Crafting Bench.
And one issue I brought up elsewhere is that Crafting Benches can be made cheap and can be used to claim huge amounts of area. Plus if cheesed right, you never have to worry about them, because raids won't trigger on them.
Also, I should post this on the Suggestion forum at some point, but I wanted people's thoughts on it first, since the last 'wall of text's idea just sank like a rock.