Boredom? Anything but. At this point, do you need a vehicle for travel? No, it just makes it faster.
Wide open spaces will not create boredom. It creates invisible boundaries for players to say “I shouldn’t go down this road unless I have the supplies I need.” If you have a car or truck and you hit a rogue zombear in the middle of a long open road, you have an immediate crisis - you’re stranded without a working vehicle, your gas ran out, your wheel is gone, whatever - and you need to grab what you can to either ditch your vehicle for good or come back with what you need. It creates goals and quests for other players and makes traveling to new locations more than just “oh this place sucks lol bye.” It means adding true distance to the game.[/quote]
There more then just one problem with this… and distance.
First implementing more distance would create many more map tiles which results in huge save files.
You ll be searching a lot in open space where there is nothing for something remotly usefull which isn t much fun.
Hm for me going by car is faster ingame but it takes actually longer irl to get from a to b unless i am traveling in a perfectly straight line in which case it takes the same ammount of time… if you add more distance it would take a considerable ammount of time to cross the space of 2 points of interest.
The actual distance one tile represents is not realy defined realy precisely so whats much open space?
Whats then in those open spaces? how does new england look like??? grassland sounds imensly boring to me .
It would probably complicate the worldgen.
What if your unlucky and at your start is nothing for you to survive on and you can t reach the next point of interest because you just satrted end don t have a running car? Sounds like another way of stupidly dieing to rng hate.
And then crossing some open space with a car?? wheres is the fun in doing that?[/quote]
That space, while increasing save file sizes, wouldn’t make exploring open space less fun - it would make exploring the not empty space more fun.
[quote=“Pthalocy, post:19, topic:7863”]Lots of points in no particular order:
Considering one starts in shelters, or in houses, or a couple other starts that specify building interiors, the RNG would not screw one over by placing them somewhere with no supplies at all. These places are all tied to towns, or the outskirts thereof. Unless you picked “in a field somewhere” or “in the woods”, in which case, that is a choice, not RNG.
Has save files being too big to run ever been an issue for anyone recently? It’s a potential problem but as I have seen said before, it seems to be a problem people worry about more than it ever happens.
If I were in open space, I would be either trying to cross it to get somewhere I can search, or I would go back towards the town I started at to search. Searching in open space IS silly, so I would opt to search in not-that. See first point for why I think going back towards town is perfectly viable.
Adding more distance between towns would make leaving town for elsewhere harder. Making EVERYTHING bigger would not work. Buildings would be scaled bigger and thus cities much larger. That I don’t think is such a good idea, far too much work. Distance between towns though - that is ok to me. It would teach one to make the best of their starting town before attempting to gear up significantly to leave it - or get a vehicle. Which I now have significantly more space to drive without worrying about crap every 3 tiles in my way.
I think increasing distances between cities would not be so hard. You would just have to tweak rules for where things are ‘allowed’ to spawn along the roads to account for the improved distance. I think lonely gas stations had a rule to spawn them some 100 blocks away from the nearest town? But then towns are all so close that they never have viable spawning points. More distance would allow ‘special’ outside-town places like these to exist. This would include labs, FEMA camps, all the specials. I think it would be doable.
If all the empty space between towns is empty, can I not just drive in a diagonal line if the road isn’t going a straight line? I think driving for longer stretches would be manageable if those stretches are also not packed with clutter. I think it would balance out.
I2amroy’s points concerning how animal spawns operate are ones I agree with. If distance between towns were increased (I think this would be alright to try!) then animal spawns need to also be worked over before that point. This will make tracking and hunting animals across these large non-town spaces more viable as well.
I am super appreciative to see pros and cons both argued for this, it’s really interesting to follow.[/quote]
This guy gets what I’m saying. Increasing the distance between towns would make each town feel like its own area and leaving would be a chore of its own.
And yes, I’m glad that we all can have a civil discussion about this!