Is there, somewhere, an overall document stating “THIS is what the game is/shall be”? Is there a final image that is being worked towards? I guess … like… what is the official word on things?
I ask because I see a lot of pull in different directions at times, sometimes all using the same battle-cry.
“This is a roguelike! So it should be difficult!” - “No its a roguelike, so it should be FULL of overpowered loot!” (Which, end up working in opposite directions). “This is a roguelike, it needs to be super complex!” - “It needs to be easy for new players to understand!”; “We need more realism!” - “No it needs moar sci-fi!”
“Don’t add ____, it’ll make the game harder for people that play without cities on!” (Is that a game-play mode that is/should be catered to? To me, in a New England’s Future zombie-apocalypse game, it feels more like a "well if you want to play like that, mod a little and do it - but maybe its a super popular way of playing and should be heavily considered, I dunno’.)
I’m not sure if feature-creep is the right term, but it does feel sometimes, watching the suggestions & Get requests, that a lot of little bits and pieces get stuffed into things and it can feel like, from an outside observer/fan, the game gets pulled into many directions at once.
Plus, and understandably so, a lot of responses are along the lines of “well once NPCs are fixed it’ll all be different”. It can feel like lots of work going in, items stuffed in, things debated … yet when NPCs are more featured the game will change so much a lot of the debates of today will seen silly. lol
As an odd person who has stood in a supermarket in the Northeast of the US and stared out and thought “man, if zombies attack and you could board this place up, you could live in here on all this crap for weeks/months if you don’t care about expiration dates” I get that.
Gameplay wise, though, is there a danger of the game becoming “Supermarket Campsite Simulator” at a certain point?
But more importantly, at the gameplay level its still just a terrible mechanic. Not only do I hate the idea of things getting *looted* to never been seen again in the face of earth, without no way to possibly find them in a stash somewhere; I also feel that it would encourage a playstile that by no means approaches the one it aims to encourage. Lets enumerate the problems I can see:
1- It encourages start scumming- Because only the first city you visit will be truly “full” you’ll want to always spawn near a big one in order to get a good amount of items, and youll get your big amount of items, even if you wait years before venturing into the city.
2- Time plays no factor- As said before you could wait years to visit your second city and you’ll find the same amount of items that youll have found if you had explored it in the second day.
3- It discourages exploration- Theres simply no reason to explore other cities if all you are going to find are rusty revolvers and old shotguns and most canned items or tools have already disappeared.
In all honesty, what encourages exploration right now? In a short time you can clear the starting city and just set yourself up in a building indefinitely. Get lucky with a couple food-filled buildings and you might as well just (Q) and start over. The challenge is gone, and exploring more won’t give you anything you don’t already have unless you REALLY want to make your character a minor deity with all the CBMs and mutations.
4- You cant recover things that get looted- Things that get *looted* simply disappear from the game, this makes sense for consumables like food and gasoline but not for things like weapons and powertools.
Do you need any of that stuff? I think a large point of the “less loot” crowd is that there is just … well … SO MUCH CRAP everywhere (and more added constantly), that you’ll never use it all. Some of which is so crazily overpowered it can instantly throw what difficulty there is in the trash.
I raided a starting town (wouldn’t even call it a city) and filled 6 shopping carts with useful things. Guns and ammo, crafting items, books, 3 filled with food and medication … there is just SO MUCH out there. If HALF of it never even existed I’d not have missed it. … and yes, I can already see people straining and madly typing “THEN TURN DOWN THE NEW LOOT SLIDER” at me. I do, now. Just … well … how should the vanilla game play? Should it just be “stand behind a bush, kill all zombies, then play a ‘The Sims’-style base-building-simulator in your own personal city?”
So again … I guess it just comes down to … “where is this going?” Right now there is a semi-steep hurdle to get over with a new character and then you basically are the sole occupant of a fully stocked metropolis with no purpose.
Are we debating, in these threads lately, real changes and fixes to the game for the long haul … or just band-aids to make the current game more enjoyable to some people while we all wait for BIG changes like NPCs and new gameplay mechanics to get hammered out and ready for testing?
If the true answer is “well this is just a band-aid so I find the game more fun” then maybe all these things should probably just be mods so they don’t clutter up the game code and take time away from big picture stuff.