If it were just for the sake of having facing, I wouldn’t be messing with it, but I think this actually helps by allowing you to chose what area of the map to concentrate on. Also as I’ve said several times, the default is you can see in all directions like you can now by default, you aren’t going to have a blind spot at all times that you have to manage, just when you are focusing on something.
FWIU the system is completely different.
[quote=“coffeespoons, post:29, topic:194”]The most/only acceptable versions IMHO would be to along the lines of:
-a narrow blindspot cone behind the player, perhaps with a new zombie type (burrowing? silent? enhanced tracking?) that could exploit this and generate some more tension - or one that was triggered by particular conditions such as intoxication, or[/quote]
This is a possibility, but when you’re walking around you aren’t going to have a blindspot by default.
This is a definite possibility, running may force you to focus in a particular direction.
A larger viewing area is a possibility but the entire area the player can see is 121x121 squares, so we will not be displaying the entire area at once, it’s just too large. Also facing as I’m implementing it is a mitigating factor for the small view size, not something that makes it worse