Well, it seems like these issues need to be resolved.
Pits are fucking Over Powered! I mean really? Wouldn’t pits have a capacity of a certain amount of zombies? After a certain point you would think they would be full. But no, zombies keep shambling in like nothing else. I wouldn’t mind if you didn’t clean out the pits with fire or something that the pit would changed to a Filled Pit tile, being difficult terrain but walkable.
Trap Fields. I mean really? Are you kidding me? Who goes into towns and just throws up some shoddy ass traps and runs off? I doubt the zombies built them. And if they did I commemorate them for testing their own handiwork.
Smell. Currently, zombies have bloodhound level smell and can track you through walls? It’s fucking irritating, human noses can’t handle that level of sensory output even if they did have enough receptors to pick it all up. A bloodhounds brain has 40% of its brain dedicated to smell, humans? A meager 13%! Including memory for smells!
I feel that’s enough ranting. Also why was lightning cut? Couldn’t it be diverted by metal objects laying outside? Or lowered in frequency? Or both?
I would love to see trap fields replaced with trap-protected houses, and perhaps “campsites” that have traps around them, and then in the fields focus on more hunter-specific traps - instead of fields, have the occasional bear trap or something.
On the other hand, gameplay-wise trap-fields are pretty fun. I think with some effort they could seem a lot more reasonable and interesting and still work basically the way they do now.
I think making the traps less random, and more connected to houses/campsites/whatevs would be a really good idea. Minefields somewhat the same, perhaps even with warning signs in some areas.
Agreed about attaching traps to structures instead of to random spots on the map, though I think a trap-guarded stash still makes sense out in the woods somewhere.
If you’re hoping for the roads to be clear though you’re out of luck, look forward to wrecked cars, barricades, and potholes in the future. At the end you’ll probably need a motorcycle or maybe 4-wheeler to explore towns.
[quote=“Kevin Granade, post:6, topic:204”]Agreed about attaching traps to structures instead of to random spots on the map, though I think a trap-guarded stash still makes sense out in the woods somewhere.
If you’re hoping for the roads to be clear though you’re out of luck, look forward to wrecked cars, barricades, and potholes in the future. At the end you’ll probably need a motorcycle or maybe 4-wheeler to explore towns.[/quote]