now about sight, its off-topic, but i used to like new-moon and thunderstorm raids for the ambience. now i throw up a 60x60 viewport and pull individuals with rocks. they seem to see about 40ish now and they can’t smell me farther than that either. so the challenge is gone completely, but someone said that already.
repopulating, whatever, you can have that and stand there trading collectibles. i’d like to turn the swamps into parking lots … and in so doing strengthen the triffids and fungies so that i have to keep an eye on my headquarters on that map. no offense.
i see the zombies as just the entry level mobs in a far more interesting game.
their total life-energy should get pushed around so that more of the other kinds of mobs spawn at their ‘portals/centers/spawning grounds’. these we can destroy so that any energy pushed into them would drain from so map. this would serve to have other mobs assert more of a presence as you change the world beginning with us clearing out the towns and labs to level up.
simple example… say there are 3 each river/triffid/fungaloid centers. … 2 of them are near my fortress. mobs constantly run into my turret defenses ‘for that lived in look’ while in the yard i build some ueber car.
now i go out and take out all the spawn centers closest to me. if i ‘leave them open’ then much of the life has already drained from the map and the battles at my fort will slowly cease. if i ‘plug’ them, i remove the spawning center from consideration, no more life-energy will be lost
and i can have some background action on ‘the home map’ as i take the mega-mobile on the road to the next map.
i recognize that all this is fantasy but Cataclysm is strong enough to let one enjoy failing at zombies while having the conceptual depth in design (the archeologist in me says) to support exactly the game-play i’ve outlined in a multi-player universe. so yeah, i guess its fine that the zombies have become a bit short-sighted.
tl;dr? that’s fine. 