Yeah... I hope the pimps know that, too, meaning we get some incentive later on. Maybe even *gasp* biomes with different resources and different difficulty. I'd certanly rather have a way to travel large distances before having the need to do so, than the other way around. I hope that this is just another instance of them releasing co-dependend systems in seperate updates.FlowerChild wrote:
I'm still shaking my head and wondering where it is we're supposed to be going every time I see mention of that thing :)
If I look at the initial kickstarter pitch, some stuff is nowhere to be seen yet. And, assuming they don't pull a "Dead Linger" on us and ignore promises made in the pitch, faster means of travel might be a prerequisite for this:
I also imagine a world where POIs are progressively further apart the more you move away from the center of the map, ideally also progressively harder and with better loot. As far as I know, they didn't say anywhere that that (or something similar) *isn't* the long term plan. But I do remember them saying it's hard to implement because of MP balance.Kickstarter wrote:
Dynamic Story Generation - The story unfolds through our “Dynamic Story Generation System” which guides the player to other survivors, better loot and undiscovered Points of Interests through story note quests.
To the block physics, I like the example they show in the video, because that's about how I would imagine wood frames would react. I *really* hope stone behaves differently. I imagine a collapsing stone house looking like a childrens ball pen before everything settles, and that would look pretty terrible...
On the topic of collapsing structures, what I would really like to see is them reworking *all* of the prefabs, so that the damn things don't collapse without warning and don't use upteen thousand different building materials with wildly different damage values and graphic styles, and, well, don't crumble to dust once you open a door when they look perfectly structurally sound...