Message from @Muten
Discord ID: 602783694553350146
it's meant to be filled with death
lel, nice Star Citizen "*beeeh beeeh* iz more realizztic so iz beddur!" Fuck your "realism" if it comes at the harm of new player experience. Again, it is the idea of giving the new player a "play area" of sorts to get acquainted with the game before taking on greater threats. Or if you are gonna do it, give them an option other than die such as promptly fuck off back to where they came from ASAP. A slap instead of a stab so to say. Then you accomplish teaching the player about these dangerous areas without being an annoyance.
the point of the first quests is to introduce new players slowly and nicely into the game
if you ignore the first quests and go off to have your own adventure with no idea how to play the game
you're going to have a bad time
It's not realistic
it's immersive
imagine if the wasteland was easy to traverse with no real threats outside of the populated areas?
It'd be a joke
having real threats around every corner gives legitimacy to the world
what is so non-immersive about having an area of low danger areas around the start and then outside of this area bring the difficulty spikes?
imagine playing vidya gaems
wut a cuck
it makes it feel like they newb protected the starter area to hit a wider audience
instead of having the balls to just say no you're not meant to go here yet, unless you know what you're doing
then take your bb-gun tier damage rifle and stumble into those lvl 30 death claw areas out the gate
rewarding experienced players with later game gear for skill of overcoming hard enemies and keeping the world consistent
\because you didn't listen
fortnite ripped off fallout 4s building mechanics
tell him muten
go get him tiger
it's not the game
it's you
>mem stopped typing
nvm
lmao
it's like those people who blame darksouls when they don't know how to play
imo, from a design standpoint it is more intuitive when you can generally determine difficulty by distance from that start rather than sudden spikes. So the player can make educated guesses about what areas they want to avoid and go to.
ooooor
you tell the player directly
through NPCs
where to go
and where not to go
and leave it up to the player
to decide where to go
if they aren't ready for the challenge
they should be smart enough not to go the wrong way
but that is boring because you feel like you are on rails until you get high enough level because of kill boxes blocking the other directions