loftar wrote:Granger wrote:'DPS above a threshold wins' style
I believe this is a critique of the combat system more than anything else, though. Along, for that matter, with most of the other critiques of the beaverdams that I find myself agreeing with.
That comment is about rooms with endless spawning, unless all mobs are killed.
Combine this mechanic with the behaviors your playerbase demonstrated in the past (bears on day 2-3, mammoth in the first week, iirc) and the qualities of the mobs you can harvest in there, multiply with the amount of resources you can carry out there (unlimited) and you should get a glimpse of why I think this is bad (endless supply of intestines, bone glue and rope, plus mulch as you can compost the rest).
I don't know what your master plan is, last time I checked early world (when quality is still so low that the are frequent meaningful opportunities to increase it) was still the most fun part so far... so I wonder why you introduce mechanics that (by themselves or in combination) seem to be aimed at (or exploitable to) speeding up exactly that part.
Plus this introduces another binary for hermits and smaller groups, as you can either off them (and are able to continue toward the loot without many further obstacles, turning that dungeon into a farm) or don't and are guaranteed to hit a dead end.
This additional to pocket universes ruining immersion (at least in my view) as these destroy the experience of a whole world by breaking it into shards.