PC Now that You have played Alpha 19, What do you like or dislike?

However, the level 1 quests are often far away. That costs a lot of time if don't have a means of transport.
So it becomes better with level 2?

Is this then inteded? Maybe to make the player explore the map? Then imho it is done wrong. Fine for later game to prefer further away quests to make the player explore, but in very early stage it's just anoying if you have to run 1-2km for each single quest.

I bought a motorcycle now from the trader on day 12... Mainly because of this reason. I haven't even fully discovered the town i am in, but just doing burried supplies becomes boring. Also the endless running around is anoying. I already use coffee/megacrush and put my armor off, but on the way back my inventory is usually full and i'm overloaded and still only have the most valuable stuff taken and left many things behind.

Since this is my first serious singleplayer i now definitely understand people complaining about too small inventory. In multiplayer even with just 2 people you have double the slots and if you stack your stuff together that takes a lot away.

 
So it becomes better with level 2?
By the time you get to the level 2 quests you usually have a means of transport. That's why it is less noticeable. 

You have to do 10 level 1 quests to get to level 2. With one or two quests a day you reach level 2 in the second week. By this time most players should have at least a bicycle.

Since there are traders on the edges of towns, they should take advantage of this and offer quests nearby if possible. 

 
Last edited by a moderator:
By the time you get to the level 2 quests you usually have a means of transport. That's why it is less noticeable. 
Of course it becomes more comfortable if you have a vehicle.

But what's the point of moving the traders into cities but then they only hand out quests in nearby cities? Especially the lvl1 quests?

You have to do 10 level 1 quests to get to level 2. With one or two quests a day you reach level 2 in the second week. By this time most players should have at least a bicycle.
Huh... depends hardly on how you play. For me 2 quests a day were impossible if running such distances is required. Nearby burried supplies also take a while for digging (you also run constantly out of stamina in early game). Maybe 2 fetch (only) quests a day would be doable if you renounce all looting, but then you probably run out of supplies.

I don't skill INT, since i usually don't build much. The point in grease monkey is just wasted soon as you don't want to use a bicycle if you have better.

Quests are nice, but i don't just want to chain quests, especially not if it takes that much time while i have dozens of better POIs in the neighbourhood.

 
Whelp, I got to day 7 before realizing that I was playing a screwed up A18 map and needed to clear my files. I love the amount of buildings in A19. I have no idea how many days it will take to clear every building in the town I found. Some of these prefabs are stupidly big, which is cool.

My only problem was spawning out in the map's far corner in a wasteland with dogs and land mines.

 
Last edited by a moderator:
Like:

- Visual updates:  Lighting, new zed models (minus how they sometimes appear to be wrapped in saran wrap...going for fresh blood/gore maybe?)  Minus that quibble, the visual upgrades to the game have been absolutely fantastic and I hope to see this trend continue up to gold

- Ragdoll physics, from the way the zeds hit the ground to how they do cartwheels when hit with a club/sledge power attack

- Dynamic music (for the most part)

- Melee is a bit more fluid than in A18 (and being I primarily play Strength builds, I put in plenty of melee on every alpha for the purpose of saving ammo)

- Auto Shotgun is an absolute monster; I place it in a pantheon with the Halo 1 shotgun and the auto shotgun from the original Turok N64 game (which, while firing faster, didn't shred through 3-4 targets at a time)  Yet to run into demolishers yet, though, and I have yet to get the SM book for crafting slugs, so maybe things get dicey later...

- Trader to trader quests are a nice QoL change

- HUD indicators also a nice QoL (wouldn't be upset if option to disable them is present but I plan to leave them as-is)

- Dig site indicator for buried treasure quests/maps is a nice change (provided the treasure isn't buried smack under a road)

- Loot progression:  Going from primitive stuff (which isn't total utter garbage anymore) to basic weapons then the wild stuff feels really good.  Pretty sure I fired a blunderbuss more in my first in-game day in A19 then all of my time in A17 and A18 put together

- Sneak damage changes:  Much needed to make stealth-based builds worth doing

Dislike:

- RWG didn't want to play nice for me; generated 2 8k maps, both of which essentially had the same biome layout, with one of them literally having nothing in the wasteland biome; this irked my group since we wanted to do a playthrough being based in that biome, but being several km away from literally anything was simply obnoxious.  We opted to go with an all-wasteland map thanks to Nitrogen.  I'd recommend picking Damocles' brain for help on that, because that tool is a godsend.

- Dynamic music:  The combat theme basically serves as a warning that you have 3+ zeds inbound.  That's my biggest gripe with it (instead of the "omg it plays all the time" complaint).  Gives the player a second to analyze the situation that (if the music didn't kick in) might end with surprise zombies up the player's butt

- Stamina:  At first I thought this was simply due to being in heavy armor with minimal perk investment, but even with no armor on at all, stam usage is unreal this go around.  Mining is even worse now, although once an auger comes into play, that point becomes moot.  Sex Rex is pretty much a requirement for anyone in heavy armor (which makes the fact it got moved to strength such a relief).  Combat is becoming more bearable in my most progressed playthrough since I have 4/4 heavy armor + 4/4 sex rex + 3-4 customized fittings installed + ergo grip.  Blackstrap Coffee is pretty much every miner's best friend now, far moreso than it was in A18

- Junk...erm Robotic Sledge:  Best use my crew has found of that thing is that it has a chance of launching a friendly player through the air when smacked with it (we have pvp disabled, tho).  Buddy of mine managed to launch me over a car lot building doing this...rather hilarious although I suspect it's a bug (think Skyrim giant clubbing you, only not quite as wild)

- TAR and Sniper Rifle:  Sucks that they aren't working properly with scopes and other mods, but seeing that it was in the preview streams, it's a known thing and (I'm pretty certain) will be addressed

- Traders:  With the ideas being tossed around about how working quests for traders will eventually get the attention of Noah/Duke, it seems players will be strong armed into doing quests for them.  Not necessarily an A19 specific complaint, though.  However, finding a Desert Vulture on sale at the first trader I got to on day 1 was a bit wild, to say the least.  Couldn't afford it (almost 6k), but still; hope to see trader loot progression tied to/akin to that which players get via looting

Jury still out:

- Perk rebalance:  Overall, it seems good.  Heavy Armor being moved to Strength makes sense and actually opens up some hybrid build possibilities, although one could argue it basically has strength replacing Fort as the top dog perk tree.  Were it not for being my group's farmer/gardener, I probably wouldn't have any points in Fort now aside from the single point in Healing Factor (which is literally first thing I put a point in every playthrough).  Living off the Land rank 3 only granting 3 crops per gather is weak; should have Super Corn recipe also, IMO (I'm sustaining a group of 4-5 players just with rank 2).  Giving the 30 stam per kill on rank 3 of Flurry (combined with heavy armor moved to Strength) makes a light armor fist build a possibility (and a nice variety of weapon choices with Fort + Agi).  Bicycle parts requiring workbench, which requires int of 4, which also makes minibike possible to build...bit janky there.  Bulk gas/gun powder crafting being moved further into trees hurts (Grease Monkey 4 for gas, Demo Expert 3 or 4 for gunpowder), but honestly seems more reasonable

 
Gonna get a lot of hate for this one but...

Do we really need to see Jen's cleavage? The new model seems to follow the usual portrayal of women in video games but guys, it's 2020 and if I watch a video I really don't want the male tubers going on about her cleavage. I think the artist did a great job modelling her, but if she is a doctor, give her back her white coat or just go the full hog and give her tramp stamps and a belly button ring...

 
  • Like
Reactions: Wit
I agree with a disliking of the path that the game has been going down; since 16, the last three alphas have been getting worse; with things like exploding zombies, spider zombies, farm plots, and zombies that can tear apart steel with minimal difficulty.

It used to be about the fun of crafting, surviving, and exploring; now, it's about struggling to be able to build a base and gather the resources to repair it within an in-game week.

The fact that replacing terrain hasn't worked since Alpha 17 is also annoying in that I can't make an asphalt driveway for my base or a parking pad that doesn't clip around block edges and means that, now, to make a base work, I hollow out a massive square and build a base inside it.

 
Gonna get a lot of hate for this one but...

Do we really need to see Jen's cleavage? The new model seems to follow the usual portrayal of women in video games but guys, it's 2020 and if I watch a video I really don't want the male tubers going on about her cleavage. I think the artist did a great job modelling her, but if she is a doctor, give her back her white coat or just go the full hog and give her tramp stamps and a belly button ring...
Seems unnecessary to me as well but some fights aren't worth fighting.

 
Gonna get a lot of hate for this one but...

Do we really need to see Jen's cleavage? The new model seems to follow the usual portrayal of women in video games but guys, it's 2020 and if I watch a video I really don't want the male tubers going on about her cleavage. I think the artist did a great job modelling her, but if she is a doctor, give her back her white coat or just go the full hog and give her tramp stamps and a belly button ring...
Maybe we don't need to but I also don't see it as a problem (naturally as a male I have a lot more tolerance for that as well). Her cup size is somewhat extreme. But the form of her t-shirt would be a common occurence in summer. She also doesn't look like a fantasy character. What youtubers do is not my concern, I mostly ignore them, but would definitely ignore someone who thought talking about her cleavage was funny or interesting in any way.

 
I positively hate having to manually reload a hunting rifle or the crossbow however I do see how this adds a note of realism to it.

 
Maybe we don't need to but I also don't see it as a problem (naturally as a male I have a lot more tolerance for that as well). Her cup size is somewhat extreme. But the form of her t-shirt would be a common occurence in summer. She also doesn't look like a fantasy character. What youtubers do is not my concern, I mostly ignore them, but would definitely ignore someone who thought talking about her cleavage was funny or interesting in any way.
Most of us Males usually don't have an issue with it, and her outfit is the same whatever the Biome 😉

 
Good:

I love the visual upgrade; it really makes it a beautiful world

Bad:

The inability to change terrain blocks that lingered from A18 continues to piss me off.

Farm plots can @%$*#! off.

Looting has become worthless.

Injuries are too easy to the proportion of debilitation they cause.

Injuries/Infection make the game virtually unplayable.

Food consumption is insanely high to the fullness yield.

Stamina drain makes doing anything almost impossible.

Problems I've had in general:

I want an option for zombie sets; the ability to turn off things like vomiting zombies, homing vultures, the dog hordes, spider zombies, screamers, and exploding zombies.  (Yes, I've put in mods to remove these things; but, I would like a selector that would let me choose what types of zombies spawn so I'm not dealing with the buggy-ness of mods trying to remove them.)

I want there to be a limit to the damage a zombie can do.  No zombie should be able to smash away steel or concrete walls; subsequently, they should be almost impossible to craft in a post-apocalyptic world.  (I've used a mod where it turns zombie block damage down to 1% and it has lead to a horde encasing my base waiting to tear me to shreds like something out of a Romero movie and it kicked @%$*#!.  There, the challenge became getting in and out of places; knowing that on the other side of my garden wall were hordes that wanted to tear me apart on every trip outside.  Step one was to slaughter them all before venturing out for more brass/lead/etc.)

 
Last edited by a moderator:
As others mentioned, the loot adjustment versus game stage is a welcome thing.

I enjoyed getting a random level 3 AK on day one but that sort of forced me to skip out on a lot of other early weapons.

I wouldn't mind having a *very* small chance of getting a higher tier weapon early on but only in dangerous places, somewhat difficult to reach. Higashi, the factories etc.

Now I have been forced to discover the one-hit wonder beauty of the blunderbuss. Fun!

I like how the zombies stare at me now, it's disturbing, as it should be.

Love how the cooked foods don't have a chance to make you sick anymore.

I don't exactly appreciate how easy it is to sneak up on bird and zombies even with a fresh character.

That used to require some investment into sneaking perks and adjustment of the equipment, mods etc. I suppose it's a balance issue.

I have a distinct feeling there is more daylight overall - it's still very bright around 22:00 and gets bright around 3:30. Not sure if this is adjustable but I'd rather have the brightness decreasing pushed 2 hours on both ends.

The map generator should create the skyscraper class of buildings a bit more often. I rolled 3 random maps and only one had the large book factory and one other had the unfinished scraper. Perhaps an adjustable option to force it to create at least one of each?

Still playing but so far enjoying it very much.

 
Last edited by a moderator:
The Good:

1) Graphical updates (except that one zombie with the hanging eyeball... Her head is too big, scale it down a bit)
The game really looks much better, and feels much more immersive. (But only after I disabled the on screen/map markers for a few things in the data files)

2) The loot progression is awesome! I really feel the steady progress towards becoming stronger and stronger, and the times I land a lucky item that pushes me a bit farther really is enjoyed. Overall 8/10.
My one caveat with the loot progression is how is works with multiplayer. It should not increase your allies loot table if your friend has a higher game stage than you. I found it strange that when my buddy joined my server, and grabbed his first few boxes, his whole loot progression was ruined because he was getting loot from my gamestage. Right off the bat is getting steel gear, ak47 tier 4, etc. And it's even worse that the gamestage loot effect is distance related. So depending on how far you are from your friend, his loot can change drastically. This means that playing with friends who aren't at your gamestage can totally ruin this entire new progression system. (hence the -2)
 
3) New zombie actions. From the head motion tracking (which at times still feels a little off), to zombies sometimes stumbling as a door they're smashing on breaks, all these little details really add to the immersion. It's so funny when a group of zombies drop from above, and one falls right on his face, one sprints at you (feral) and a few slowly walk to you. It makes the zombies feel more individualized. Which is a good thing when you encounter so many. Little details like this are much appreciated.

4) Hit detection. Need I say more? Thank you!

5) New traits & books. I think a few things could change (I'd honestly put heavy armor back in fortitude), but it's overall a big improvement. There's still a few books I'd like to see though (efficient stacks of gunpowder and gas cans).

Generally the progression feels great! (And that includes stamina use, since with everything maxed, and a stamina buff going, you can swing forever, which makes sense to me that you can achieve perfect form with all the buffs (it's 5 minutes too, so it's not so bad to drink a pure mineral water before mining or a coffee) 

6) Trader direction quest. Neat!

7) Zombie Ai and pathing changes. And improvement from alpha 18. 

😎 Wood wedge tips! Thanks and goodbye Tablesaw, you will not be missed. 

Mixed:

1) The addition of new weapons and tools is great! It's just that I sort of wish the animations had been fleshed out a bit more before getting them out. I'm stil hopeful an update will come before I reach the new sniper rifle or auto shotgun, both of which have strange scope issues. Although the shotgun only has a visual issue, whereas the sniper really needs a pass to be usable without a scope. If it needs a scope to be used, implement that better. Blocking your view with a giant non-usable scope is silly. 

But growing pains right? 😜 I'm really glad to see the additions. Looking forwards to some more polish on them.

2) The new battle music is really cool. I enjoy it actually, and all the auditory updates have been enjoyable. I've only put this here, because I think there needs to be a setting to disable the battle music only. Just a checkbox for it. I haven't figured out how to disable it yet. (working on it) But I don't think everyone wants to fiddle with the game code to achieve the immersion they seek. That should be an option in game settings. (Like brightness)

3) The new marker system has a lot of potential. I think it's a big improvement actually, but I couldn't stand how in your face some of it was. I was able to disable the parts I didn't like in the data files, but there needs to be some settings for this. I think this will help new players a lot, but it can break immersion. I even wish there was a button (enable markers) that you could press to switch this on/off in a giffy. It would be the perfect solution (if there was also settings to control what is and isn't worth showing), allowing the utility of the update to be used, but without the visual noise, that along with the battle music can break immersion at times. 

4) The new critical injury system is interesting for sure. I've played to day 12 and I've still yet to even get a sprain on warrior difficulty. I've been hearing all about them though, but I guess if you never get hit (except a few swings here and there) you don't really have much a chance to get them. So I went into creative mode in a new map and testing fighting large groups of 25 zombies, and wow... It's a bit harsh. But my opinion is not really that the debuffs are too strong, but rather the duration is too long. 

I'm fine with items being used to remove critical injuries, but I don't think they should last up to an hour if not managed. This is terrible for new players, and leads to veterans having more inventory clutter. I like the idea, but I think critical injuries should last 5 minutes MAX, with most only 30 seconds. When you get a critical injury, you should think: "Oh crap, I better retreat for now and tend to my wounds." If the duration of the debuff without treatment is longer than 5 minutes, they can really negatively affect gameplay when the player is not carrying the appropriate item. I think the system needs to change to lessen how long it punishes players for not carrying (antibiotics, pain killers, bandages, water, food, lockpicks, bullets, candies, sowing kit, stilts, etc. It starts to become a bit much you need to carry with you on excursions and takes away from the enjoyment. 

5) I will start by saying that unlike some of the people here, I really enjoy the new food/water drain speeds. I think it makes getting food feel more difficult. Although I can understand some people's feelings that it's non-immersive, and a system where the players finds way less food, but only eats 1-3 times a day would be more immersive. However, given the pace of the game, and the volume of loot, it's hard to stop players from collecting or making large amounts of food and drinks, so if each one gave a significant benefit, it would be too easy again. So I really like the new degradation speed. 

However, I think the stamina penalty from thirst and hunger was much better in alpha 18. Gradual stamina loss as you get more hungry feels a lot better than arbitrary points that suddenly drastically lower your stamina. I don't think I need to say more on this. Just please, go back to stamina = min food/water. It was a good system, and didn't need to change. 

The Bad:

1) That zombie with a eyeball hanging out has some head scaling issues. And two of the other new zombies (redhead, and blonde dude have odd hair. It looks out of place. (And it doesn't help that it stays on the body once she's lost her head... haha)

2) Great work, not much to hate on. 😜 

 
Last edited by a moderator:
I honestly think the new loot system is terrible. I'm trying to think from the perspective of a realistic and fun approach to how looting would look like in this post-apocalyptic world. It's pretty lame finding a military style ammunition crate that only gives you some @%$*#!ty spears or low level trash because you're only on game stage 5. This is immersion breaking in my opinion. I've noticed looting is almost linear and not random at all, you know what to expect,
Yes, prolonging the stone age is a good idea, the implementation not so much. If I am no archeologist, my chances on finding worthy antique stuff might be low, but they are there. It's not a necessity to be an automated trash collector then. 

 
Stone tools and weapons shouldn't be in Safes with 5000 hit points or even in loot boxes. The right place for them would be every where else....in trash, cabinets, cars.

Edit:

The only exception would be if the stone tools and weapons were fossils from stone age that you could sell at the Trader for 5000 tokens. ;)

 
Last edited by a moderator:
Stone tools and weapons shouldn't be in Safes with 5000 hit points or even in loot boxes. The right place for them would be every where else....in trash, cabinets, cars.

Edit:

The only exception would be if the stone tools and weapons were fossils from stone age that you could sell at the Trader for 5000 tokens. ;)
Totally agree. Working Stiff crate at top of church had 3, count 'em 3, stone shovels! One was even green. Game stage 14, luck looter 2 and lucky goggles. If you've seen Galaxy Quest, replace savings with treasure "By Grabthar's Hammer, wh...what a treasure".

 
Back
Top