PC Thoughts on 1.0

I guess vegetable stew will have to be my new primary food source.  Meat stew is out of the question since I haven't seen a single animal in the forest biome in the first 7 hours of playing.

I think the spawn rates of animals need to be tweaked a bit.
I've seen a few, thats weird, stealth killed a deer. I saw the ever present jumping chicken. . .

 
Not a bug, but not happy with removing cities(not towns) from pine forest. Never cared much for temperature controls in game so stay mainly in Pine forest is last 4 or so alphas.

So starting game led to many bugs/issues. I tried starting random world gen, but all 6 or so times it did not allow me to start a new game after generating world and viewing preview.

Most attempts in new game and using advanced generation also did not allow me to start a new game.

The one time I was allowed to start a new game, from the new game option with advanced generation, I was not able to actually interact with like anything in the game. I could left click to destroy and collect plants and such items and I could hit "E" to collect small stones, however I could not hit "E" to loot any other items(cars, purses, trash-only items I tried).

it kept popping up the "cheat menu" or what ~ opens, repeatedly when hitting buttons like tab. It kept telling me to hit W to perform tasks, but W is for forward walking. I hit tab and it would open ~ log. I could not open inventory.

I did have a21 modded so maybe that is my issue with some items but world gen is weird. Like 1500 hours in this game and this is the biggest mess since when I started around 2015.
After you create the world, go into new game and select the world name you created.  Don't do advanced generation again.

Check your keybindings in options.  But it also sounds like a network problem.  Was this single player or multiplayer?

As far as mods, you need to remove all mods (and custom POI) from your Mods folder before starting a new game in 1.0.  They most likely do not work in 1.0 and will cause you all kinds of problems.  You can add them back once they are updated for 1.0.

 
Last edited by a moderator:
After 8hrs on my playthrough here are (apparently a lot of) mine:

  • The new character models are nice but too limited.
  • Armor progression so far feels pretty meh. I used to craft a fair amount of armor but right now I pretty much forget it's even a part of the game it's dropped so infrequently and takes so long to unlock the next tier.
  • The new forced RWG of no real cities in the forest straight sucks. I don't enjoy being forcing to the other biomes and it makes me not want to start building a base. I'm not going to move two crates worth of stuff to a new city with a bike. So for me it's basically just forced a nomad playstyle.
  • Animals are too sparse and canned food/good food is entirely too prevalent. I haven't crafted a single food item except for the challenge whereas I used to prioritize getting to bacon and eggs at least.
  • Anyone know how to rip out all of Rekt's character line audio files without causing the game to crash?
  • The loot that's dropped doesn't make the most sense. Why am I getting legendary crafting materials from clothes on the ground and the not the safe or police car I just spent far too many lockpicks on? Or why am I getting t1 stone axes still when I have t2 claw hammers unlocked, seems like the spread of what is available in the loot pool is wide.
  • I don't know how early is too early, but why is Rekt selling a 15k crucible on day 8? I barely bought anything from him and felt like I was doing well with 6k+ before I saw that.
  • The occlusion seems set too aggressive, turning quickly with ~500 dpi causes gaps while the game catches back up, I just turned it off and the issue stopped.
  • Good news! Arrow hit registers seem more consistent now.
  • The crafting challenge to craft pipe bombs should get changed less than 20, I don't think I've thrown 20 pipe bombs in all my hours playing.
  • I don't like how particular the harvesting challenges are, no matter what I'm scrapping/using to harvest/the item I'm harvesting in particular, if it gives the items the challenges asks for, the challenge should register it.
  • Really liking the remnant buildings and new POIs. Got sent to the T2 crypt today and IMO it might be one of the best looking/laid out I've seen.
  • Zombies seem to stagger forward more every update - hate that.
  • The animations overall feel nice but also overly exaggerated and I hope a slider can get added to decrease the effects on the screen or an option can get added to turn the screen movement effects off entirely. In particular the sneak animation rocking the screen back and forth is incredibly annoying after going more than 100m.
  • The shaders on the zombies in some lights are not fun to try to make out from the other textures as they just blend in a lot and they're too grey against the grey. The mechanic is the worst for that, the others not as much.
  • Good changes to the dew collector, I crafted my first one ever yesterday. Not because I needed water at all but because the challenge.
  • New mods for helmets are a little silly. There's no real point in using any of the +1 skill point mods if you get a water filter mod shortly after which is what happened for me.


 
Last edited by a moderator:
After 8hrs on my playthrough here are (apparently a lot of) mine:

  • The new character models are nice but too limited.

Agreed.  Some more options for changing faces would be nice.

  • Armor progression so far feels pretty meh. I used to craft a fair amount of armor but right now I pretty much forget it's even a part of the game it's dropped so infrequently and takes so long to unlock the next tier.

I've actually gotten to tier 3 armor on day 3, which is extremely fast.  And I'm not even trying to find magazines quickly.  But I do feel like armor could use some tweaks.

  • The new forced RWG of no real cities in the forest straight sucks. I don't enjoy being forcing to the other biomes and it makes me not want to start building a base. I'm not going to move two crates worth of stuff to a new city with a bike. So for me it's basically just forced a nomad playstyle.

Agreed 100%.  Going to see if there's any issues with a custom map without trader restrictions.  If not, I'll definitely NOT be restricting traders by biome and I already will not be restricting city sizes by biome.

  • Animals are too sparse and canned food/good food is entirely too prevalent. I haven't crafted a single food item except for the challenge whereas I used to prioritize getting to bacon and eggs at least.

I haven't really found that much canned food.  But the animals definitely feel to rare.  Supposedly if you go to the burnt forest, they are everywhere.  But you should see them more often in the forest as well.  They were definitely too prevalent before, but now they are too rare.

  • Anyone know how to rip out all of Rekt's character line audio files without causing the game to crash?

I am not a fan of the language in his VO and would like an option to disable that and only use lines without the language.  I can live with it but I don't like it.  There are some good lines in there that don't use the language.

  • The loot that's dropped doesn't make the most sense. Why am I getting legendary crafting materials from clothes on the ground and the not the safe or police car I just spent far too many lockpicks on? Or why am I getting t1 stone axes still when I have t2 claw hammers unlocked, seems like the spread of what is available in the loot pool is wide.

It makes sense to get legendary parts from any clothing-related "containers" like a pile of clothes on the floor since they can be used for crafting armor.  And anywhere with weapons also makes sense for the same reason.  As far as safes or police cars, they may be in those as well but they are intended to be rare or at least uncommon drops.  You probably loot more clothes piles than safes or police cars, so it's going to be more likely to find them there if the odds are the same in both locations.  They definitely did make magazines level up more quickly than drops from what I've seen so far.  I don't really care that much since I mostly ignore crafting but I think drops are a bit too slow now.

  • I don't know how early is too early, but why is Rekt selling a 15k crucible on day 8? I barely bought anything from him and felt like I was doing well with 6k+ before I saw that.

Day 8?  He's selling it on day 3 for me, which probably means it was there on day 1 though I didn't look at that time.  The traders seem to sell stuff that is too high level.  SMGs on day 2?  Come on!

  • The crafting challenge to craft pipe bombs should get changed less than 20, I don't think I've thrown 20 pipe bombs in all my hours playing.

Personally, I'm fine with challenges that you normally wouldn't complete without making an effort to do so.  I don't think all challenges should just complete on their own without trying, just by playing the game.  Most of them do and that's fine, but some should require putting in some effort even if it's as simple as just crafting something you normally don't craft.

  • I don't like how particular the harvesting challenges are, no matter what I'm scrapping/using to harvest/the item I'm harvesting in particular, if it gives the items the challenges asks for, the challenge should register it.

This definitely needs to change.  It's so specific that people think it's bugged because it doesn't appear to work.  If it wants you to scrap stuff for polymers, it shouldn't matter what you scrap or what tool you use as long as you get polymers.

  • New mods for helmets are a little silly. There's no real point in using any of the +1 skill point mods if you get a water filter mod shortly after which is what happened for me.

Depends if you want to use that mod.  I never use it.  Also, higher level armor has more mod slots, so you can use those extra mods.  But I do feel the mod options are too limited with only 4 armor pieces that you can add mods to.

 
So, after playing some hours, my - few and first - impressions so far:

+ Character Creation: Looks much better than before but still place for more variablity

+ New animal animations look fine

+ Independent from necessary adjustments for the future, I like the direction that the game feels more like a survival game. Harder horde night, lesser animals, etc. 

+ The new lines for the trader I like as well as the opening at 4 a.m.

+ I really like the challenge system, especially the XP reward!

+ The new armour system ist good and I like the idea of different buffs but I miss the normal clothing. 

- the already mentioned missing option for shared quests progression. 

- The night looks are too bright at night. On the opposite I appreciate that it isn`t completely dark anymore inside buildings during  bad weather. 

- The missing cities in the forest biome. It doesn´t bother me because I never used to build in the forest biome but I see here enough people with another opinion to put it on the negative side. 

And there are some points I´m still unsure how to evaluate:

o the connection of traders with certain biomes. I always liked to detect on random maps which trader is in the biomes I want to establish my base. So the randomization aspect is less strong which has perhaps impact on the replayability for me. On the opposite I got the impression that the developers has a plan for the future development. 

o the strict order of visiting the traders. 

 
ok..now iv played 20hours and i must say its good (i have mods on server, weather, car alarms, lootbags more)

its a good version...

the alien zombies and the green zombies are soooo hart..but its nice (i play on 2/5)

- The night looks are too bright at night. On the opposite I appreciate that it isn`t completely dark anymore inside buildings during  bad weather. 
make brightness to 30% in menu...>not 50%... then its very cool (and instally my weather mod in MODS) after this u are happy

 
I run a multiplayer server that hosts about 20 players. I've got about 15000 hours in the game, half of which probably spent modding to improve game play. 

Only three out of the twenty want to host 1.0. They're really down about the lack of customization, how the role-based armor classes pretty much changes gameplay, etc etc. They were actually super disappointed in the poor customization options of the character heads. Some found the lack of diversity and use of the same face model for 3 different ethnic styles insulting. To be fair, we have always relied on the modder community to make 7 great at this point and 1.0 is a def pass for them. 

Sure, when everyone on a crew is online, one person might be the biker, the other preacher, etc. But folks like to solo play on multiplayer in between team play. So they have to what? Carry 8 different outfits in their backpack to get max buffs? Yeah, that doesn't fly with them at all. They find it extremely frustrating the inability to create a super sexy chick to run around the map or tanky whatever. Essentially, my server peeps feel too much was taken away and minimal added. They don't know why this would be considered going into beta at all. 

The different clothing on the zombies? Not that great at max res and really not impactful. Vehicle reskins? Modders still have better options. I feel like this game will still depend on the modder community to make it worth long play. I think we'll wait a year till we update to 1.0 and see if it's substantially worthwhile afterward or not. This update feels more inclined toward role-based RPG which is a weird fit for the game considering how multiplayer gameplay actually works.

 
After 8hrs on my playthrough here are (apparently a lot of) mine:

  • The new forced RWG of no real cities in the forest straight sucks. I don't enjoy being forcing to the other biomes and it makes me not want to start building a base. I'm not going to move two crates worth of stuff to a new city with a bike. So for me it's basically just forced a nomad playstyle.


Nobody's forcing you to stay in the forest biome long-term. :) The intended progression is to eek out a humble existence until the end of the first or second horde, by which point you should have unlocked the Opening Trade Routes to Trader Jen. If you feel the compulsion to settle in the primitive biome, make camp relatively close to one, preferably two other harder biomes. Early game, make sub-outposts in larger towns, loot there for a few days, and shuttle the most important items back - once you have a 4x4 or a gyrocopter in your hands, this becomes less of an issue, and you can easily make the trip out there to loot a few places and carry everything back at once before supper.

From a variety perspective, I get where you're coming from, but balance trumps pretty scenery, sorry. TFP do not want you spending the majority of your time in the forest biome, or likely any biome, for that matter. This is just the beginning of the more linear progression (across every playthrough) TFP are going to be introducing, so the sooner you accept this, the quicker you might be at peace of mind. :)

 
So, will the other new animal models be added for stable? I think some still are using the old models.

Also, all of the new dismemberment stuff is cool and all, but crippling an enemy's limbs is still extremely rare outside of instakilling them. Even if you stab their leg 10 times, they probably won't lose it. I think dismemberment needs to be less luck based, and more focus based, because as it stands as far as I can tell, its just a % chance that gets greater the more you invest into an attribute, which sucks early-midgame when you just can't target limbs 90% of the time.

I've also noticed lots of zombies stuck in blocks/floors, and that a lot of windows and holes in walls (despite being 2 blocks large) can't be passed through without crouching, and I don't recall this happening in a21. It's been getting to be a pretty frequent occurence, at least for me. Not sure if its a bug or some issue with the character system, I don't know.

 
Last edited by a moderator:
I am enjoying version 1.0 so far, how ever I have been playing on nomad difficulty with 200% exp and I feel like the difficulty curve is a bit out of whack.

seeing a feral in the city at night, that is fine.  I can handle 1, but not 4 in a single poi

however I took a tier 2 infested clear quest and there was 4 feral zombies in a cave poi  on day 8 when I am still using tier 0 weapons. They are way to spongey and they hit way to hard for me to be able to kite them with tier 0 weapons, and you can't stun them with melee either so if you try to hit them they slap you back and you lose the trade war always. this is also in the forest during the day.

I have played over 2500 hours and I have never struggled so much. I don't  mind the struggle but fighting ferals on day 8 is pretty nutty given my weapon progression. It feels like there is only a handful of narrow  ways to deal with ferals  this early into the game.

1. build a nerd pole out cobble and stab them to death with knife/bleeds 
2. Nerd pole and throw pipe bombs at them
3. use a door or reinforced frames I can shoot through to cheese them
4. always carry a pipe machine gun and dump 2-3 clips of ammo into them

I don't like that I am forced into a handful of select solutions, and that in my opinion means the content is overly challenging at this stage

 
The lack of animals and zombies really suck. They should add something that makes zombies spawn more. I don't care if they gotta lower graphics across the bored or add a special zombie too light summon them. 

The animals spawning only at night is silly. They should spawn more at night but also during the day

 
The lack of animals and zombies really suck. They should add something that makes zombies spawn more. I don't care if they gotta lower graphics across the bored or add a special zombie too light summon them. 

The animals spawning only at night is silly. They should spawn more at night but also during the day
Reasoning I was told by a another mate that plays is "Animals are more active at night and they want realism." My mate also said, "And then we have the magical jar creating dew collector."

 
Some initial thoughts

-I think crawlers and dogs are a little bit too tanky right now

-Very happy with the challenge system. Massive improvement over the journal system.

-New trader progression is great. The traders also make sense where they are biome-wise.

-Some of the character faces look a bit strange.

-The interfaces seem to be somewhat buggy/laggy. A lot of stuff doesn't show up immediately,

-Some sell prices seem a little too disproportionate, like how you buy cooking grills for 600, and you sell them for 4 dukes.

-Not a fan of the news/ad section on launch. That seems like something you'd see in a live service game.

-Since the outfits don't have a seperate top and pants, there isn't too much customization/fashion opprotunity

-There's some clipping with hair or armor pieces (still a major improvement)

-Animations (both third and first person) are much better, most notably the drinking from a water source animation is an absolute massive improvement.

-Third person reload sound bug was fixed!

-Albedo variants add some nice variety. I'm sort of curious how they work, is it like a layer put on top of the normal zombie models? Or is it like a decal?

-New road decals and props are always good

-Trader voice lines add a lot more personailty

-You can place blocks on road lines

-World gen is somehow even faster

Looks like a solid update so far, though I've only played for a few ingame days, so it's fairly early on, and nothing I say really holds any legitmacy. Even if there are problems/issues, I appreciate the devs for releasing this, and I'm sure it was a big and challenging undertaking.  


I agree on the dogs, but not crawlers, the crawlers are basically free exp, I like the challenge system also, Not a big fan of the trader stuff, its pretty annoying having 4 of the same trader in 1 biome, like 4 rekts in the forest it just looks silly, quests also need to reward mroe dukes, they are almost not even worth doing anymore, especailly since they no longer give weapons/armor, They also pay poorly. T1 fetch? 100 dukes. t1 clear 400. Yeah I been trying to figure out how to disable that stupid news page that makes you click on it, at least allow us to hit enter or something. I feel alot of the new armors look stupid/silly but thats me.

The world gen is amazingly fast but I think I know how its so fast, i've notice basically every forest town basically is the exact same layout, they are also tiny towns. Again not a fan of traders being locked to biomes because for example in my rwg I have literally 4 rekts in the forest and no other trader. It needs to go back to random traders, maybe ONE guarnteed for the biome (Eg rekt in forest) but after that is placed the rest are random. I remember when generating a world used to take 20-30 minutes for a 8k world, and no I am not kidding it was really that long.

The art team does good work, can't complain about the graphics much other than they seem really washed out in 1.0. As I said it'd be nice in the advanced options to have stuff like being able to turn Zombie rage off and on, like the other settings. I can bet you most people will turn it off if they were given the option. I just hate the cheapshots it causes. Sadly other than the new graphical assets the update is kinda a letdown, easly the worse ever imo and i've been around since alpha 10.2. The game honestly needs new content like higher tier zombies, and items, something above steel etc. Thats what the game honestly needs most and has needed the most for a very long time. The skill system also needs to go in the trash and bring back a16.4 like learn by doing system for the weapon/tool's at least, yeah I know they said it won't happen but I can dream. All in all I was pretty disappointed by the lack of anything really new besides just the armor.

Reasoning I was told by a another mate that plays is "Animals are more active at night and they want realism." My mate also said, "And then we have the magical jar creating dew collector."


Not to mention how your char basically eats the glass jar after drinking from it. IMO jars need to come back as a craftable, maybe still have them poof on use but at least allow us to craft them and fill them from water sources. Pretty much any overhaul puts back the jars as it was silly why they were ever removed in the first place.

 
My feedback is this: 

I like the progression a bit more now! But armor needs alittle work. Like furry of blows. Each class should have a armor perk.  

Armor should go along with progression, and other classes! 

Like scavenger buffs spears and Pistols, farmer buffs knifes and rifles, 

Other armors should be ether nerfs or buffed. Like preachers damage to zombies should be on the chest, while gloves do something else. 

And early game there should be mid and heavy armors for early game per class/build. 

Early game after you go this the trader, 9.9 times out of 10 people pick the AR. It should be gone and be a bow arrows or something.  

Speaking of. Pipe weapons should cost more to make. 

Zombies being stronger is great but there needs to be more. Please up the spawn rate. I don't care if you have to lower the textures just so it's better. 

And the new zombie models/color is great everyone looks equally dead now! 

But the one thing that doesn't work is zombies don't fit in with the world in terms of color! The world should be tinted darker like back then. 

Wildlife should spawn bit during the day and the forest needs something dangerous. Like add coyotes. And super rarely wolfs. But I do like the idea the game is more active at night. But zombies are too! 

Burnt forest is my favorite biome and it looks even better. So plus too you tfp. 

Reasoning I was told by a another mate that plays is "Animals are more active at night and they want realism." My mate also said, "And then we have the magical jar creating dew collector."
I love tasty crunchy jars. Good for iron

 
Last edited by a moderator:
Not to mention how your char basically eats the glass jar after drinking from it. IMO jars need to come back as a craftable, maybe still have them poof on use but at least allow us to craft them and fill them from water sources. Pretty much any overhaul puts back the jars as it was silly why they were ever removed in the first place.
Yeah I have the same attitude about jars. Let em disappear on use or whatever.  My server players like the jars, because features being added/changed in a game shouldn't be about adding tedium under the guise of "more challenge"....

 
Back
Top