PC v1.x Developer Diary

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@POCKET951

To me the bow doesn't feel that weak. But I also re-enabled the stone spear throw.

The reason I don't see it as weak, is I have a primitive bow level 3 that I found.
I don't have to take as many risks as a melee player, so less anguish over infection
or bodily damage. Ive invested 3 points, head shots stun them often, decapitates them,
and removes limbs. The max hits is 4 with well placed shots. Shot one sneak damage, shot
two sneak damage, shot three take down.

Hunting just follow the rooster sound or the zombie sound crouch and snipe. Quite often I
one shot zombies if i sneak to the head from a far distance. With a bow you can stealth shot

back up and stealth shot again.

Using this technique I have more than enough food, and feathers, and sell the excess meat
to the trader. Patience is the key for POIs, creep slowly, and you are out of sense range, yet you can

tap em to the head.
If they make a waking sound wait then shoot and you can one shot many of the sleepers to the
head, without waking others.

Im on day nine, using just my bow, I live in the Ranger Golf Station T3, and just for @%$#z
and giggles, did the Sadie Witch farm it's either level 4.5 or 5 in the burnt biome.

Its also great for dispatching the tippy toe dogs that ninja gank you do it from an elevated position.

No I don't get to run and gun like an action hero, but I play dead is dead, so better safe than
dead. The most damage i have taken was falling off a roof.
My armor is the primitive level 5. So even as it is now, it can have deadly results.

 
-Bring back clothing, they don't need stats.   It adds depth/atmosphere.

-Magazines need to be toned down slightly.  I had 4 of the perk mags 7/7 by day 8 and a bunch of others at 6/7.

+ I love that bridges can now spawn in RWG. 

+LOVE that burnt zone is back and you can actually see. 

-The new look of the zeds are great except that they are slightly too shiny which makes them slightly cartoony.

I think Nails should be used for crafting crates.  They are easy enough to find early game that you can still make crates to store stuff in before getting a forge.

Over all I like 1.0,  just need some TLC tweaks.   

 
JEN and all traders have Been fixed on my games.

NOW ... the only real issue I have is the animal are a hit and miss item _ As in ... they are Few to none for the most part ... in 25 game day set at 120 minutes, I have only seen maybe a half a dozen deer ... more chickens than rabbits ... but nothing like the old A21 version of game.

Just a thought from ... The OldGamer 

Maybe I can find a mod that has an increased for the animal count.

Anyway, Have a good one all.

 
JEN and all traders have Been fixed on my games.

NOW ... the only real issue I have is the animal are a hit and miss item _ As in ... they are Few to none for the most part ... in 25 game day set at 120 minutes, I have only seen maybe a half a dozen deer ... more chickens than rabbits ... but nothing like the old A21 version of game.

Just a thought from ... The OldGamer 

Maybe I can find a mod that has an increased for the animal count.

Anyway, Have a good one all.
I'm swimming in meat by day 21.  My main base is in the desert and I'm constantly attacked by wolves and mountain lions.    

60 min/18hr days

loot default

Warrior

xp 100%

offline

 
So far enjoying version 1. Chief complaint, however; the dedicated server seems to be destabilizing as time progresses. Crashes ramping up in frequency, parts of buildings disappearing in a land claimed areas (not structural integrity stuffs) - stuff like that. But -- I am enjoying (aside from that) the flow of the game. I did not partake in A21 so cant compare. 

 
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Some others were mentioning structural integrity issues a few pages back. I also have been experiencing such and have had 2 base collapses. 

I don't go all crazy with my builds, just built a 5x5, not solid base. Just with 4 support pillars. Extended the roof, where I live & all my stuff is, out by one block & put up a roof made of bars. 

Collapsed on me twice and no blocks were showing as yellow. 

So then I even put a support in the middle coming up from the ground.

Still collapsed!! 

I just kind of wrote it off as I just did something wrong but now that I see others are having issues...there it is.

 
Dunno if already answered, is there going to be changes to creating your own dediserver?

Oh, and gotta hope all them optimizations will help with the massive lags at our base around midnight (currently having fun with joke mod, while waiting for full release). We have way too many lights, forges etc and a massive quarry down to bedrock on the next door property lol. 

 
I don't know if you can change that with a simple XML mod.  Might be something to ask in the mods forum.

It isn't (currently) that hard to get the magazines.  Without even trying, in my 2 player game, I had armor magazines completed by day 8.  In my single player game, I'm on day 6 and at level 4 armor.  Again, without trying.  My 2 player game I did a single Crack A Book store and hit mailboxes on my travel routes but don't go out of my way.  On my solo game, I haven't done any Crack A Book stores and still only hit mailboxes on my travel routes.  Armor magazines are probably too abundant right now.

That isn't to say that the prices make sense, of course.
For you, armor magazines seemed too abundant.  But you also mentioned in another post that you purposely limit perks at the beginning so as to not dilute your chances to get specific crafting magazines.  Based on that, one could rightly assume that those specific perks that you are concentrating on, you are also advancing a specific attribute very quickly.  So in two playthroughs, you can craft Q6 armor on Day 8 and Q4 on day 6.

In comparison, I was 3 magazines shy of crafting Q6 armor when I ended it, but I was at Day 35 - which for me feels right.  If you focus your perk choices on specific crafting trees, then some of those trees are going to go fast.  If TFP makes changes based on your approach to the progression aspect of the game, it will likely affect others.  So changing it to slow down armor in your case could result in Q6 crafting in 24 days, it would also slow down in other cases and I could see myself trying to unlock Q6 armor crafting at Day 90.

 
Yeah but I kinda understand what they are going for. Make crops harder but they need to be better. 

My main go too is aloe and corn for first aid, potatoes and hops if I do a fortitude playthrough.  Oh and coffee
My main issue with the crops setup, is that I feel it becomes obsolete at one point. you use 5 crops to make 1 seed, and you get 6 crops out of 1 seed. Which I get, since they dont want to flood it with easy food. But as a hobby farmer myself (I grow mostly carrots, peas etc in my own garden), I have a serious issue with potatoes. This is because a real potato, will become a seed, once in the ground, and the amount of potatoes it gives, are reflected by the amount of "eyes" the seetato has (thats the crude way of putting it)
I know, this is one thing I will eventually be able to ignore, but right now, it annoys me 😉
This is totally fine, though I would love it, if it was much more annoying, to make crops, or at least obtain the components to make them.

Now, i also want to point out, with maxed skills all over (server owner decided that should be available, since it is PvE only, with a hard learning curve on zombies) you end up with skills that, once you do high tier infested missions, will return the obnoxiously high reward amount. Not to mention, that they also basically make you into a living god, if your gear is correct (70%+ damage reduction, self heal 1 hp every 6 seconds, AP penetrates zombies and the list goes on).

During a playthrough, my estimate is, that I use about 3 antibiotic pills, 5 band aids and a couple of first aid kits. But I am also the miner/builder for the first 80 levels or so. But my partner doesnt even use double that, as the zombie hunter (he farms houses)
 

Crops should produce more and need more useaged for crops. Like better buffs for food..it would encourage more people to grow crops and cook unique food for specific uses. (I'll make a post later about foods) 

Medical items. Like herbal painkillers. Weaker but better then nothing, 
crops definately should be harder to make, and require a variety of materials for production. I would suggest a station, specifically unlocked by maxing the farmer skill and should require specific tools, which in turn, should only be accessible through trader quests as a part of the reward system. like a special mission you can take, instead of a special reward (the reward in question, is the one you get for doing X amount of regular quests, but I dont even know if that is humanly possible to setup, without going nuts)
Once you have the station, it also requires certain tools to be installed (like the forge). And dirt... not clay, but dirt blocks.


I may or may not (I defiantely did) have gone off track a few times. I apologize for that 🙂

 
For you, armor magazines seemed too abundant.  But you also mentioned in another post that you purposely limit perks at the beginning so as to not dilute your chances to get specific crafting magazines.  Based on that, one could rightly assume that those specific perks that you are concentrating on, you are also advancing a specific attribute very quickly.  So in two playthroughs, you can craft Q6 armor on Day 8 and Q4 on day 6.

In comparison, I was 3 magazines shy of crafting Q6 armor when I ended it, but I was at Day 35 - which for me feels right.  If you focus your perk choices on specific crafting trees, then some of those trees are going to go fast.  If TFP makes changes based on your approach to the progression aspect of the game, it will likely affect others.  So changing it to slow down armor in your case could result in Q6 crafting in 24 days, it would also slow down in other cases and I could see myself trying to unlock Q6 armor crafting at Day 90.


And maybe more importantly, if someone's playstyle is to rush to get the bike on day 2-3 and then go hit bookstores, mailboxes, libraries, etc., progression will be much different than someone who just goes through quest progression while taking breaks to mine and build. I've noticed a big difference in my two playthroughs where the only difference was time spent building and mining. In the first playthrough I built a starter base, a horde base, and mined.  In my second playthrough, I built a 2x2 platform next to the trader and put all my storage and crafting on the ground. The difference in progression was noticeable. I'm currently on Day 10 and about to move to the desert. I anticipate that my progression will accelerate quickly as I've already seen multiple book stores and a library in the desert city. But I don't think progression should be balanced around my second playthrough which was optimized for both early questing and for perk allocation. 

In my opinion, the game should be balanced around the intended progression. And skill progression will also be heavily RNG dependent. If you end up with good book locations near you early on your progression will skyrocket.  

 
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Here is a clue why armor books are so easy to find for everyone.
Yeahhh.... that should change. Each class should have a armor perk..that buffs the armor like light. And lowers weigh like for heavy 

crops definately should be harder to make, and require a variety of materials for production. I would suggest a station, specifically unlocked by maxing the farmer skill and should require specific tools, which in turn, should only be accessible through trader quests as a part of the reward system. like a special mission you can take, instead of a special reward (the reward in question, is the one you get for doing X amount of regular quests, but I dont even know if that is humanly possible to setup, without going nuts)
Once you have the station, it also requires certain tools to be installed (like the forge). And dirt... not clay, 
I think the clay is just too save time. 

But the farming I do agree. 5 seeds for 1 is crazy. 

I think their should be a book about farming 

 
Some others were mentioning structural integrity issues a few pages back. I also have been experiencing such and have had 2 base collapses. 

I don't go all crazy with my builds, just built a 5x5, not solid base. Just with 4 support pillars. Extended the roof, where I live & all my stuff is, out by one block & put up a roof made of bars. 

Collapsed on me twice and no blocks were showing as yellow. 

So then I even put a support in the middle coming up from the ground.

Still collapsed!! 

I just kind of wrote it off as I just did something wrong but now that I see others are having issues...there it is.
I had a horde base collapse as well. Was perfectly fine as wood and cobble, but the moment I upgraded to concrete, it all came down.

 
Haven't played again since I have complained about how they messed up climbing ladders a week ago. Continued my savegame on day 3 now and only a few minutes into the game I really have to wonder how this version can be 1.0 (experimental or not, doesn't matter).

How many hours and how many people have tested this version before it went live? No one noticed that ladders are bugged?

Did they do a chair circle and agreed on "yep, let us make nights really bright so people can't tell whether it is night or daytime anymore and make anything that produces light completely obsolete". Wtf? The last time this game had real nights was back in Alpha 18 or so. At least add a "darkness at night" slider or something. Nights officially suck now!

When they added the different colors and clothes for zombies they agreed on adding a gray fog on all zombie faces as well? They all look like they fell into a grey paint bucket from head to toe. Old zombies looked way better.

When they added the new challenge system they didn't notice that being too specific like "you have to gather this material from this very specific item with this very specific tool, if you get the same material from a different item with a different tool it won't count" is a very bad idea? Dozens of mods are doing that WAY better for years.

Whole game looks like they have added a gray fog on everything. Might be due to bad lighting or whatever but unless the sun is shining everything is tinted with the same grey / brown / dark mud and adds absolutely nothing to an appealing atmosphere.

To be continued... three hours into the new version and I am absolutely disappointed.

 
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