Jars one time use, need the crucible and smell ruins stealth even more.

So jars return much like many other features that got removed and somehow they implemented them in the worse way possible by having us yet again eat the jar.

So to craft the jars you need no perks but requires a crucible which is basically max forge ahead. If you manage to find any its a 1 time use which is dumb, who throws away a glass jar that helps contain life saving water in a survival game? Murky water is going to be more difficult to find and somehow with all this water in lakes and rivers we aren't smart enough to use a cooking pot to gather the water.

Frost claw and plague spitter got a reskin but will probably still make living in either the snow or desert biome just as annoying as last time.

The smell feature is going to make living there worse since if you eat food it will just reduce its smell effect by a bit which will still probably attract them and have them throw or spit their attacks at you making living in those biomes even more annoying. Also sorry to stealth players you got shafted big time with that.

I'm certain folks will as usual defend this by rolling with whatever they do but this just seems like another bad update. Going to have to enjoy taking a shower everytime you want to go loot to avoid the smell system. Nothing like adding more tedious things to do before looting.

Yes I know experimental and things will change but if the past few years have proven anything is that they tend to change things for the worse. Oh well I'm sure another sweep of the reviews will have some effect again.
 
I'll prolly have fun trying to max out smell from day one, to figure out how many zeds actually are in the game. 100 meter summons, should keep an area pretty clear. (How far are things even spawned at?). Beyond that, I have my doubts too, but I think I'll have to reserve them for a playtest.
 
I have wanted to smell back for ages.

Sure it means you can't be stealthy with a bag of raw deer meat. That's realistic.

Now pack it in paper and stash it in your backpack to hide the smell and head home.

I literally never use paper for anything. Now I have a reason to :)

We shouldn't be running around for hours with raw unwrapped meat anyway.
 
So jars return much like many other features that got removed and somehow they implemented them in the worse way possible by having us yet again eat the jar.
How important is that feature out of curiosity? We don't have reusable cans so it makes sense to not have reusable jars. Should the developers make cans reusable as well and if so how much development time would you give towards that?
So to craft the jars you need no perks but requires a crucible which is basically max forge ahead. If you manage to find any its a 1 time use which is dumb, who throws away a glass jar that helps contain life saving water in a survival game?
It's not a simulation but a survival RPG. I can understand wanting realism but again some mechanics are toned for balance or would you prefer a broken leg take months to heal?
Murky water is going to be more difficult to find and somehow with all this water in lakes and rivers we aren't smart enough to use a cooking pot to gather the water.
You can still boil water from jars.
Frost claw and plague spitter got a reskin but will probably still make living in either the snow or desert biome just as annoying as last time.
As they should be more difficult. So long as the spawns are toned down properly it should be fine and a nice new challenge for entering a harder area without creating artificial checks and balances such as the launch progression system.
The smell feature is going to make living there worse since if you eat food it will just reduce its smell effect by a bit which will still probably attract them and have them throw or spit their attacks at you making living in those biomes even more annoying. Also sorry to stealth players you got shafted big time with that.
Will have to see about the eating food thing. Hopefully it's a small AOE with a short duration as I would agree that having zombies on your butt for just eating a can of peas would be annoying after a while.

Worst case you can disable it.
I'm certain folks will as usual defend this by rolling with whatever they do but this just seems like another bad update. Going to have to enjoy taking a shower everytime you want to go loot to avoid the smell system. Nothing like adding more tedious things to do before looting.
Or disable it. It's a good update. You can't and won't please everyone.
Yes I know experimental and things will change but if the past few years have proven anything is that they tend to change things for the worse. Oh well I'm sure another sweep of the reviews will have some effect again.
You are assuming that the negativity won't have an opposite effect. If I worked hard to make changes based on feedback and only got massive hate for it I would just say F it and move on without the input.

We need to keep things productive if we want to bring proper changes.
 
We don't have reusable cans so it makes sense to not have reusable jars.
Do we actually use cans for .. something? Are any cans even in the game?
We don't have reusable sunglasses either, but that doesn't sound like a reasonable complaint?
 
So jars return much like many other features that got removed and somehow they implemented them in the worse way possible by having us yet again eat the jar.

So to craft the jars you need no perks but requires a crucible which is basically max forge ahead. If you manage to find any its a 1 time use which is dumb, who throws away a glass jar that helps contain life saving water in a survival game? Murky water is going to be more difficult to find and somehow with all this water in lakes and rivers we aren't smart enough to use a cooking pot to gather the water.

Frost claw and plague spitter got a reskin but will probably still make living in either the snow or desert biome just as annoying as last time.

The smell feature is going to make living there worse since if you eat food it will just reduce its smell effect by a bit which will still probably attract them and have them throw or spit their attacks at you making living in those biomes even more annoying. Also sorry to stealth players you got shafted big time with that.

I'm certain folks will as usual defend this by rolling with whatever they do but this just seems like another bad update. Going to have to enjoy taking a shower everytime you want to go loot to avoid the smell system. Nothing like adding more tedious things to do before looting.

Yes I know experimental and things will change but if the past few years have proven anything is that they tend to change things for the worse. Oh well I'm sure another sweep of the reviews will have some effect again.
Be happy you even have the option to craft them because that wasn't even an option in the original patch notes. Not that I'll ever craft them myself, but for those who want lots of glue late game, it's an option for them. It is locked behind the crucible as was suggested by people who wanted the jars because it helps keep them from being too plentiful in the early game. Nothing wrong with that. If you want it sooner, just mod it so it doesn't require the crucible.

Yes, frost claw and plague spitter weren't changed other than the art. If you didn't like them before because of their mechanics, you still won't.

If you don't like smell, it's easy enough to disable it in the game options. I'll probably disable it myself after testing it out. It sounds more nuisance than anything to me.
 
Here is the thing that everyone always misses out and even the devs who talk about water is easy to find or whatever other nonsense they come up with to implement terrible updates for survival.

We have had magic vending machines that we can easily survive off of for many years yet that has never been dealt with, we find a ridiculous amount of food and drinks during questing and from loot containers along with medical supplies. Hell you need glue or duct tape? Hit up the traders but if folks or even the devs are going to look at this from a perspective of people who build mega bases that afk horde nights with turrets or massive bulk amount of items in single player or try to balance this game out for both single and multi-player then this game will always be screwed.

Either the balance and funtion of this game is aimed at single player or its focused on multi-player it can not be both. They need to focus on single player only and if those who play multi-player want balance they can adjust all the settings they need to meet server demands.

Its crazy that the official release was made years ago for a game thats been in development for over a decade and something so simple like gathering water and boiling it in a jar is still such a hot topic along with many other survival aspects.

Everything from gathering food, water, medical supplies and ammo in this game is overly abundant. You can even turn down loot settings which im sure folks will mention and questing, vending machines and traders still fix that problem. It's ok im sure folks will go back to the dead horse of new players to justify things since they seem to think new players have no clue on what to do or have no access to information online.

So whenever any of the team or people bring up balance it always seems like a joke since they ignore the glaring issues.
 
Here is the thing that everyone always misses out and even the devs who talk about water is easy to find or whatever other nonsense they come up with to implement terrible updates for survival.

We have had magic vending machines that we can easily survive off of for many years yet that has never been dealt with, we find a ridiculous amount of food and drinks during questing and from loot containers along with medical supplies. Hell you need glue or duct tape? Hit up the traders but if folks or even the devs are going to look at this from a perspective of people who build mega bases that afk horde nights with turrets or massive bulk amount of items in single player or try to balance this game out for both single and multi-player then this game will always be screwed.

Either the balance and funtion of this game is aimed at single player or its focused on multi-player it can not be both. They need to focus on single player only and if those who play multi-player want balance they can adjust all the settings they need to meet server demands.

Its crazy that the official release was made years ago for a game thats been in development for over a decade and something so simple like gathering water and boiling it in a jar is still such a hot topic along with many other survival aspects.

Everything from gathering food, water, medical supplies and ammo in this game is overly abundant. You can even turn down loot settings which im sure folks will mention and questing, vending machines and traders still fix that problem. It's ok im sure folks will go back to the dead horse of new players to justify things since they seem to think new players have no clue on what to do or have no access to information online.

So whenever any of the team or people bring up balance it always seems like a joke since they ignore the glaring issues.
We're adding sandbox options in 2.8. I added "Vending machines are broken" as an option due to your suggestion, although that will make candy obsolete unless we add a way to find it. I mainly like the elixers but the rock busters and salvage ones are great. We already have trader options planned as well as item archtype abundancy options so you'll be able to fine tune to your hearts content what your idea of balance should be, and yes, this should help us balance the discrepancy between sp and mp.
 
We're adding sandbox options in 2.8. I added "Vending machines are broken" as an option due to your suggestion, although that will make candy obsolete unless we add a way to find it. I mainly like the elixers but the rock busters and salvage ones are great. We already have trader options planned as well as item archtype abundancy options so you'll be able to fine tune to your hearts content what your idea of balance should be, and yes, this should help us balance the discrepancy between sp and mp.
Adding more options for everyone to customize the game further is always welcome and a great thing to add. Don't like vending machines? Turn them off. Don't like the traders? Flip the switch to remove them.

Any added features that let's us customize the game further to fit players playstyles will always be accepted.
 
We're adding sandbox options in 2.8. I added "Vending machines are broken" as an option due to your suggestion, although that will make candy obsolete unless we add a way to find it. I mainly like the elixers but the rock busters and salvage ones are great. We already have trader options planned as well as item archtype abundancy options so you'll be able to fine tune to your hearts content what your idea of balance should be, and yes, this should help us balance the discrepancy between sp and mp.
sorry, but, 2.8? how delayed is 3.0 going to be?
 
We're adding sandbox options in 2.8. I added "Vending machines are broken" as an option due to your suggestion, although that will make candy obsolete unless we add a way to find it. I mainly like the elixers but the rock busters and salvage ones are great. We already have trader options planned as well as item archtype abundancy options so you'll be able to fine tune to your hearts content what your idea of balance should be, and yes, this should help us balance the discrepancy between sp and mp.
The problem isn't even vending machines it's cities. With the addition of major cities it's easy to find a grocery store, bakery, etc that has tons of canned food and drinks and canned food and drinks are too readily found in cabinets, etc.

Tweaking the settings to adjust loot volumes would indeed be nice, but from a fundamental level I wish going forward more thought is put into the POIs and how they interact with the world. In the case of water/food scarcity there should be more ingredients than cans/liquids such as potatoes and coffee grounds. This puts emphasis on crafting meals rather than dipping into your massive stockpile of canned goods and encourages hunting early on.

Another example: police stations or military bunkers should have guaranteed better loot with the ability to find grey T2-3 weapons in them even on day one. To compensate they should be in areas of the POI that are unobtainable without facing a lot of zombies. For example a DOOM style POI where access keys or unlock panels need to be depressed to access the various areas.

Generally speaking it would be nice to have the world fit logically. If I go to a military compound I don't want to get pipe weapons. That being said the challenge should be there as well.
 
The problem isn't even vending machines it's cities. With the addition of major cities it's easy to find a grocery store, bakery, etc that has tons of canned food and drinks and canned food and drinks are too readily found in cabinets, etc.

Tweaking the settings to adjust loot volumes would indeed be nice, but from a fundamental level I wish going forward more thought is put into the POIs and how they interact with the world. In the case of water/food scarcity there should be more ingredients than cans/liquids such as potatoes and coffee grounds. This puts emphasis on crafting meals rather than dipping into your massive stockpile of canned goods and encourages hunting early on.

Another example: police stations or military bunkers should have guaranteed better loot with the ability to find grey T2-3 weapons in them even on day one. To compensate they should be in areas of the POI that are unobtainable without facing a lot of zombies. For example a DOOM style POI where access keys or unlock panels need to be depressed to access the various areas.

Generally speaking it would be nice to have the world fit logically. If I go to a military compound I don't want to get pipe weapons. That being said the challenge should be there as well.
I get why some people want that kind of thing for the different types of POI, but I really don't like how that would impact gameplay. People already focus on bookstores. And when clothing items were available, they focused on the clothing stores a lot as well. With things being spread around everywhere, it makes it worth doing any POI. If you make it so certain POI are always better, people are just going to do those POI and ignore the rest of them most of the time. I don't think that's a good thing. Just looking at my own gameplay, I don't really min/max. I'll just play in whatever way I find fun and I don't care if it's the "best" way or if it is "meta". But I will still stop at any bookstore I see when I'm running around towns questing or exploring or scavenging. I still go to other POI often, but I'll always stop at a bookstore. And that's from someone who isn't min/maxing to any real extent and doesn't consider the magazines to be a bad thing or difficult to find like some others think. I don't go out of my way to find bookstores unless I'm really in need of a specific magazine to be able to craft something, but I always stop.

I do think that a good set of options for this "millions of options" thing in "2.8" (I think that's just a random version and not an expected version number, but maybe not), is to have options for changing loot chances of specific kinds of loot. For example, you could reduce loot chance on food items and increase loot chances for magazines if you wanted. They could split it up into multiple types of loot, each with its own setting, rather than having a single setting that covers all loot. That would take work to set up, but I think it would be a nice addition. If you are someone who really struggles with finding something, you can increase that loot, while at the same time, if you're always getting overloaded with another type of thing, you can reduce that without reducing everything.
 
We're adding sandbox options in 2.8. I added "Vending machines are broken" as an option due to your suggestion, although that will make candy obsolete unless we add a way to find it. I mainly like the elixers but the rock busters and salvage ones are great. We already have trader options planned as well as item archtype abundancy options so you'll be able to fine tune to your hearts content what your idea of balance should be, and yes, this should help us balance the discrepancy between sp and mp.
Holy hell 2.8!!! This is coming sooner then expected..if there's a setting for more open loot progression i would die in happiness
 
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