Unless you play on creative and give yourself exp, its impossible to craft literally ANY firearm before obtaining it through loot, quest reward or from trader at quality 5 or 6 at least 20 levels before you actually have enough resources/can craft steel, so yeah, nah.Start with the minor one:
Crafting firearms. It's now far too easy to obtain firearms, and it just makes the game into a shooter. I really enjoyed taking risks and exploring far and wide to obtain rare components - especially the weapon parts needed for turrets. Now, as soon as I have the perks needed to craft firearms, I feel like I'm in God Mode. No more fun.
Oh there is fun in defending and its as effective as it was - you simply fail at it, because you refuse to understand new mechanics and adjust your building/defenses. Easy mode bunkers or walls work no longer, if you will not adapt, you will not have fun time, I have a blast with new AI together with my friends.The Zombie AI is both improved and has broken the game completely. I'm talking about the zombies' psychic-sapper ability. "Sapper" is an old-fashioned term for a military engineer; an expert in detecting weaknesses in defenses and exploiting them. In Alpha 17, ALL the Z have a PhD in military engineering, and they all target the same weakness instantly. The result of this is that there is no more fun in defending. None whatsoever. All you have to do is set up a base where there's an obvious, highly accessible weakness, and they all go for it. There's no longer any risk of being flanked or surprised. Add to this the fact that the Z no longer lose their legs (which was funny) and do crazy amounts of block damage, and you remove all the fun that had otherwise been added by their much better ability to jump - especially jumping on top of each other to get over walls - love that, and of course, the new ragdoll effects.
Speak for yourself.The game is now fun until you build a base, and that makes it kinda pointless. Which is a pity. I enjoyed it up to now.
I dont understand why you always write so much text, all you say is same, its alwaysUnless you play on creative and give yourself exp, its impossible to craft literally ANY firearm before obtaining it through loot, quest reward or from trader at quality 5 or 6 at least 20 levels before you actually have enough resources/can craft steel, so yeah, nah.In addition, Q6 or Q5 gives you nothing over Q1 or Q2 unless you have mods and they are rather rare.There is also matter of perks and required attributes, so if you can craft firearms and use them effectively without mods, you can't do literally anything else well, you're not a god, you're a nerd with a gun who is fragile like a girl.
Oh there is fun in defending and its as effective as it was - you simply fail at it, because you refuse to understand new mechanics and adjust your building/defenses. Easy mode bunkers or walls work no longer, if you will not adapt, you will not have fun time, I have a blast with new AI together with my friends.
You are no longer able to build exploitive bases, boo hoo.
No single place is safe and no, exploiting is not "building smart", its exploiting.
You want to build smart, then adjust your building to new AI and use traps and active defense to succeed or fail miserable crying that your old exploits got fixed.
Speak for yourself.
Your old base is not working and you're refusing to adapt.
You do have to admit though that regardless of how you defend that the zombies do just too much dmg to blocks too fast. Adapting is one thing but when concrete walls may as just well be paper mache, then it becomes a game of abusing their pathfinding and skill points spent to make stronger blocks for your base are basically wasted points.Unless you play on creative and give yourself exp, its impossible to craft literally ANY firearm before obtaining it through loot, quest reward or from trader at quality 5 or 6 at least 20 levels before you actually have enough resources/can craft steel, so yeah, nah.In addition, Q6 or Q5 gives you nothing over Q1 or Q2 unless you have mods and they are rather rare.There is also matter of perks and required attributes, so if you can craft firearms and use them effectively without mods, you can't do literally anything else well, you're not a god, you're a nerd with a gun who is fragile like a girl.
Oh there is fun in defending and its as effective as it was - you simply fail at it, because you refuse to understand new mechanics and adjust your building/defenses. Easy mode bunkers or walls work no longer, if you will not adapt, you will not have fun time, I have a blast with new AI together with my friends.
You are no longer able to build exploitive bases, boo hoo.
No single place is safe and no, exploiting is not "building smart", its exploiting.
You want to build smart, then adjust your building to new AI and use traps and active defense to succeed or fail miserable crying that your old exploits got fixed.
Speak for yourself.
Your old base is not working and you're refusing to adapt.
And here comes a prime example of what your said.Yup, both points are very true. But somehow saying this means we want the game easier/cant adapt, as you will see if you read many other posts saying the same things you do :?
You missed the OPs point entirely. Once the mechanics are understood and defenses are built with the mechanics in mind it is easier to build a safe base in many ways than it was before. Sure, old easy bases are gone, but it is actually cheaper and easier to build a safe base that exploits the current AI than it was to exploit the prior AI. Just a different tactic required.Oh there is fun in defending and its as effective as it was - you simply fail at it, because you refuse to understand new mechanics and adjust your building/defenses. Easy mode bunkers or walls work no longer, if you will not adapt, you will not have fun time, I have a blast with new AI together with my friends.You are no longer able to build exploitive bases, boo hoo.
No single place is safe and no, exploiting is not "building smart", its exploiting.
You want to build smart, then adjust your building to new AI and use traps and active defense to succeed or fail miserable crying that your old exploits got fixed.
Speak for yourself.
Your old base is not working and you're refusing to adapt.
I agree to a degree... But... Are we all forgetting the past?!?Start with the minor one:
Crafting firearms. It's now far too easy to obtain firearms, and it just makes the game into a shooter. I really enjoyed taking risks and exploring far and wide to obtain rare components - especially the weapon parts needed for turrets. Now, as soon as I have the perks needed to craft firearms, I feel like I'm in God Mode. No more fun.
The Zombie AI is both improved and has broken the game completely. I'm talking about the zombies' psychic-sapper ability. "Sapper" is an old-fashioned term for a military engineer; an expert in detecting weaknesses in defenses and exploiting them. In Alpha 17, ALL the Z have a PhD in military engineering, and they all target the same weakness instantly. The result of this is that there is no more fun in defending. None whatsoever. All you have to do is set up a base where there's an obvious, highly accessible weakness, and they all go for it. There's no longer any risk of being flanked or surprised. Add to this the fact that the Z no longer lose their legs (which was funny) and do crazy amounts of block damage, and you remove all the fun that had otherwise been added by their much better ability to jump - especially jumping on top of each other to get over walls - love that, and of course, the new ragdoll effects.
The game is now fun until you build a base, and that makes it kinda pointless. Which is a pity. I enjoyed it up to now.
I honestly can't tell, because I haven't used walls to stop them in A17 yet, only to funnel them into traps and firing range.You do have to admit though that regardless of how you defend that the zombies do just too much dmg to blocks too fast. Adapting is one thing but when concrete walls may as just well be paper mache, then it becomes a game of abusing their pathfinding and skill points spent to make stronger blocks for your base are basically wasted points.
Not really, the AI's pathing system is very easy to exploit, take that big church POI, make a base up the cieling, on the floor use barbed wire fences, and wooden frames upgrade once to make a zig-zag path, and make sure to have a ladder at the back of the church to lead up to you, knock out the back stairs, zombies now all come in from the front, and will now walk thru the zigzag of barbed wire fences, while you shoot them from above thru iron bars, to get to the ladder in the back to get up to you. They will 100% all follow this same path every horde night. ALl you need for a base now is a 4-5 high base, with 3-4 high walls, and barbed wire fences in a zigzag pattern leading to a way to get up to you thats unobstructed, and now the ai is bascally lambs to the slaughter as they will literally go single file down the path, as it "costs" less to walk thru air than busting blocks.Crafting firearms: The thing is, weapons are useless right now unless you have all levels of perception. The quality level doesn't affect the weapon's damage anymore, just the durability. This means that a level 1 (grey) shotgun is just as efficient as a level 6 (purple) shotgun.
There's no need to craft firearms if this is the case, and to be honest, with the amount of firearms you can just find while exploring, it really isn't that big of a deal.
Zombie AI: I disagree wholeheartedly. One of the great things this alpha has been the much needed improvement of zombie AI. Now zombies are actually fun and somewhat challenging.
You say that all they do is attack the weak points of the base. I mean, that's what they should do, otherwise they just smack at random places of the house like before, which isn't fun or challenging, just annoying since you know you'll have to repair it next morning.
I fail to see how have I misunderstood it.And here comes a prime example of what your said.
You missed the OPs point entirely. Once the mechanics are understood and defenses are built with the mechanics in mind it is easier to build a safe base in many ways than it was before. Sure, old easy bases are gone, but it is actually cheaper and easier to build a safe base that exploits the current AI than it was to exploit the prior AI. Just a different tactic required.
I've said it before and I'll say it again. Old AI, with maybe some jumping would be perfect for Zombies. Any structural engineering checks should be reserved or placed with bandits and removed from animals and zombies. However, this opinion is colored by the tint of our reality, and the media in our reality related to zombies.
Yep, if anything its easier now, as you can pretty much have a set path you want the zombies to take everytime. If yoru base is a big swuare, they will go to the one entrance you happen to leave open for em. Like my big brown church poi example.I fail to see how have I misunderstood it.Yes, if mechanics are understood, its not bad.
That's the very point I've made.
However understanding mechanics does not equal to abusing broken AI that can't navigate properly if you're deep under or having 10 layers of walls, OP tries to apply old solutions to new game, fails at that and complains.
I completely welcome zombies having ability to tear your stuff down if you build it wrong as it forces you to rethink your defenive building and come up with new stuff and I couldn't be more happy of the new AI, because some of my previously A16 failed designs are now perfectly viable.
At the moment it is just as easy as it used to be, you simply have to build different for it.
In not one spot do I see your claims of the ops tactics. Maybe I'm just getting blind in my old age?I fail to see how have I misunderstood it.Yes, if mechanics are understood, its not bad.
That's the very point I've made.
However understanding mechanics does not equal to abusing broken AI that can't navigate properly if you're deep under or having 10 layers of walls, OP tries to apply old solutions to new game, fails at that and complains.
I completely welcome zombies having ability to tear your stuff down if you build it wrong as it forces you to rethink your defenive building and come up with new stuff and I couldn't be more happy of the new AI, because some of my previously A16 failed designs are now perfectly viable.
At the moment it is just as easy as it used to be, you simply have to build different for it.
In A16 you wouldn't have needed to even make the maze of traps, you could have just broken a rung of the ladder and stood above them. Anyone claiming A17 is "easier" for hordes wasn't even trying in A16.Yep, if anything its easier now, as you can pretty much have a set path you want the zombies to take everytime. If yoru base is a big swuare, they will go to the one entrance you happen to leave open for em. Like my big brown church poi example.
That's what I'm getting at. Go to any POI, axe open the door, throw down a spike and shoot a zed inside. They'll break down the adjacent wall rather than walk through the spike. It's been pretty aggravating to me.Z does not recognise spike as threat. spikes are like every other block with value to break or go around. i saw today twice, when z walked in to spikes, because wall around was too strong. i like smart z. old ones (a16) was too dumb and too easy to defend with spikes
They have repeatedly stated that this is the first iteration of the AI and that it, in its current state, has no random factors in it. It determines what it believes to be the best path to you and takes it. It should be expected that an update for it will happen rather quickly.Start with the minor one:
Crafting firearms. It's now far too easy to obtain firearms, and it just makes the game into a shooter. I really enjoyed taking risks and exploring far and wide to obtain rare components - especially the weapon parts needed for turrets. Now, as soon as I have the perks needed to craft firearms, I feel like I'm in God Mode. No more fun.
The Zombie AI is both improved and has broken the game completely. I'm talking about the zombies' psychic-sapper ability. "Sapper" is an old-fashioned term for a military engineer; an expert in detecting weaknesses in defenses and exploiting them. In Alpha 17, ALL the Z have a PhD in military engineering, and they all target the same weakness instantly. The result of this is that there is no more fun in defending. None whatsoever. All you have to do is set up a base where there's an obvious, highly accessible weakness, and they all go for it. There's no longer any risk of being flanked or surprised. Add to this the fact that the Z no longer lose their legs (which was funny) and do crazy amounts of block damage, and you remove all the fun that had otherwise been added by their much better ability to jump - especially jumping on top of each other to get over walls - love that, and of course, the new ragdoll effects.
The game is now fun until you build a base, and that makes it kinda pointless. Which is a pity. I enjoyed it up to now.
This may come as a news flash to you, but what you are doing is exploiting the AI. Calling it something else doesn't change the facts. If you are still confused I would look up "exploit" in a dictionary.As I have said, old designs do not work, what I used in A16 doesn't function in A17, so I came up with a new way to use the new AI without actually exploiting it in any way.
And this might come as a surprise to you, but I'm using it in the intended way, as MM was suggesting in the A17 preview vids talking about AI, mixing spikes and barbed wires + active defense in early game and traps in late game, I'm not using actual pathing exploits to make them think there is a block where it isn't, creating looping conga line you are 100% free to kill with a bow as long as there are no spiders or cops mixed in.This may come as a news flash to you, but what you are doing is exploiting the AI. Calling it something else doesn't change the facts. If you are still confused I would look up "exploit" in a dictionary.
The fact of the matter is the AI is highly exploitable. You just can't dig to bedrock and be safe anymore. Now you can build UP and be just as safe. Until zombies can recognize SI and demo a building properly, they will never be more than a nuisance.