PC A year and a half for this instead of Bandits and story?

Yeah but I meant like real quests.
Not those treasuremaps and stuff...
Those were added in A17, the worst update by FAR :D
 


I'm still waiting for the new quest types they promised in A21. They said two new quest types that aren't variations of quest types we already have. Instead, they gave us one "new" type that's just a variation of what we already have.

 
Just finished day 14 horde and couldn't help but think that we waited a year and a half for this?

A terrible over haul to the tech tree because the pimps can't admit that learn by doing with the attributes system is great and instead with a wish version of it. A update to graphics and us being able to pew pew through doors that have been busted open a bit and oh that change to water for some dumb reason.

They couldn't have worked on bandits and adding in the story for the Duke instead of this? Stuff that would have actually brought excitement and much needed changes to the game. Instead we get a nicer looking game, yet another over haul to the way we progress skills and some ridiculous changes to how we get water. 

Can't wait for the modders to get their hands on this because so far they are keeping this game going and entertaining. 


Couldn't agree more.

"It's in Alpha" is the usual poor excuse.

The NPC mod has allowed you to have bandits for quite some time - Why can't TFP do it... well because they're still too busy throwing game mechanics at the wall to see which one will stick...

I play regularly with a group of people and between us we have literally decades of experience in programming, gamedev, appdev, 3D, production and film.

Not a single one of us can understand why a game of this scope has taken this amount of time to finish.

I don't excactly know what the problem is at TFP - but there certainly is one.

 
Not a single one of us can understand why a game of this scope has taken this amount of time to finish.


A few years ago I would say that being victims of early success made that no market pressure works on them (which is both good and bad). But also, they sold 14M copies. So this strategy (whatever it is) clearly works for them.

 
... The world still feels empty, ...
This.
Probably an unpopular opinion, but I think the game has gone downhill since A15.  In A15, we had hub cities and zombies roaming around everywhere so it felt alive. Then when they added sleepers in A16, it felt a bit empty because half the zombies were hiding in closets. It seems like every alpha since, they have been adding more and more into closets and less and less outside, so it just feels like a ghost town now.

The other day, I fired up the A15 alpha and it was thrilling.  Knowing there's no sleepers, you don't know when you're going to go around the corner and walk into a zombie who is AWAKE and ready to end you. You can't just sneak around one-shotting all the sleeping zombies like you can now.

Of course A15 also had other great stuff as well like learn by doing, lootable corpses, smell, gun parts, the wellness system. What a gloriously close to perfect alpha that was.  All they had to do was add more stuff, pretty up the UI, and fix the player models, and it would have been bliss.

Since then it feels like the Fun Pimps Police just take away options to funnel people into how they think the game must be played.

 
Probably an unpopular opinion, but I think the game has gone downhill since A15.


It's probably unpopular among general player base and newer players. Among older players I've seen this sentiment expressed very often.

The other day, I fired up the A15 alpha and it was thrilling.


I started at A16 and that alpha was the best for me, everything further down the line feels like step backwards (aside from improving graphics and some quality of life changes). I also fired it up a few days ago and it was janky in some ways, but super fun compared to new alpha. But now I'll have to fire up A15 and see how that felt!

 
A few years ago I would say that being victims of early success made that no market pressure works on them (which is both good and bad). But also, they sold 14M copies. So this strategy (whatever it is) clearly works for them.


Indeed - could very well be a large part of the problem.

 
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