PC A17.1: "For builders, we have bolstered XP for harvesting and mining substantially"

I think its too early to give decent feedback.I mean the real question is how it feels if you play normal for >2 ingame weeks.

Or better 49 Days+ when you have leveled to 120+ and used all quality level tools.

Startgame feels good so far (even if my no trader game i will just restart, no way to survive on my Desert/Snow spot i want my base, 1 school and 2 Hotels and still no warm jacket. (2 extra skillpoints at start + buff the Insulated perk like the others would be very helpfull i guess, and i dont think its too much (still arround 20% of the bonis my B240 mod gave without make you feeling like rambo )))

But i guess you nailed the stamina issue. Its still annoying, but i consider the startgame generally now as playable. Welcome back on my game recommendation list 7D2D
I'd like to see trader locations either be much more logical (near towns) or included with some in-game indicators (sign posts etc) that tip the player where they are in RWG.

 
Early game is where the game really stands, once you have a comfortable horde base the game is over since you don't actually need to loot or maybe there's almost nothing worth it, buffing xp in package (sp + mp) makes it even worse
I don't know about you, but until I have pink gear and weapons that are chock full of mods, the impending doom of game stage 300 zombies coming feels like I need to keep looting/gathering. And its not fully documented the new threat the AI might pose to bases,muahahahahaaha.

 
Sure, but (IMHO) they could instead keep the xp gain constant together with a more shallow XP-per-Level curve to get the same result.
A constant xp gain would mean if you have early game gain from different activities balanced, the whole game is balanced.
You gain more xp by killing faster, and facing deadlier enemies when you level, and by harvesting MORE resources from better tools and perks, so the amount of xp you can get scales upwards, as well as how much xp needed to level.

 
But i guess you nailed the stamina issue. Its still annoying, but i consider the startgame generally now as playable. Welcome back on my game recommendation list 7D2D
Finally, hopefully an end to your relentless stamina complaints. We'll get your weather sorted in the future ;)

 
Finally, hopefully an end to your relentless stamina complaints. We'll get your weather sorted in the future ;)
Does weathersurvivaloff in the console not work anymore? I was playing around with heat/cold and tried it and the Red Sun icon was still there even though I got acknowledgement from the console that it turned off.

 
I'd race you any day. :) If you are allowed to build a ton of fires to get your Screamers coming, then I am allowed to pre-plant 1000 trees in a tight forest.
You can build a dozen fires day 1 knowing almost nothing about the game, and all you need to survive minihordes easily is some open ground with a few obstacles, an iron club, maybe a half stack of arrows?, all also easy day 1 material. Maybe some barbed wire to string them out more, goose your kill rate. Fifteen minutes' fuel for a dozen fires, okay, getting that done by day 1 too with enough daylight left to not be fighting at night that early, not so easy, call it day 2. A newbie paying attention and lucking into the right sequence could discover it pretty early, I noticed I got screamers if I tried to light the outer walls and defenses with torches, that was the first time I ever saw one, it was day 2 or three I think.

Steel tools you get by day 7 only with substantial luck or experience, and to be reasonably sure of steel tools with the steel to maintain them, by day 7? I'm not close to that good, maybe we're really talking about different things. Iron tools and a forge day 7 I can be pretty sure of. 'cept the hoe, those are, like, nowhere to be found, I had to google for it and google told me garage storage, I think I went trhough every damn garage in diersville. No hoe. Hoes are the gift of RNGesus alone it would seem. To be fair, I don't own a hoe, my friends and family don't own a hoe, I don't think I know anybody with one, so maybe we can call that the "social commentary" part of the gtame.

I don't have a problem with disparate leveling rates. You being level 53 as a miner doesn't make your guy better than my level 42 looter, think of classes like genders and levels like shoe sizes or something. The question is, are we thriving? Yes? Screw the numbers. No? Screw the numbers. If this is competitive, competitors don't compare apples and oranges. My apple's better than your orange just doesn't have a whole lot of zing.

 
I don't know about you, but until I have pink gear and weapons that are chock full of mods, the impending doom of game stage 300 zombies coming feels like I need to keep looting/gathering.
We definitely need more pink dye in the game. That's for sure. And a pink unicorn skin for the AK47 would be nice too :D

And by the way I actually have a burning pink spiked club of doom and almost all my weapons are pink :D

 
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All I would ask is whether you modded your game as others have done to allow party sharing at a greater (or infinite) distance? With the default game it would only be those who go out to raid POI's together who would share with each other and the builder back at home would not share in it. So that right there would help the zombie killers keep pace with the harvester who is back at home. The builder should not be sharing in the zombie kill xp unless the zombies being killed are in the immediate area around the base.
To answer that, I think my friend (who's hosting) might have bumped it from the default 1km to 2km, which isn't a mod - The regular game setting goes up to 10km. But that doesn't matter exceptionally much. It's taken us a long time to travel far afield for zombies, since we chose our base location to be in the middle of a large number of PoIs for convenient looting and quick travel time. We just survived the Day 42 horde and I'm sitting comfortable at Level 115 and we're only now pushing the 2km radius on shared XP. Of course, I will often be brought to larger PoIs as an extra set of eyes, but they're still in the radius of the base so I wouldn't be missing out even if I weren't.

 
They gave the people what they want.
Whether those people actually thought out the long term ramifications or exploits? Probably not.
This is cynical, and neither this nor the OP do the subject justice. The OP says it was the quickest way to level up once you're leveled up, and you say TFP must break something for some to give others what they want. Come on, folks. We want to be able to level our building and mining without killing X amount of zombies to do it--for it to be a legitimate game path from the beginning. I don't want to be awesome at killing zombies because I can mine or build (although frankly mining or any other strenuous labor should increase a person's strength), we just want what's right. All of the survival and advancement that has happened throughout human history has been done without killing a single zombie. Think about that. ;)

 
I don't know about you, but until I have pink gear and weapons that are chock full of mods, the impending doom of game stage 300 zombies coming feels like I need to keep looting/gathering. And its not fully documented the new threat the AI might pose to bases,muahahahahaaha.
You have a point there, but I feel that with the current progression you get enough by just mining, we shall wait and see, maybe you should make undocumented changes to enemies so everyone has to figure it out

 
To answer that, I think my friend (who's hosting) might have bumped it from the default 1km to 2km, which isn't a mod - The regular game setting goes up to 10km. But that doesn't matter exceptionally much. It's taken us a long time to travel far afield for zombies, since we chose our base location to be in the middle of a large number of PoIs for convenient looting and quick travel time. We just survived the Day 42 horde and I'm sitting comfortable at Level 115 and we're only now pushing the 2km radius on shared XP. Of course, I will often be brought to larger PoIs as an extra set of eyes, but they're still in the radius of the base so I wouldn't be missing out even if I weren't.
you may want to check the defaults again...Party Share Kill Range default is 100m...your 1km-2km is 10 to 20 times the default range (and yes it goes up to 10k, but probably just to make it so no one complains about it not being far enough for their play style)...it is really intended for people in the same building to share xp.

I will probably turn it off (set to 0m) once balancing is complete (that is the power of options :) ), because it doesn't make any more sense that you would get experience of any kind for me killing a zombie than it would for me getting any exp for you hitting a rock.

 
you may want to check the defaults again...Party Share Kill Range default is 100m...your 1km-2km is 10 to 20 times the default range (and yes it goes up to 10k, but probably just to make it so no one complains about it not being far enough for their play style)...it is really intended for people in the same building to share xp.
I will probably turn it off (set to 0m) once balancing is complete (that is the power of options :) ), because it doesn't make any more sense that you would get experience of any kind for me killing a zombie than it would for me getting any exp for you hitting a rock.
I can not wait until they add setting for xp and blood moon and everyone gets all tongue twisted calling everything modded.

That is NOT modded. Its a game setting. A mod requires you to change the core xml or other part of the game through outside means. If using a setting is "modding" than anyone playing anything other than default setting is playing modded as well. Which is going to get REAL sticky if they add a host of options.

Have your day zombies set to run? MODDED! Have Xp gain cut in half? MODDED! Blood Moon every 5 days? MODDED! No one will ever be playing a vanilla game again if you count using in game settings as modded.

 
you may want to check the defaults again...Party Share Kill Range default is 100m...your 1km-2km is 10 to 20 times the default range (and yes it goes up to 10k, but probably just to make it so no one complains about it not being far enough for their play style)...it is really intended for people in the same building to share xp.
I will probably turn it off (set to 0m) once balancing is complete (that is the power of options :) ), because it doesn't make any more sense that you would get experience of any kind for me killing a zombie than it would for me getting any exp for you hitting a rock.
It is designed to encourage people to go and adventure together in a party. I don't know why they even added the options of more than 100m tbh. 50m is plenty. If you are more than 50m apart you aren't an adventuring party. You're friends for sure but you aren't a party. The xp sharing should be for allies who are clearing a POI together and for allies who are defending a base from a bloodmoon horde together. It isn't so that everyone gets free xp.

yeah, options are good so it's fine that it is there but if you set it up so that Mr. Miner is getting all his own xp for mining plus all the xp for his friends 1-2 km away who are killing zombies and then complaining that the guy mining levels up too fast then simply go with the default ranges on party sharing for xp and then Mr Miner won't also be Mr. Leach....

 
I can not wait until they add setting for xp and blood moon and everyone gets all tongue twisted calling everything modded.
That is NOT modded. Its a game setting. A mod requires you to change the core xml or other part of the game through outside means. If using a setting is "modding" than anyone playing anything other than default setting is playing modded as well. Which is going to get REAL sticky if they add a host of options.

Have your day zombies set to run? MODDED! Have Xp gain cut in half? MODDED! Blood Moon every 5 days? MODDED! No one will ever be playing a vanilla game again if you count using in game settings as modded.
Sorry, that was my fault. It was beyond my own comprehension that TFP would give an ingame option to have a group of people who call themselves "a party" to be able to share xp with each other across a 10km distance. I thought such things would have had to have been modded in....

Ah well, I guess an adventuring party means something different now than it once did. To my mind a party are people adventuring together in proximity and backing each other up and accomplishing tasks together.

So I agree that it isn't modded it is just a setting and if it is fun for your group you should do it. But if it causes imbalances that you don't like such as a guy building and leveling much faster than the rest then change the setting.

 
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You can build a dozen fires day 1 knowing almost nothing about the game
I was trying to think this through and I had similar thought process.

I can build a small base, build fires and place torches around and get a pretty steady stream of zombies coming to me for non-stopish killing = Tons and Tons of XP

I can build a small base, start chopping trees and mining rocks and slowly move farther and farther out from the base to find new rocks and trees OR wait for trees to grow that I planted from seeds I harvested.

After a few game days, I imagine hiking a couple game hours to get to the latest mining ring; as the ring moves farther and farther out from by base...

IDK, this thread seems like fake news.

 
you may want to check the defaults again...Party Share Kill Range default is 100m...your 1km-2km is 10 to 20 times the default range
So it is! My bad on that one. I'm not sure why I got 1km stuck in my head.

 
[sug] For Devs.

Pull 3-4 QA testers from primarily finding bugs, and just have them "play-play" till they get to week 'X' (or a certain game stage).

If they happen upon a bug, obviously report it.

Then have them give their assessment of the pacing of the game, to whomever you have doing that part of the tweaking.

Give them an approximation of how you, and the other owners would like it to be.

Then couple that with what ppl are saying on the forums.

Then release a new A17.x with those tweaks.

Just a suggestion..

 
Wouldn't it also depends on how you do the comabt? If you invest heavily in combat/looter, you can spam bullet and kill everything pretty quickly. I suppose by the time you are done with say 20 POI, you already have enough skill points/ looted tools left to do some base building/craft a bike and etc. If you just chop wood for the same amount of xp, by the time you get to that same level all you get is wood.

 
Odd, I've played this game for years and not until this thread realized you could use campfires as a trap, and forgot all about molotovs. I've been playing this game wrong.

but on topic...

I do think mining xp is too good though even before A17.1. I do a lot of mining in this game. I don't think it needed more xp, I think mining just needs to be more interesting.

 
Am I the only guy who enjoy mining underground for 3~4 game day straight?

There is this odd satisfying feel when I progressively build up wealth in terms of all the material I mined. And the massive cave system that I dig out will eventually become the coolest thing in a 20~40 hrs long game.

 
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