Jugginator
Tester
I am absolutely having a ball. A17 has already made my top favorite games in my 20-year gaming history.
I know how to remove the death buff, but would like to know how to remove irradiated health regeneration. Appreciate your help on that one.My friend and I are also enjoying alpha 17!
We've removed the death buff and removed irradiated health regeneration, but apart from those minor issues we're deeply satisfied. We're about to start laying the foundations of my friend's fortress-palace (he's an extravagant builder).
Yeah, I don't know why they keep burying the food and water more.Plenty of people are having fun but since we tend to take the time to stop to complain it's natural to see more negativity.The people enjoying are mostly too busy playing (and if I wasn't bored at work I wouldn't be here posting)
The new POIs are ♥♥♥♥ing amazing! I can't imagine people don't like them, the sleepers need tweaking is the main complaint.
Those bugs are fixed if you upgrade to B208.
Dying reduced to 30 min (I understand if it's not enough, I think I'd prefer 15 min too)
Reminds me I need to replace my UI (cause I like to see food/water too)
I think that's what makes it slightly bizarre that they would gate the forge so high. Because you can always find one and do what you need to do with it, without the skill. I supposed the iron tools are still gated though.While I don't like level gates much (hell I don't like levels, xp, skills much) playing with them it does lead to certain strategies. I was outraged with the forge at first, and then with the recipes still being stuck behind the skills if you do find stations.
After playing a bit:
1 - Working forges still easy enough to find
2 - You can still make most things in the forge without the skill, including forged iron
3 - Iron tools easy enough to acquire through loot/quest/trade, you can fix them with forged iron that you CAN make, QL not being the thing it used to be the stress from that is gone
I had everything at the trader working except the darn chemistry lab. And then I found three more chemistry sets just in the small cluster of buildings where I setup base (at the pawn shop near the bear bar) and all were broken haha. So I had to go down to some trailers in the desert to get my 1 for 1 gunpowder on.So unless the RNG ♥♥♥♥s all over me it's a non-issue. MP our Whiterun trader had ALL 4 working stations, which was amazing. My SP starts have varied, and yes, it does suck when the trader and you can't find a forgehouse with a working forge nearby, but you adapt - or rush lvl 20.
Is the bicycle good? I skipped that one and the minibike.Other than the bicycle (which was also adjusted - both acid/wheels too rare and the lvl too high) and some other irritations (steel arrows & bullets; should be able to assemble them if you've found the parts, even if you can't make them, etc) pretty much the same thing with the rest. If I find a conveniently located working forge and cement mixer early game, then I start building my base, otherwise I live nomad until I find them or get to 40.
As for me, I tired to hold many full crates of those parts and combining them. The current systems is a such relief! I can play game actually more, and less of micromanagement with all these infinite numbers of parts, combining them, etc. After I played for 20 hours, I understood how dumb was the old system with so much clicking inside chests and workbenches.I really miss this as well, I loved it when I would find a high 500's engine and be able scoot fast AF, then using the workbench to make it a 600!
LOL, yeah, I don't miss the chest that was completely devoted to gun components after all.As for me, I tired to hold many full crates of those parts and combining them. The current systems is a such relief! I can play game actually more, and less of micromanagement with all these infinite numbers of parts, combining them, etc. After I played for 20 hours, I understood how dumb was the old system with so much clicking inside chests and workbenches.
The quality of the whole game went up. There are lot of places for improvement as usual, though.
I'd agree with this, I liked the more in depth quality system for tools and weapons along with the vehicle and weapon parts vs just whole weapons and 1-6 being the only differing factor. And I definitely agree with individual skill alongside the new perk system as I think that would create a nice balance and quell a lot of the complaints thus far in terms of "grind" and "realism".Well, we're on day 44 and that's the furthest we've gotten in the past 5 alphas so, yeah, we're enjoying the heck out of it.
Things I miss:
-Old quality system with 1-600 and where quality degraded with repairs and higher quality items were more effective.
-Individual skills in addition to perks.
-Weapon and vehicle parts...they really gave a deeper purpose for looting
I'll paste the text later, after work and once the boys are in bed.I know how to remove the death buff, but would like to know how to remove irradiated health regeneration. Appreciate your help on that one.
Absolutely, some balancing is needed but overall I'm really enjoying this alpha, had to adjust my play style a bit as it starts off a little slower now but you guys clearly made a lot of progress and it shows.That's kinda Game Design 101, though.If you put in an ability, make it awesome so you can see how it works and what it interacts with. Balance later.
IMO the compound effect of some of these perks is a weeeee bit over the top but it's experimental.![]()
I do understand your view and frustration. I agree, it's not just easy to cut your journey short because you're running into night and to clear out a house now takes a while. I do personally have my days set to 2 hours to help rectify that.One big problem with A17 for me is: ZOMBIE KILLING HAS BECOME A CHORE. Stupid sleepers everywhere, you don't even feel like looting any given house anymore, as you know it will have some insane amount of sleepers inside, 10-20 easily. And the ones you eventually manage to kill with that stone arrow, hardly ever drop any loot.
I just am not sure I like A17 at all, too much was changed, and the damn sleepers is the worst part. There is no way to quickly have a sleepover at a house during a journey, as clearing the sleepers takes too much time and is so damn boring. There should be some xml variable that would let us set some probability for an EMPTY house.
It's like now I stand on a mountain and see a village in the distance, and I don't wanna go there because all houses will be occupied 100%.
The problem is that A17's mid-game comes too early (much earlier than it did in A16), and it has no end-game. I am level 103 on day 30. And I have EVERYTHING...I love A17 but it becomes too easy after you reach midgame. A problem that is not new with the game though. Hopefully the final product will have more long term challenge.
I wish. My thoughts on seeing that village are: what's the point of going there when I have everything?It's like now I stand on a mountain and see a village in the distance, and I don't wanna go there because all houses will be occupied 100%.
Don't do it! Somewhere around level 90, with the right perks, the player becomes super OP. Zombies are a joke. All types. You'll wish you had the "challenge" of irradiated enemies.I know how to remove the death buff, but would like to know how to remove irradiated health regeneration. Appreciate your help on that one.
But I think this is a good baseline for A17, don't you think? We are on experimental and it seems to be quite a stable build and something they can just pour more content into.The problem is that A17's mid-game comes too early (much earlier than it did in A16), and it has no end-game. I am level 103 on day 30. And I have EVERYTHING...
All perks I deem necessary are maxxed
I have all weapons at tier 6 and with 4 or 5 mods in each
Same with armour
I have all vehicles
What now? Other than getting gunpowder and other basics, I have no need to even leave the base. Exploring is pointless. Looting is pointless. The trader is pointless.
If this was A16, all my guns would be level 200 or so, and I probably would not even have a Magnum or Sniper Rifle. The on-going search for gun safes would begin!! [in A17 I ignore gun safes as they take too long to open and there's nothing I need in there].
Game "ended" in A17 much earlier than any other alpha I've played. It is shocking. It was such a design mistake to let us craft everything, and to let just killing zombies allow us to max all perks. Just made the game stale and bland and SHORT.
A16 really struggled with mid to end game content as well. On top of that, A16 became easy mode after Day 7. So I do find more to do in A17. The game went really flat leading up to A16, and this new alpha seems to have spiked the punch up a bit. Also I think you and I might value things a bit differently. I gain more excitement finding strange new mods then hunting down gun parts. I'm a big time collector in games though. SO while you say you don't need a lot of mods, I can't get enough of them until all my steel armor, tools, and weapons are full of them. That is quite the process in itself.The mod hunt only goes so far, as you don't need that many of them. I also have a chest full of them with no item to put them on. Just put points into Daring Adventurer and grind quick and easy trader quests for a day and you will have plenty. I agree there is potential but right now there is nothing to loot after day 30. No need to explore whatsoever, except for the sake of exploring. The biggest finds for me where I am now would be Glue and bones.
I used to love the gun part hunt. Finding a purple part or a gun with a purple part was a great feeling. In fact all parts were great since you could combine then, so everything had value. Finding that blueprint you needed was also awesome. More importantly, NOT finding that blueprint made your current playthrough different and memorable.