Rockspider
Refugee
Please tell me what the end goal is? Because I can not even fathom it out!
I know a16 like the back of my hand but a17 has stumped me!
I know a16 like the back of my hand but a17 has stumped me!
To not die.Please tell me what the end goal is? Because I can not even fathom it out!I know a16 like the back of my hand but a17 has stumped me!
Do the levels effect the tools and weapons in a17?To me, the end-game is when you have made the world your female dog. You have all the high-qual tools and weaponry you need, and zombies are no longer a threat. This is mainly why I got bored so quickly in A16, the level-up and crafting system (aside from the bad AI) made it to where this was acheivable by day 7-10 lol.
No, it's mostly your perks that increase dmg to blocks and entities. A lvl 1 tool/weapon has the same stats, save for the durability, as a lvl 6 tool/weapon does. Unless you mod the tool/weapon and those are difficult to find.Do the levels effect the tools and weapons in a17?
Ok I see so you need to mod the tools to make them better :/ quality does nothing apart from lasting a bit longer. ThanksNo, it's mostly your perks that increase dmg to blocks and entities. A lvl 1 tool/weapon has the same stats, save for the durability, as a lvl 6 tool/weapon does. Unless you mod the tool/weapon and those are difficult to find.
Yeah, I like the change, really. End-game previously was just too much. I guess tha'ts what I meant retrospectively, all the steel tools and augers + the like.Ok I see so you need to mod the tools to make them better :/ quality does nothing apart from lasting a bit longer. Thanks
To me, the end goal is to navigate the game mechanics (killing zombies, scavenging, mining, trading, travelling, farming) to facilitate collaboration with and competition against other players. I want the world, through supply and demand, random nature in scavenging, bandits, questing, or competition (fear of being discovered/limited resources), etc, to be the motivator for my actions rather than following a predetermined path in a perk tree bonking zombie heads for xp. Raiding, building a good zombie defending base & player defending base, installing multiple bases, and other protected structures are enhancements that make the interaction worthwhile beyond a couple of playthroughs. These, imo, are why people have played the game for 1000's of hours. With the way you can create any sort of structure you want, create new and interesting efficiencies and aesthetics, and mostly dictate how people interact with these things through your designs and existing gameplay physics/limitations, the possibilities are vast. When one thing fails, you are forced into utilizing other machinations or discovering new ways to effectively survive.Please tell me what the end goal is? Because I can not even fathom it out!I know a16 like the back of my hand but a17 has stumped me!
I have played the game and I found it very linear in my game play.There is no objective other than to survive. Players create their own objectives.
That is exactly how I felt too when I played itTo me, the end goal is to navigate the game mechanics (killing zombies, scavenging, mining, trading, travelling, farming) to facilitate collaboration with and competition against other players. I want the world, through supply and demand, random nature in scavenging, bandits, questing, or competition (fear of being discovered/limited resources), etc, to be the motivator for my actions rather than following a predetermined path in a perk tree bonking zombie heads for xp. Raiding, building a good zombie defending base & player defending base, installing multiple bases, and other protected structures are enhancements that make the interaction worthwhile beyond a couple of playthroughs. These, imo, are why people have played the game for 1000's of hours. With the way you can create any sort of structure you want, create new and interesting efficiencies and aesthetics, and mostly dictate how people interact with these things through your designs and existing gameplay physics/limitations, the possibilities are vast. When one thing fails, you are forced into utilizing other machinations or discovering new ways to effectively survive.
I think many of TFP's changes in A17 (restriction to 1 LCB, level gates, agility nerf, zombie respawns, encumbrance) are more about changing the game mechanics that they find rewarding with very little stated foresight. Some people are just happy checking off a box so to speak, and that can be their prerogative and it's not invalid or necessarily disagreeable en masse. But I think they have significantly reduced or delayed the ability to seek what I consider my ends, upset the traditional incentives for base building-scavenging-looting and mining, and unbalanced everything through the way they changed the core gameplay mechanics in an effort to add difficulty, simplify, and make up for the lack of additional meaningful content.
I loved that in a16. There were more possibilities.There is no objective other than to survive. Players create their own objectives.
It is for me, and I start pretty early with flagstone. Upgrades once with cobble and it's very durable compared to reinforced wood. I usually have a really nice flagstone castle built up before the first blood moon, along with leveling to around 20.I can not see base building being a reality especially early game anyway? How long does it take before you can build a base?
I agree plus the main goal was to prepare for the hoard on day 7. I see no main goal now.I loved that in a16. There were more possibilities.
I tried that but they tore through it! Even tho I was in a house I still could not gather enough materials quick enough to do any major upgrades. I do not mod the game files tho, and it does seem a lot of players are doing that to suit themselves.It is for me, and I start pretty early with flagstone. Upgrades once with cobble and it's very durable compared to reinforced wood. I usually have a really nice flagstone castle built up before the first blood moon, along with leveling to around 20.
Because you can't do your island scenario?I loved that in a16. There were more possibilities.
If your focus is experience and earning it via the one most efficient method then it will be linear-- but so was A16 if that was your goal and A15 if that was your goal. The one-way road has simply changedI have played the game and I found it very linear in my game play.
I am trying to see what peoples main goals are and how they are going about achieving it. May be I am missing how to play it and what you can achieve?
I mean is it a case of kill zombies for xp bit of looting and hide in a poi for the night repeat and rinse? I can not see base building being a reality especially early game anyway? How long does it take before you can build a base?