PC A17 please explain the end goal?

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!

 
To not die? ok lol but do you want to be able to achieve anything build any thing?

What would you like to achieve int the game?

 
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.

 
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.
Do the levels effect the tools and weapons in a17?

 
Do the levels effect the tools and weapons in a17?
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.

 
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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.
Ok I see so you need to mod the tools to make them better :/ quality does nothing apart from lasting a bit longer. Thanks

 
Ok I see so you need to mod the tools to make them better :/ quality does nothing apart from lasting a bit longer. Thanks
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.

 
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!
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.

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.

 
There is no objective other than to survive. Players create their own objectives.
I 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?

 
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.
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.
That is exactly how I felt too when I played it :)

 
I can not see base building being a reality especially early game anyway? How long does it take before you can build a base?
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.

 
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 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.

 
At some point, when the game is near completion...

... we'll finally get a story line and something to do at the end.

One person on these forums suggested an alternate game mode.

You kill so many zombies in each town and it becomes "cleared".

Clear all towns and you win the map.

Another person suggested researching a vaccine.

Finish the research by doing quests and whatever else and you win the map.

These things come at the end of development, however, so it's unlikely we'll see them for awhile.

REALLY great ideas though.

I'd totally get into that!

 
I loved that in a16. There were more possibilities.
Because you can't do your island scenario?

I'm betting that view will change unless you shelve the game instead of explore it further.

 
I 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?
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 changed

A15: Craft stone axes

A16: Trade and mine

A17: Kill zombies

<shrug>

Take your focus off of speeding through progression and all of a sudden many many options open up.

 
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