SnakeWildlife
Refugee
Everything here is opinionative, if you disagree thats ok! I play in higher difficulties and do what i can to help patch our popular servers with custom balancing in order to make the game more playable for all within our group.
Part 1: **MELEE in A18 does not work.**
Problem A. You have to spend your stamina making an attack, which enrages the zombie to walk faster, giving you little room to make space from the zombie because you just spent your stamina on the attack and dont have enough stamina to sprint away after each attack, the system utterly defeats itself. As soon as you start encountering Radiated zombies that run or sprint, dont even think about out-stamina-ing them, you wont.
Solution A. Remove the ''Zombies run faster after hitting them'' It makes no sense and punishes the player for taking risk. This added layer of behavior only adds to damaging total server performance, every little matters.
Problem B. Melee Damage is too low and not worth the risk. For example, using a fully modded R6 Steel Spear with maximized perks, it still took me 32 strikes to put down a single Radiated Zombie (i play one difficulty level down from the maximum). Due to problem A, i would have died about 6 times over before killing this zombie with a Spear, but i was testing damage under Godmode conditions. The damage results i was witnessing from several Melee weapons types were shockingly bad. The only reason Steel Sledgehammer builds work (barely..after level 50) is because stunlocking prevents the zombies from attacking, and you can stun more than one zombie at the same time, making it viable, but the rest of the melee weapons? The damage is too low, and it is total suicide to attempt to use them once the Radiated zombies start spawning.
Solution B. Huge damage increase up the tiers for melee weapons for taking such incredible risks. Steel level melee weapons should be doing far more damage than guns (yes, WAY more than a gun, you read that correctly). Sadly, A18 in our servers has become all about the race to get your M60. The damage increases need to happen on everything, from Chainsaw to Shovel.
Part 2: **The poor layout of Perks in A18 provide a lack of choice for the first 40+ levels. WHAT A DRAG and massive inefficient waste of our time.**
Problem: I have to do this cycle every game...
-Want to stop wasting my valuable time and actually find GOOD loot? Spend the next 15 levels getting my Loot Bonus up.
-Want to get a non-wasteful amount of mats from salvaging cars and devices? Spend another 5 levels.
-Time to dig for resources to build my big base, now i need a bunch of strength and perks in block damage and how much materials i get, another 15+ levels.
-I need to eat 8 square meals a day, this is annoying, better put a few points into Iron gut.
-I cant carry an extra feather or egg because i dont have the carry slots, better put a few points there.
Now i can finally start to pick perks based on my weaponry or armor choices!...with radiated zombies everywhere.
Solution: Remove perks completely from the game which are tied to loot chances and digging/salvaging enhancements. This should be done through the tier of our gear and mods. The game is a slog of a bore picking all of these perks needed before we can actually START picking real perks. I feel like i am picking perks which FIX GAME IMBALANCES. It makes no sense. The type of clothing we wear should also help to define some of our carry weight without mods or perks (does a hoodie not have pockets? mine do! they always have)
Part 3: **XP is too slow.**.
Ill keep this one short, everybody knows this without me needing to even write it out, but here it is anyway.
Almost every server on the planet is running the maximum XP multiplier, and even at this setting...its STILL slow.
Can we please relax the BREAK YOUR NECK grind? This direction is worrying us. This is not an MMO, some people enjoy playing more than ONE game. I am trying to play 3, but the grind is a total killer.
Part 4: **Player BLOCK DAMAGE/exploiting is out of control on PVE servers**
Problem A: Projectile/thrown weapons or explodable devices (not hitscan) are able to destroy blocks which are claimed by other players, breaking the landclaim rules. This includes grenades, TNT, explosive arrow and more. This led to base raiding on non pvp servers and urgent action had to be taken on our end to stop it.
Temporary Solution A: On our servers we forcibly had to modify the game so that Block Damage on all of these devices, was 0.
Problem B: On populated servers, dropmining has become a problem which takes servers completely down. We have had to limit dropmining heavily and use discord bots to tell us if someone is trying to take us down (which during some of the troll attacks in the past, has proved harmful to our servers). We have no choice but to enforce rules and controls to limit this lag.
Solution B: We partially lighten the lag by making blocks disappear instantly rather than physically fall, but even that is not enough sometimes, so i would like TheFunPimps to come up with a new solution, perhaps a way in which the server more efficiently calculates falls. When you have 30+ people on your server, these dropmine events are crippling resulting in huge lagspikes or total shutdown. Our hardware is top of the line and not in question, this is a software issue.
Part 5: **Horde nights spawn NOTHING on populated servers**
Problem: This problem has existed for years, its unacceptable at this stage of development.
Temporary Solution: We have a dedicated team of admins and moderators who we are very thankful to for helping us with this issue. 24/7 they are available across all timezones to manually spawn the zombies for horde nights, but TheFunPimps need to get on this so we can take a well deserved vacation!
-
There are a lot more issues, but i feel these are the largest ones, the most important being first.
I am passionate about the game, have been for many MANY years. Hope this goes to the right people.
Part 1: **MELEE in A18 does not work.**
Problem A. You have to spend your stamina making an attack, which enrages the zombie to walk faster, giving you little room to make space from the zombie because you just spent your stamina on the attack and dont have enough stamina to sprint away after each attack, the system utterly defeats itself. As soon as you start encountering Radiated zombies that run or sprint, dont even think about out-stamina-ing them, you wont.
Solution A. Remove the ''Zombies run faster after hitting them'' It makes no sense and punishes the player for taking risk. This added layer of behavior only adds to damaging total server performance, every little matters.
Problem B. Melee Damage is too low and not worth the risk. For example, using a fully modded R6 Steel Spear with maximized perks, it still took me 32 strikes to put down a single Radiated Zombie (i play one difficulty level down from the maximum). Due to problem A, i would have died about 6 times over before killing this zombie with a Spear, but i was testing damage under Godmode conditions. The damage results i was witnessing from several Melee weapons types were shockingly bad. The only reason Steel Sledgehammer builds work (barely..after level 50) is because stunlocking prevents the zombies from attacking, and you can stun more than one zombie at the same time, making it viable, but the rest of the melee weapons? The damage is too low, and it is total suicide to attempt to use them once the Radiated zombies start spawning.
Solution B. Huge damage increase up the tiers for melee weapons for taking such incredible risks. Steel level melee weapons should be doing far more damage than guns (yes, WAY more than a gun, you read that correctly). Sadly, A18 in our servers has become all about the race to get your M60. The damage increases need to happen on everything, from Chainsaw to Shovel.
Part 2: **The poor layout of Perks in A18 provide a lack of choice for the first 40+ levels. WHAT A DRAG and massive inefficient waste of our time.**
Problem: I have to do this cycle every game...
-Want to stop wasting my valuable time and actually find GOOD loot? Spend the next 15 levels getting my Loot Bonus up.
-Want to get a non-wasteful amount of mats from salvaging cars and devices? Spend another 5 levels.
-Time to dig for resources to build my big base, now i need a bunch of strength and perks in block damage and how much materials i get, another 15+ levels.
-I need to eat 8 square meals a day, this is annoying, better put a few points into Iron gut.
-I cant carry an extra feather or egg because i dont have the carry slots, better put a few points there.
Now i can finally start to pick perks based on my weaponry or armor choices!...with radiated zombies everywhere.
Solution: Remove perks completely from the game which are tied to loot chances and digging/salvaging enhancements. This should be done through the tier of our gear and mods. The game is a slog of a bore picking all of these perks needed before we can actually START picking real perks. I feel like i am picking perks which FIX GAME IMBALANCES. It makes no sense. The type of clothing we wear should also help to define some of our carry weight without mods or perks (does a hoodie not have pockets? mine do! they always have)
Part 3: **XP is too slow.**.
Ill keep this one short, everybody knows this without me needing to even write it out, but here it is anyway.
Almost every server on the planet is running the maximum XP multiplier, and even at this setting...its STILL slow.
Can we please relax the BREAK YOUR NECK grind? This direction is worrying us. This is not an MMO, some people enjoy playing more than ONE game. I am trying to play 3, but the grind is a total killer.
Part 4: **Player BLOCK DAMAGE/exploiting is out of control on PVE servers**
Problem A: Projectile/thrown weapons or explodable devices (not hitscan) are able to destroy blocks which are claimed by other players, breaking the landclaim rules. This includes grenades, TNT, explosive arrow and more. This led to base raiding on non pvp servers and urgent action had to be taken on our end to stop it.
Temporary Solution A: On our servers we forcibly had to modify the game so that Block Damage on all of these devices, was 0.
Problem B: On populated servers, dropmining has become a problem which takes servers completely down. We have had to limit dropmining heavily and use discord bots to tell us if someone is trying to take us down (which during some of the troll attacks in the past, has proved harmful to our servers). We have no choice but to enforce rules and controls to limit this lag.
Solution B: We partially lighten the lag by making blocks disappear instantly rather than physically fall, but even that is not enough sometimes, so i would like TheFunPimps to come up with a new solution, perhaps a way in which the server more efficiently calculates falls. When you have 30+ people on your server, these dropmine events are crippling resulting in huge lagspikes or total shutdown. Our hardware is top of the line and not in question, this is a software issue.
Part 5: **Horde nights spawn NOTHING on populated servers**
Problem: This problem has existed for years, its unacceptable at this stage of development.
Temporary Solution: We have a dedicated team of admins and moderators who we are very thankful to for helping us with this issue. 24/7 they are available across all timezones to manually spawn the zombies for horde nights, but TheFunPimps need to get on this so we can take a well deserved vacation!
-
There are a lot more issues, but i feel these are the largest ones, the most important being first.
I am passionate about the game, have been for many MANY years. Hope this goes to the right people.

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