itsBorked
New member
Hey everyone, devs. Hope you're all having a blast with A18.
I hopped in tonight and spent roughly two and a half hours checking various things out. I played a small portion legitimately then I pulled out the cm/dm and cranked out some new objects to see how they work.
I've got a long post here mostly just taking note of what I've experienced and how I feel about it as I've been playing for a few major updates and always find myself coming back even if an update is not to my liking (cough A16 cough).
Anyway, here are some pros and cons. Take them with a grain of salt or criticize them as you wish, they're only my personal observations.
Pros:
Cons:
[*]Berserk Mode:
I know this is a big topic right now all over the forum, but this truly does ruin the gameplay quite a bit. At first experience it feels more like the zombie has suddenly turned a speedhack on and off repeatedly. This is disorienting and while not only confusing it is also unfriendly to users who may be over the 150 ping range (myself included as I live in Japan currently while hosting a server in the West US for friends in America). The functionality of this mode allows for a cheap shot by the zombies that doesn't feel fair in the slightest to the player, especially with how unforgiving a blow can be in this game.
Now, I don't see a complete loss in this idea, but currently it needs polishing before I'd deem it worthy of being left in the game at this point in time. Scavenger mode is simply not a proper solution to this issue, so please look beyond that when approaching my mention of the issue here.
Personal Suggestion:
Have Berserk mode actually last a range of seconds with some sort of visual feedback (glowing eyes, audio cue, anger animation, etc.) rather than ticking on and off at random mid fight.
-OR-
Like everyone else seems to be saying, add a proper console variable in startup to allow for Berserk to be on or off. Binary only, there is no exception here as it currently does not play well regardless of the ping issue stated before. If there are some significant changes expected for this "mode" in the future then that's great. Otherwise, it's just not a good experience fighting speedhack switching zombies in singleplayer or multiplayer.
I hopped in tonight and spent roughly two and a half hours checking various things out. I played a small portion legitimately then I pulled out the cm/dm and cranked out some new objects to see how they work.
I've got a long post here mostly just taking note of what I've experienced and how I feel about it as I've been playing for a few major updates and always find myself coming back even if an update is not to my liking (cough A16 cough).
Anyway, here are some pros and cons. Take them with a grain of salt or criticize them as you wish, they're only my personal observations.
Pros:
- Loving the changes to existing POIs and the new POIs. Zombie spawns inside feel great and looting around them before killing them is just so satisfying. Great work here.
- Looting around sleepers is less of a nuisance as they no longer wake at a single jump or opened container; sneaking has purpose now.
- Very happy to see a cosmetic slot added to clothing so as to avoid wasting the single slot for modifications, thanks for that.
- Grenades are fantastic! The explosion effect is nice and the damage done is near perfect. My favorite function about the grenades is the ability to lay a trail of uncooked nades and blow one up causing a chain reaction, just awesome (I do miss that with gas barrels though).
- While I don't really like the Primitive Bow, I can understand the choice in it's existence. Sadly I've just simply replaced even crafting one as the Spear is a great alternative to it until the first skill point is put into Archery to allow for Wooden Bow crafting (see Spear damage info below).
- Spear damage is significantly higher than expected in many cases. Perhaps this is a choice in initial release to make users want to use it for decent testing purposes? Either way, thanks for the spear, it's quite versatile in battle.
- Reading books is now instantaneous instead of a minor animation. This small improvement has made the function so much more bearable when finding a library/bookstore and I cannot be happier.
- The desert has not only gotten more beautiful, it's now much more frightening to spend a night in. Coyotes howling and yapping, zombies and other unknown creatures shuffling in the sand. Great rejuvenation to the experience. (small video capturing this here: https://streamable.com/v0rk7 | 8K gen RWG desert spawn:
)
Cons:
- Dysentery:
Boiled water has a change to cause dysentery? Is this even possible in real life? Was the water even boiled correctly to be called "boiled water" if it's going to have a chance at causing it? I feel like this is just a little too much of an addition, but maybe I'm just being nit picky there. Bacon and eggs, in my most honest opinion, should be negligible to food poisoning chance. Adding an option to cure meats and other foods would be a great alternative to just outright eating canned foods only.
- Zombie spawns:
What's up with this? There's next to nothing anywhere now. Yes, there's a few at times in the wild, but after clearing 7 or so in my immediate vicinity (multiple times in multiple areas) I was left to my lonesome with nothing coming at me. Was something adjusted here or am I just imagining things?
- Bears:
The model is still a little strange, but it's getting better (not sure if it's changed all that much though honestly). The walking animation appears to stop working at random as he just simply slides across the terrain at times. He has a significant AI flaw in that you can easily rush him, jump on his back, and commence an onslaught of attacks without even being hit (see video link here: https://streamable.com/y2sdc). While I find it funny that I can jump on his back and hold on for dear life, I don't feel that it's intentional.
Personal Suggestion:
AI path correction for when player is standing in same vertical point.
- Primitive Bow: (I didn't attempt to use a Wooden Bow until it broke so I can't say for certain there)
The damage makes sense, but I feel it could use a tiny bump higher just to make it even remotely worth using. Spending 10+ arrows seems moot when the spear can slay nearly all base enemies in roughly less than 5 to 10 hits. When the bow broke I was unaware due to a lack of audio and visual feedback. The bow was still pulling back as if it were fine and the sound on breakage was hardly audible.
Personal Suggestion:
Small increase in damage and slight increase in accuracy, arrow drop is understandable. Broken bows need a breaking animation or to be unusable upon breakage. Broken tools of all types need a much more noticeable sound on breakage and perhaps even a broken inventory icon. (I don't want to be that guy, but look at how ARK does broken tools and consider a similar UI adjustment accordingly)
- Bone Knife:
I understand wanting to make this a less easily crafted item, but honestly.. 5 bones to make 1 shiv? Come on now..
Personal Suggestion:
1 Bone + 1 Stone requirement (the idea being that a stone is used to break and shape the bone into a sharpened state). Also, Bone Knife Level X breaks in X hits, regardless of contact and obviously not repairable. Level 2 and so on, 1-2 extra hits per.
Example:
(hit numbers reflect no importance, merely a variable for explanation)
Level 1 = 3 hits - Level 2 = 5 hits
- Level 3 = 7 hits
- Level 4 = 9 hits
- Level 5 = 12-15 hits
[*]Berserk Mode:
I know this is a big topic right now all over the forum, but this truly does ruin the gameplay quite a bit. At first experience it feels more like the zombie has suddenly turned a speedhack on and off repeatedly. This is disorienting and while not only confusing it is also unfriendly to users who may be over the 150 ping range (myself included as I live in Japan currently while hosting a server in the West US for friends in America). The functionality of this mode allows for a cheap shot by the zombies that doesn't feel fair in the slightest to the player, especially with how unforgiving a blow can be in this game.
Now, I don't see a complete loss in this idea, but currently it needs polishing before I'd deem it worthy of being left in the game at this point in time. Scavenger mode is simply not a proper solution to this issue, so please look beyond that when approaching my mention of the issue here.
Personal Suggestion:
Have Berserk mode actually last a range of seconds with some sort of visual feedback (glowing eyes, audio cue, anger animation, etc.) rather than ticking on and off at random mid fight.
-OR-
Like everyone else seems to be saying, add a proper console variable in startup to allow for Berserk to be on or off. Binary only, there is no exception here as it currently does not play well regardless of the ping issue stated before. If there are some significant changes expected for this "mode" in the future then that's great. Otherwise, it's just not a good experience fighting speedhack switching zombies in singleplayer or multiplayer.
Last edited by a moderator: