SplattusMaximus
New member
1) Dogs and vultures are way overpowered. It took 4 head hits with a level 1 fireaxe to kill the crawling zombie with no lower half, it took ** 9 ** head hits to kill a dog. Way too OP. Vultures do too much damage, and for some reason, they fly at night, which is not how vultures work (I live in a neighborhood full of them). Also, due to some programming errors, vultures now attack players at full HP, they fly faster than my minibike, and they can hit me while I'm on it. The end result is that if you go in the desert or burnt areas, vehicle or not, you get swarmed by vultures and killed fairly quickly. Thankfully, I haven't seen dog packs (5+) yet, and I'm on day 15 in my current playthrough - but at least I can outrun dogs on my minibike.
2) While my current 10K map has a huge city in it, there's ONLY the one city in over a 4K radius. See #1 for exploring other biomes for other cities. I was hoping to be able to make a map full of cities, because I set loot respawn to zero and airdrops to never, for a slightly more realistic game. Wilderness POIs aren't likely to have anything you really need beyond food.
3) 15 days without a single beaker, not in POP locations, not in traders, not in vets, not anywhere. Thankfully, I learned to max out Better Barter and Lucky Looter as soon as they were introduced, so I could buy a Chem Station for an exorbitant amount of dukes.
4) I've noticed that books don't drop as loot nearly as often now, and you can't find as many at the traders, even with max Better Barter level. When I go into a bookstore of any kind, with max Lucky Looter level, I'm still finding 90%+ of the shelves only have paper. Given that the drop of any particular book is random beyond that, it makes it nearly impossible now to get all the books in any set.
5) There are major clipping glitches / huge on-screen artifacts in places. I don't know if it's because I'm running YouTube or iTunes in the background, but that shouldn't have an effect like this. Zombies' limbs and sometimes heads are clipping through walls, and when I kill one at ground level, half their body falls through the ground. As for artifacts, I have screen captures showing what looks like random piles of junk, but you can walk through them, and they're hollow inside.
6) Cars are still deforming the ground when you wrench them to nothing.
7) Trees dropped on zombies are no longer killing them (and yes, in previous versions they used to).
\8) I'm still looking for a minibike supercharger mod, so I can do the speed limit.
9) One place to stay away from, if you aren't carrying a ton of ammunition, is the Crack-A-Book skyscraper building. For some reason, during week 2, when I went in the main entrance (after destroying a few of the floor traps), I went inside, and zombies popped...and more popped...and more popped. They popped everywhere from the first 4 stories of the building. I ran outside, and they were climbing out the windows to come at me. Over 40 zombies spawned in that building at once - I honestly lost count because I thought it wasn't going to stop and I was out of ammo. And a lot of them were the high-HP kind, like the biker zombies. Worse, some of them were running, even though I have set the game so that zombies "never run". If you hit them, they still shouldn't run, and sometimes they did when you hit them. Also, zombies were spawning where they weren't supposed to be, like lumberjack zombies in the Crack-A-Book building.
10) We're being forced to fight hand-to-hand for the first week of the game, because guns and ammo don't spawn enough (and you don't have enough points for Lucky Looter and Better Barter in the beginning). It sucks. I could understand if you had guns but not much ammo, but it's got to the point where I use a fireaxe more than a firearm now. I melee for single zombies, and whip out the gun for groups.
11) Screamers looked more frightening in previous editions. I can't explain it, but the graphical upgrade makes the screamer look more human, like it's just another zombie (meh). Maybe it's just because I've seen too many horror movies. Or maybe the screamers used to be super-OP in previous versions of 7DTD and seeing one made you jump because you were about to be overwhelmed by a horde and maybe dead.
12) By day 15, I'm already getting glowing zombies that regenerate, and the gun mod that stops their regenerative ability is not showing up anywhere (like the beakers). Need to put the skill book to create them in the trader's inventory when the glowing zombies start to appear.
13) The ability to create boxes of ammo should be gained with skill points, not books. I've got 3x more ammo than I had in A19, but I can't possibly carry it all because the stack size is too small (150 round stacks for 7.62 ammo? Come on.)
14) The map generator is still making some extremely steep road hills, though not as bad as previous versions. The devs need to add a layer at the end of road generation to make all roads conform to a 30-degree grade or less. Current road generation has 45-degree grades 4 blocks high on some roads.
15) The spinning around of the minibike on sidewalks and light hill grades needs to stop. I'm in the city, with flat ground except for a sidewalk outside my base, and half the time I drive over the sidewalk, my minibike gets turned around 180 degrees. The curb is subjectively an inch high, and shouldn't be causing that kind of disruption in driving. Same thing goes for driving a minibike offroad - when I'm driving downhill, with no rocks or holes in the way, my minibike should be doing 180s at all...but it does, and it's really annoying.
16) While I applaud the city generation algorithm, which is much better than it used to be, the roads need to be connected in a way that makes sense. If you look at how the roads are laid out, it's like a slalom course in skiing. And if you drive fast and ignore the one-inch-high islands the map generator makes, see #15 for the result. You've also got multiple roads running in the same direction in some places just outside of cities. Not close enough to be avenue-style dual-lane roads, but close enough to wonder who approved the road work and what drugs they were on.
17) A few changes to the SM Factory building are contrived. Zombies dropping out of hidden chambers in the ceiling (not the incineration chamber and not tile-ceiling areas, but thick ceilings, leaving a hole) break the immersion. How did they get there, and who created the hidden chamber? Come on, that sort of thing isn't necessary. I know you want to make people jump, but that's the wrong way to do it.
18) Thank you for the high-res lingerie zombie. Always makes me pause a second or two, just to ponder the sad loss of a beautiful person. Still waiting for the high-res stripper zombie (or maybe I just haven't encountered one yet).
19) The pathfinding AI for zombies is a little messed up. A couple of times I've wound up having to chase down a zombie who was shambling AWAY from me and wouldn't turn around, regardless of my fire-modded fireaxe or shooting rounds over its head. It was dead-set (pardon the pun) on going somewhere and not fighting me.
20) It's nice to see the return of the mini-hordes. I'm hoping (like a masochist) to see the bigger wandering hordes eventually.
21) Gas seems more scarce than before. Wrenching cars seems to be the fastest way to get gas, and the refinery (formerly Clunky Oil) has hardly any gas in it now. Refineries should have large supplies of gas, like Savage Country has large supplies of clothes.
22) Beer also seems more scarce, since it's replacing grain alcohol as a component for Medkits. In any city, the two most common locations should be gas stations and liquor stores. Seen a few gas stations, but not at expected intervals, and not enough of them. I haven't seen one liquor store yet. Or a cigar store, for that matter.
23) The radiation zone warning looks cool now. However, it seems to linger too long, and I can't find the exact point where the radiation zone starts.
24) Pipe guns are worthless for the small damage they do. Good luck finding ammo, too, it seems rarer to find now - invest in Better Barter, it'll open up the medic tree, the engineer tree and the grease monkey tree at the same time. In the meantime, I'll keep using my fireaxe and knife until I get a real gun.
25) We still need bigger guns. Still waiting for my Vulcan minigun and vehicle-mounted weaponry. Think of a 4x4 with a mini-harvester rig on the front.
26) Chem station needs recipe to turn snow into murky water and boiled water (faster than campfire).
27) Ammo stack recipes need to purchasable, because ammo is much more common, but traders aren't buying unlimited quantities anymore. Either makes the stacks bigger, or give us the ability to make the big boxes of ammo. Having large ammo drop rates, plus Waiting on random book drops to build big ammo boxes, is just making ammo take up way too much space.
28) Too many zombies need to be killed to progress beyond level 60, even with max XP boost turned on. While I've invested points into Per 7 / Str 6 / For 1 / Agi 1 / Int 10, the amount of zombies to kill will never let me get to maxing out the entire tree. Even if you take quests constantly, even if they give you more experience than an entire Shotgun Messiah Factory, you'll be left with 8 hours where your not getting decent XP because the trader's closed. XP needs major rebalancing.
29) The drone icon jitters when it is following you - it should stay in one place and not jitter around enough to possibly cause a seizure, as it is doing now.
30) The drone either needs to follow the player closer at all times, or have the "magical ability" to go through walls. In complicated-path buildings, the drone can get stuck if the player changes floors (such as going from 1st floor to the roof of a safehouse). Also, in places like the trader outposts, the drone will sit in the doorway and get stuck inside when the player closes a door in its face, and as long as the player stands still, the drone will stay inside the door. Worse, the drone will sometimes take 10 seconds or more to try to catch up the the player, and this shouldn't happen, ever. It's stuff like this that makes me not want to use the drone at all. The carrying capacity is the only reason I use it.
31) Every book you find, you get two copies of. Okay, you can sell the other. Still, spare books are low-value loot. This problem also leads to dual treasure maps. In A20.0, you could dig up one map, read the other, and the treasure appears in exactly the same place (they're duplicate treasure maps, go figure). In A20.1, it still sometimes does this. Worse, the treasure map destinations are over *** 6 KM *** from where I picked them up, much less read them. I'm burning entire days on treasure hunts that have far fewer dukes and poorer loot in them than in A19.
32) Not only are dogs way overpowered (9 lvl 1 axe hits to the head, as opposed to the crawling half-zombie that takes only four lvl 1 axe hits to the head to kill it), but black wolves and bears are also way overpowered. 18 AK-47 hits (not shots, but HITS) to the head, and then it drops?! Come on, why have different areas to shoot a target, then make them a bullet sponge in the head region? It makes no sense, and it's completely unbalanced.
33) When I fill a large city in the map with location pointers, they fade in and out like Christmas ornaments, and my map looks like a Christmas tree - utterly illegible without zooming in. I would add a simple pin icon that doesn't fade in and out, or give us a option to turn off the fading in and out of map location icons. I like having different icons for different purposes (like the cabin for traders, "X" for hazards, and the state-house icon for my base), but the whole fade in fade out thing just makes it all illegible.
34) Somehow, a bear next to the trader's wall got clipped through the wall when I killed it, and it wound up on the inside of the trader's wall 2 hours before the trader opened, and the corpse disappeared before I could get in and carve it up. At the same time, a fat tourist zombie spawned within the same trader's walls. I couldn't kill him until the trader opened. In A20.3 (current map), a half-torso zombie spawned inside the trader's compound at floor level - I had just come down from the trader on the second level treehouse. This needs to be fixed.
35) Even on the maximum town placement settings, the 10K x 10K map is mostly empty (50 - 75% wilderness, regardless of biome). The maximum town placement setting should reverse that, it should be 25% wilderness or less. I want a REAL city, or failing that, I want numerous non-ghost-towns within easy reach of one another (less than 1 kilometer distance).
36) Please, PLEASE, increase the damage for running over zombies and other creatures, and add in the chance for dismemberment. My motorcycle's front-mounted blades thirst for zombie flesh. Also, I've made at least 4 runs of over 5 kilometers, and when I go through one section of road, there's zombies on it. The exact same zombies. I hit them every time I drove through (8 times), and they always survived. It's like I'm doing no damage at all when I hit them...except to my motorcycle. Please bump up the damage due to running creatures over.
37) Just before the Fun Pimps splash screen loads, the entire screen goes totally white. Please change this to all black, so my eyeballs won't melt.
38) When you chop down a tree, if you push it when it starts to fall, sometimes it will flip. The concept of gravity in this game desperately needs to be fixed. Earth gravity is 9.8 m / s**2 towards the center of the earth, but downwards would suffice.
39) Likewise, when you drive downhill, you should accelerate, even if you let off the gas or the bicycle pedals.
40) In addition to zombies running when they shouldn't be running (by setting Zombies to Walk and Never Run), when you shoot a zombie with a bow repeatedly in the leg, that zombie shouldn't get an aggro burst where they run with multiple arrows in their legs. Did I say they're NOT SUPPOSED TO RUN, EVER? I thought that's what those settings in the settings dialog box were for. When I say never run, I mean that literally, and I never want to see running zombies. Fast walkers are bad enough.
41) Also, please remove the zombies getting any sort of aggro burst. It ruins the game. You get enough chances to die early on with dogs, wolves and bears, and from advanced zombies as the game progresses. The aggro burst is quite unnecessary, and is just a big F-U to the player every time it happens. It's not fun in any way, it's just a punishment with no potential for reward, and it needs to be removed.
42) When chasing a rabbit along a trader's outer wall on the outside with a bone knife, killing the rabbit with the bone knife caused the rabbit's corpse to keep sliding along the wall on the ground. Something about killing stuff along the wall of a trader building is buggy (see #34 for other trader-related bugs).
43) When creating a new game, the default map generator should default to a new map, rather than the map you last played, or change the user interface to click directly on "create new random map". I have map names in the interface that I made in *** A14 *** that I deleted long ago, they shouldn't be there. I have to click over 20 times to get to the random map option, just so I can create a new map. If I delete all my maps, the only options that should come up are "Create New Map" or Navezgane (and "Create New Map" should come up first).
44) During map generation, we still need controls to choose the level of each biome we want. We need the ability to cut down on the biomes we don't want. The last random map I generated, the regular forest biome was the smallest of all the biomes on the map, and I don't want that. I want MORE regular forest, not less. Considering that dogs, vultures, etc, are currently too overpowered (see #1), I don't want to go into those biomes until they're rebalanced as to be survivable at low levels.
45) In the Advanced Generation part of map generation, the A and D keys move the finished map from side to side, and the W and S keys zoom in and out. However, there are no keys for moving the map up and down. My suggestion would be WASD for the directionals, and Q and E for the zoom in / out.
46) When map generation is complete, the generator throws up a message saying the generation is complete. However, it's still writing the map, so technically, the generation is NOT complete. Either the prompt needs to show that the map is being wrote to disk until the disk write is done, or the generation complete message should wait to pop until the writing to disk is complete. If you click on anything while the disk write is ongoing, the display will act like weird, like the game crashed (it didn't crash, it was simply busy writing the map to disk, and it won't stop until it's finished writing the map). Basically, please change the prompts to pop up when the game is done whatever the prompt says is done.
47) The user interface needs a dialog window during map generation so that the player can abort map generation at any time, both in standard map generation and advanced map generation. If the player realizes that they need to get out of the game during map generation, you have to go to the Task Manager and kill the game, which may leave junk files in the directory or cause other havoc. It also helps for players who use advanced map generation, realize that they missed a setting, and want to abort the process without waiting 11 minutes or more for the generator to finish (hint hint).
48) There seems to be a problem with wilderness POIs taking up space that towns / cities should take up. My current map (seed KWorld_04_a20_b6, 10240 map, towns/lots, WPOIs/lots, rivers/few, craters/few, cracks/few, lakes/few, plains/10, hills/3, mountains/3, random/0) has tons of towns and wilderness POIs, because I set both to Lots...however, all the towns except ONE are in the non-pine-forest biomes. This is lopsided distribution, and it needs to be fixed. Now I have to spend another 11 minutes random-generating another map with hopefully a better distribution of towns (see points about dogs/vultures/etc being currently unbalanced and deadly in certain biomes). I may have to turn down wilderness POIs if they're going to take up space towns would normally show up in.
49) The map generator is broken with regards to making towns. I set the towns to max, turned off Wilderness POIs, turned off mountains and hills, and the map I got had only about 1/3 of the map with towns, and only one of them large enough to be considered a city (one long strip). You should be able to have a map with towns / cities every 1/2 kilometer, and there should be at least one city in each biome except for wasteland (preferably more than one city). I want a pre-generation option for every town to be a city, because cities are the only places to get some items (like beakers from Pop-O-Pills locations). If everything is small towns and wilderness POIs, you will never get Dishong Tower, Higashi Pharmaceuticals, the Crack-A-Book skyscraper, etc. I want to be able to set the map setting so I get MANY cities with those large buildings, like the game used to generate in previous versions. The "ghost town" towns aren't useful where loot is concerned - they're just one long wilderness POI, and take up valuable space where a regular town or a city could be generated.
Image link: https://imgur.com/a/qH9lBuP
50) Once the above map generation problems are dealt with, hopefully the 16K maps will come back. Until the above problems are dealt with, though, there's no point, because a 16K map will take a loooooooooooooong time to generate, and with no interface to abort map generation, it would be bad to generate a new map when I might need to use my computer for something else in a rush.
I've tried a few A20.3 maps, and nothing's changed with regard to map generation. This needs to be a priority, if not THE priority, in my opinion. If you can't get maps fixed in the next patch or two, I'll have to stop playing until A21, because an empty map is no fun to play on. Keep up the good work, otherwise.
2) While my current 10K map has a huge city in it, there's ONLY the one city in over a 4K radius. See #1 for exploring other biomes for other cities. I was hoping to be able to make a map full of cities, because I set loot respawn to zero and airdrops to never, for a slightly more realistic game. Wilderness POIs aren't likely to have anything you really need beyond food.
3) 15 days without a single beaker, not in POP locations, not in traders, not in vets, not anywhere. Thankfully, I learned to max out Better Barter and Lucky Looter as soon as they were introduced, so I could buy a Chem Station for an exorbitant amount of dukes.
4) I've noticed that books don't drop as loot nearly as often now, and you can't find as many at the traders, even with max Better Barter level. When I go into a bookstore of any kind, with max Lucky Looter level, I'm still finding 90%+ of the shelves only have paper. Given that the drop of any particular book is random beyond that, it makes it nearly impossible now to get all the books in any set.
5) There are major clipping glitches / huge on-screen artifacts in places. I don't know if it's because I'm running YouTube or iTunes in the background, but that shouldn't have an effect like this. Zombies' limbs and sometimes heads are clipping through walls, and when I kill one at ground level, half their body falls through the ground. As for artifacts, I have screen captures showing what looks like random piles of junk, but you can walk through them, and they're hollow inside.
6) Cars are still deforming the ground when you wrench them to nothing.
7) Trees dropped on zombies are no longer killing them (and yes, in previous versions they used to).
\8) I'm still looking for a minibike supercharger mod, so I can do the speed limit.

9) One place to stay away from, if you aren't carrying a ton of ammunition, is the Crack-A-Book skyscraper building. For some reason, during week 2, when I went in the main entrance (after destroying a few of the floor traps), I went inside, and zombies popped...and more popped...and more popped. They popped everywhere from the first 4 stories of the building. I ran outside, and they were climbing out the windows to come at me. Over 40 zombies spawned in that building at once - I honestly lost count because I thought it wasn't going to stop and I was out of ammo. And a lot of them were the high-HP kind, like the biker zombies. Worse, some of them were running, even though I have set the game so that zombies "never run". If you hit them, they still shouldn't run, and sometimes they did when you hit them. Also, zombies were spawning where they weren't supposed to be, like lumberjack zombies in the Crack-A-Book building.
10) We're being forced to fight hand-to-hand for the first week of the game, because guns and ammo don't spawn enough (and you don't have enough points for Lucky Looter and Better Barter in the beginning). It sucks. I could understand if you had guns but not much ammo, but it's got to the point where I use a fireaxe more than a firearm now. I melee for single zombies, and whip out the gun for groups.
11) Screamers looked more frightening in previous editions. I can't explain it, but the graphical upgrade makes the screamer look more human, like it's just another zombie (meh). Maybe it's just because I've seen too many horror movies. Or maybe the screamers used to be super-OP in previous versions of 7DTD and seeing one made you jump because you were about to be overwhelmed by a horde and maybe dead.
12) By day 15, I'm already getting glowing zombies that regenerate, and the gun mod that stops their regenerative ability is not showing up anywhere (like the beakers). Need to put the skill book to create them in the trader's inventory when the glowing zombies start to appear.
13) The ability to create boxes of ammo should be gained with skill points, not books. I've got 3x more ammo than I had in A19, but I can't possibly carry it all because the stack size is too small (150 round stacks for 7.62 ammo? Come on.)
14) The map generator is still making some extremely steep road hills, though not as bad as previous versions. The devs need to add a layer at the end of road generation to make all roads conform to a 30-degree grade or less. Current road generation has 45-degree grades 4 blocks high on some roads.
15) The spinning around of the minibike on sidewalks and light hill grades needs to stop. I'm in the city, with flat ground except for a sidewalk outside my base, and half the time I drive over the sidewalk, my minibike gets turned around 180 degrees. The curb is subjectively an inch high, and shouldn't be causing that kind of disruption in driving. Same thing goes for driving a minibike offroad - when I'm driving downhill, with no rocks or holes in the way, my minibike should be doing 180s at all...but it does, and it's really annoying.
16) While I applaud the city generation algorithm, which is much better than it used to be, the roads need to be connected in a way that makes sense. If you look at how the roads are laid out, it's like a slalom course in skiing. And if you drive fast and ignore the one-inch-high islands the map generator makes, see #15 for the result. You've also got multiple roads running in the same direction in some places just outside of cities. Not close enough to be avenue-style dual-lane roads, but close enough to wonder who approved the road work and what drugs they were on.
17) A few changes to the SM Factory building are contrived. Zombies dropping out of hidden chambers in the ceiling (not the incineration chamber and not tile-ceiling areas, but thick ceilings, leaving a hole) break the immersion. How did they get there, and who created the hidden chamber? Come on, that sort of thing isn't necessary. I know you want to make people jump, but that's the wrong way to do it.
18) Thank you for the high-res lingerie zombie. Always makes me pause a second or two, just to ponder the sad loss of a beautiful person. Still waiting for the high-res stripper zombie (or maybe I just haven't encountered one yet).
19) The pathfinding AI for zombies is a little messed up. A couple of times I've wound up having to chase down a zombie who was shambling AWAY from me and wouldn't turn around, regardless of my fire-modded fireaxe or shooting rounds over its head. It was dead-set (pardon the pun) on going somewhere and not fighting me.
20) It's nice to see the return of the mini-hordes. I'm hoping (like a masochist) to see the bigger wandering hordes eventually.
21) Gas seems more scarce than before. Wrenching cars seems to be the fastest way to get gas, and the refinery (formerly Clunky Oil) has hardly any gas in it now. Refineries should have large supplies of gas, like Savage Country has large supplies of clothes.
22) Beer also seems more scarce, since it's replacing grain alcohol as a component for Medkits. In any city, the two most common locations should be gas stations and liquor stores. Seen a few gas stations, but not at expected intervals, and not enough of them. I haven't seen one liquor store yet. Or a cigar store, for that matter.
23) The radiation zone warning looks cool now. However, it seems to linger too long, and I can't find the exact point where the radiation zone starts.
24) Pipe guns are worthless for the small damage they do. Good luck finding ammo, too, it seems rarer to find now - invest in Better Barter, it'll open up the medic tree, the engineer tree and the grease monkey tree at the same time. In the meantime, I'll keep using my fireaxe and knife until I get a real gun.
25) We still need bigger guns. Still waiting for my Vulcan minigun and vehicle-mounted weaponry. Think of a 4x4 with a mini-harvester rig on the front.
26) Chem station needs recipe to turn snow into murky water and boiled water (faster than campfire).
27) Ammo stack recipes need to purchasable, because ammo is much more common, but traders aren't buying unlimited quantities anymore. Either makes the stacks bigger, or give us the ability to make the big boxes of ammo. Having large ammo drop rates, plus Waiting on random book drops to build big ammo boxes, is just making ammo take up way too much space.
28) Too many zombies need to be killed to progress beyond level 60, even with max XP boost turned on. While I've invested points into Per 7 / Str 6 / For 1 / Agi 1 / Int 10, the amount of zombies to kill will never let me get to maxing out the entire tree. Even if you take quests constantly, even if they give you more experience than an entire Shotgun Messiah Factory, you'll be left with 8 hours where your not getting decent XP because the trader's closed. XP needs major rebalancing.
29) The drone icon jitters when it is following you - it should stay in one place and not jitter around enough to possibly cause a seizure, as it is doing now.
30) The drone either needs to follow the player closer at all times, or have the "magical ability" to go through walls. In complicated-path buildings, the drone can get stuck if the player changes floors (such as going from 1st floor to the roof of a safehouse). Also, in places like the trader outposts, the drone will sit in the doorway and get stuck inside when the player closes a door in its face, and as long as the player stands still, the drone will stay inside the door. Worse, the drone will sometimes take 10 seconds or more to try to catch up the the player, and this shouldn't happen, ever. It's stuff like this that makes me not want to use the drone at all. The carrying capacity is the only reason I use it.
31) Every book you find, you get two copies of. Okay, you can sell the other. Still, spare books are low-value loot. This problem also leads to dual treasure maps. In A20.0, you could dig up one map, read the other, and the treasure appears in exactly the same place (they're duplicate treasure maps, go figure). In A20.1, it still sometimes does this. Worse, the treasure map destinations are over *** 6 KM *** from where I picked them up, much less read them. I'm burning entire days on treasure hunts that have far fewer dukes and poorer loot in them than in A19.
32) Not only are dogs way overpowered (9 lvl 1 axe hits to the head, as opposed to the crawling half-zombie that takes only four lvl 1 axe hits to the head to kill it), but black wolves and bears are also way overpowered. 18 AK-47 hits (not shots, but HITS) to the head, and then it drops?! Come on, why have different areas to shoot a target, then make them a bullet sponge in the head region? It makes no sense, and it's completely unbalanced.
33) When I fill a large city in the map with location pointers, they fade in and out like Christmas ornaments, and my map looks like a Christmas tree - utterly illegible without zooming in. I would add a simple pin icon that doesn't fade in and out, or give us a option to turn off the fading in and out of map location icons. I like having different icons for different purposes (like the cabin for traders, "X" for hazards, and the state-house icon for my base), but the whole fade in fade out thing just makes it all illegible.
34) Somehow, a bear next to the trader's wall got clipped through the wall when I killed it, and it wound up on the inside of the trader's wall 2 hours before the trader opened, and the corpse disappeared before I could get in and carve it up. At the same time, a fat tourist zombie spawned within the same trader's walls. I couldn't kill him until the trader opened. In A20.3 (current map), a half-torso zombie spawned inside the trader's compound at floor level - I had just come down from the trader on the second level treehouse. This needs to be fixed.
35) Even on the maximum town placement settings, the 10K x 10K map is mostly empty (50 - 75% wilderness, regardless of biome). The maximum town placement setting should reverse that, it should be 25% wilderness or less. I want a REAL city, or failing that, I want numerous non-ghost-towns within easy reach of one another (less than 1 kilometer distance).
36) Please, PLEASE, increase the damage for running over zombies and other creatures, and add in the chance for dismemberment. My motorcycle's front-mounted blades thirst for zombie flesh. Also, I've made at least 4 runs of over 5 kilometers, and when I go through one section of road, there's zombies on it. The exact same zombies. I hit them every time I drove through (8 times), and they always survived. It's like I'm doing no damage at all when I hit them...except to my motorcycle. Please bump up the damage due to running creatures over.
37) Just before the Fun Pimps splash screen loads, the entire screen goes totally white. Please change this to all black, so my eyeballs won't melt.
38) When you chop down a tree, if you push it when it starts to fall, sometimes it will flip. The concept of gravity in this game desperately needs to be fixed. Earth gravity is 9.8 m / s**2 towards the center of the earth, but downwards would suffice.
39) Likewise, when you drive downhill, you should accelerate, even if you let off the gas or the bicycle pedals.
40) In addition to zombies running when they shouldn't be running (by setting Zombies to Walk and Never Run), when you shoot a zombie with a bow repeatedly in the leg, that zombie shouldn't get an aggro burst where they run with multiple arrows in their legs. Did I say they're NOT SUPPOSED TO RUN, EVER? I thought that's what those settings in the settings dialog box were for. When I say never run, I mean that literally, and I never want to see running zombies. Fast walkers are bad enough.
41) Also, please remove the zombies getting any sort of aggro burst. It ruins the game. You get enough chances to die early on with dogs, wolves and bears, and from advanced zombies as the game progresses. The aggro burst is quite unnecessary, and is just a big F-U to the player every time it happens. It's not fun in any way, it's just a punishment with no potential for reward, and it needs to be removed.
42) When chasing a rabbit along a trader's outer wall on the outside with a bone knife, killing the rabbit with the bone knife caused the rabbit's corpse to keep sliding along the wall on the ground. Something about killing stuff along the wall of a trader building is buggy (see #34 for other trader-related bugs).
43) When creating a new game, the default map generator should default to a new map, rather than the map you last played, or change the user interface to click directly on "create new random map". I have map names in the interface that I made in *** A14 *** that I deleted long ago, they shouldn't be there. I have to click over 20 times to get to the random map option, just so I can create a new map. If I delete all my maps, the only options that should come up are "Create New Map" or Navezgane (and "Create New Map" should come up first).
44) During map generation, we still need controls to choose the level of each biome we want. We need the ability to cut down on the biomes we don't want. The last random map I generated, the regular forest biome was the smallest of all the biomes on the map, and I don't want that. I want MORE regular forest, not less. Considering that dogs, vultures, etc, are currently too overpowered (see #1), I don't want to go into those biomes until they're rebalanced as to be survivable at low levels.
45) In the Advanced Generation part of map generation, the A and D keys move the finished map from side to side, and the W and S keys zoom in and out. However, there are no keys for moving the map up and down. My suggestion would be WASD for the directionals, and Q and E for the zoom in / out.
46) When map generation is complete, the generator throws up a message saying the generation is complete. However, it's still writing the map, so technically, the generation is NOT complete. Either the prompt needs to show that the map is being wrote to disk until the disk write is done, or the generation complete message should wait to pop until the writing to disk is complete. If you click on anything while the disk write is ongoing, the display will act like weird, like the game crashed (it didn't crash, it was simply busy writing the map to disk, and it won't stop until it's finished writing the map). Basically, please change the prompts to pop up when the game is done whatever the prompt says is done.
47) The user interface needs a dialog window during map generation so that the player can abort map generation at any time, both in standard map generation and advanced map generation. If the player realizes that they need to get out of the game during map generation, you have to go to the Task Manager and kill the game, which may leave junk files in the directory or cause other havoc. It also helps for players who use advanced map generation, realize that they missed a setting, and want to abort the process without waiting 11 minutes or more for the generator to finish (hint hint).
48) There seems to be a problem with wilderness POIs taking up space that towns / cities should take up. My current map (seed KWorld_04_a20_b6, 10240 map, towns/lots, WPOIs/lots, rivers/few, craters/few, cracks/few, lakes/few, plains/10, hills/3, mountains/3, random/0) has tons of towns and wilderness POIs, because I set both to Lots...however, all the towns except ONE are in the non-pine-forest biomes. This is lopsided distribution, and it needs to be fixed. Now I have to spend another 11 minutes random-generating another map with hopefully a better distribution of towns (see points about dogs/vultures/etc being currently unbalanced and deadly in certain biomes). I may have to turn down wilderness POIs if they're going to take up space towns would normally show up in.
49) The map generator is broken with regards to making towns. I set the towns to max, turned off Wilderness POIs, turned off mountains and hills, and the map I got had only about 1/3 of the map with towns, and only one of them large enough to be considered a city (one long strip). You should be able to have a map with towns / cities every 1/2 kilometer, and there should be at least one city in each biome except for wasteland (preferably more than one city). I want a pre-generation option for every town to be a city, because cities are the only places to get some items (like beakers from Pop-O-Pills locations). If everything is small towns and wilderness POIs, you will never get Dishong Tower, Higashi Pharmaceuticals, the Crack-A-Book skyscraper, etc. I want to be able to set the map setting so I get MANY cities with those large buildings, like the game used to generate in previous versions. The "ghost town" towns aren't useful where loot is concerned - they're just one long wilderness POI, and take up valuable space where a regular town or a city could be generated.
Image link: https://imgur.com/a/qH9lBuP
50) Once the above map generation problems are dealt with, hopefully the 16K maps will come back. Until the above problems are dealt with, though, there's no point, because a 16K map will take a loooooooooooooong time to generate, and with no interface to abort map generation, it would be bad to generate a new map when I might need to use my computer for something else in a rush.
I've tried a few A20.3 maps, and nothing's changed with regard to map generation. This needs to be a priority, if not THE priority, in my opinion. If you can't get maps fixed in the next patch or two, I'll have to stop playing until A21, because an empty map is no fun to play on. Keep up the good work, otherwise.