Alpha 16 is the best. All downhill from there.

There was zero survival to it.
Unlike now..?
Practically zero progression.
Practically zero vs crafting infinite wooden clubs for progress... not _great_ but not in any way "zero". Focus was on exploring a map, now it's "check out this exclamation point!"; so "progress" was more measured in uncovering the map and conquering the central city, versus Follow the Yellow Bar Road.
You got bored by the third week because you were maxed out and there was zero challenge.
Now I'm bored by the 3rd fetch-clear quest, so I can look for variance from a .. clear? Yay.

Yeah, I'm just adding bad takes on top of bad takes, but hey, the more the merrier :P
 
I dont know about alpha 16, might give it a shot, but youre defintiely right that every new version gets worse and worse. More grindy, more difficult, I cant even play this game without turning off the enemies or using the indestructible mods or using the admin menu anymore. Every little house has a million zombies in it (not even random, they are always there, literally no empty houses in the game), and the better you are the higher level they are as well, so progression is basically zero or less than zero as youre effectively worse off than when you started. I have to become a rocket engineer (spending countless hours getting magazines and perks) just to boil water or craft a forge. Not to mention every version makes you create an an entirely new save (world) so there is no continuity. And for fck sake, I dont want to start with the stupid quest every time I spawn in a new world and I definitely dont want to be forced to interact with "trader Rekt" as the first trader in that stupid quest. And Im not done yet! No ■■■■ vulturues, no ■■■■ dogs, and all of those things have been in the game for while too, its almost impossible to avoid them and the devs never made them follow the zombie rules settings that you use when creating the world (they can still outrun you even on walk-only worlds).

Ive had enough of this and thats why Im just sticking to the version(s) I like and screw the rest. Currently Im very happy with 14.7 and sometimes gow even lower for proper crafting, but maybe Ill go with A16 if its just as user friendly and has electricity or something. All I want is a normal safe/kinda safe base that I can build for a long time and interact with enemies when I want to and how I want to. I want to boil water on a campfire in a tin or a bottle and get the tins or bottles back and small stuff like that that really made my experience good.

PS Every alpha I played the game less and less and it certainly wasnt due to lack of progression or whatnot, but due to constant bombardment of things I hated. The longest run I have ever had in newer releases, I think it was 1.0, was with admin menu on and thats not how I want to play my games on main saves.
 
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There's no way I'd go back to A16. It wasn't until A19 that I thought the game was good enough to play regularly. With one or two exceptions (that I can mod back in), the only thing I've been nostalgic about was some POIs, though sometimes I miss the Football Player and Cheerleader zombies. I could see adding some challenges to create some "learn by doing" milestones related to crafting.
 
Alpha 16 was one of the absolute easiest most basic versions.

There was zero survival to it. Practically zero progression. You got bored by the third week because you were maxed out and there was zero challenge.
What the hell are you talking about? You must have never played it to say such nonsense.

First aid bandages offered almost no healing only item for good healing was the first aid kit, leveling up didnt increase max health or stamina you actually had to cook meals to improve those stats.

It has a proper weather system unlike the mess the team release this update. Water was wet, snow made us cold and over heating in the desert could be counted by the rain or jumping into a body of water.

Progression? What exactly do you mean by that because it had progression you build up the character, travel to other places to find schematics to build better weapons, to build better armor and to build a form of transportation.

Its funny you say get maxed out and bored by the third week becuase in the current version folks can max out and get bored by day 10 or basically 10 hours into it vs 21 hours of alpha 16.

How was it basic when most of its features were better than the crap thats been released in this update? We dont get wet in the rain, if we get cold in the snow biome because the game tells us we are cold we cant use a campfire to warm up, we have magic items that prevent those very weather effects now.

Basic is what we have now vs more advanced gameplay and survival mechanics from almost 9 years ago. Maybe thats why the most popular mods use those systems instead of the modern nonsesne that got added.
 
What the hell are you talking about? You must have never played it to say such nonsense.

This comment inspired me to go back and play it today so I could remember. I played for about six hours. I had forgotten what it was like. Yeeesh, A16.4 (b8) is bad by comparison to the current game, but I do miss the old temperature. In the desert it can go so hot that you have to basically seek cover or go stand in a lake, kind of like... storms... but more frequent.

I had forgotten how easy it was to find food in the desert and that corn grew there. I had forgotten about death to bloody diarrhea -- that claimed my first life.

I did remember it was "7 Days to Find/Make a Cooking Pot" (blech) and that it made sense to base near a water source (yay). This extended the survival period, which I kind of miss, but not because of the silly cooking pot limits. The struggle was not for food or water, but to cross terrain and find a place that could sustain you. That's what I miss from that era. To do that in 2.0 you would have to make a really big map and really spread out the Wilderness POIs.

Zombies are easy to defeat but take lots of hits. They're slow, stupid, and not very perceptive. Vultures were so slow I could hit them with an arrow as they approached. Wolves were the challenge. If I ambushed the wolf I was good. If it ambushed me I was toast -- that claimed my second life.

Stealth isn't very developed, and made killing zombies pretty easy as they had a hard time perceiving me. I fought three in a small cave POI and they couldn't find me.

I didn't see a "Run and Gun" option, which I really missed. I also missed not having power attack on my club.

It took a few minutes to remember the skill system. I wouldn't say it is better than the current system. It's different. I understand the appeal to those Learn by Doing skills, but they don't make A16 better or worse than the magazines.

Visually, A16 is completely unappealing and the POIs aren't very involved. I did find the old ranger station, which is a POI I've always liked and long ago brought forward to more current versions. RWG just decimates the terrain around it to place a POI.

Overall, A16 is pretty crude compared to today. I can see why from A14 through A18 I would put the game aside pretty quickly. I may not have played A18, but I know A19 hooked me.
 
While overall I disagree with @zztong (I still say A16 was better, and I was not a big fan of it then, but I have been playing since...I dunno...maybe A9 or earlier) all the points he makes about the bad are valid.
Although compared to A20 through now, I'd say A19 was a lot better.
If not for the technical & graphics improvements, QOL features and bug-fixes I'd probably go back to A16 too. Even A19, which I have played quite a bit recently has a lot of annoying bugs.
Unlike now..?

Practically zero vs crafting infinite wooden clubs for progress... not _great_ but not in any way "zero". Focus was on exploring a map, now it's "check out this exclamation point!"; so "progress" was more measured in uncovering the map and conquering the central city, versus Follow the Yellow Bar Road.

Now I'm bored by the 3rd fetch-clear quest, so I can look for variance from a .. clear? Yay.

Yeah, I'm just adding bad takes on top of bad takes, but hey, the more the merrier :P
Well said!

LOL, I don't know if there's a deeper hidden meaning in that statement, but if you say so. :)

Those days were a blur. I had to go lookup when I bought the game to even recall if I had owned it when A16 was a thing.
Probably something the professor read in some philosophy or economics book. He likes to spout off a lot of it to make himself look sophisticated. He doesn't seem to realize this is a game forum and nobody here is impressed.
 
Although compared to A20 through now, I'd say A19 was a lot better.

Yeh, I become more ambivalent in comparing A19 through 2.0. I definitely take farming and some parts of water from that era over 2.0, enough so that I prefer to play 2.0 modded now, where as A19 and A20 I would have played Vanilla. I can (and sometimes do) still play Vanilla for 2.0.

A21 becomes important to me with POIs and RWG. I think the game takes some big steps forward then.

I can see @theFlu 's point about not doing quests. I tend to mix trader quest with doing my own things. A16 of course didn't have any of that, so you were entirely on your own. For A21+ I have some alternative traders I can sub in if I want to play traderless, and sometimes do that.
 
A21 becomes important to me with POIs and RWG. I think the game takes some big steps forward then.
Yeah, the POIs are amazing work. Much as I hate the fact that they are lead you by the nose rat maze dungeons, I am continually in awe of the level of detail in them and how they get better every version.
 
Yeah, the POIs are amazing work. Much as I hate the fact that they are lead you by the nose rat maze dungeons, I am continually in awe of the level of detail in them and how they get better every version.
Yeah, if they got rid of the guided tour dungeon part of POIs, but kept the level of detail, I'd be happy. I was so excited for the dungeon-style POIs when A17 was coming out, and then I did three of them and was bored. They're too predictable.
 
Much as I hate the fact that they are lead you by the nose rat maze dungeons

Yeah, if they got rid of the guided tour dungeon part of POIs, but kept the level of detail

I call that the "suckers path" as it leads to ambushes. I have no qualms about ignoring the path and doing my own things. In my own POIs I don't usually bother to have a path in mind. I think they seem unnatural plus I don't care to use so many lights.
 
I call that the "suckers path" as it leads to ambushes. I have no qualms about ignoring the path and doing my own things. In my own POIs I don't usually bother to have a path in mind. I think they seem unnatural plus I don't care to use so many lights.
Yeah, I don't follow them into ambushes, generally. Sometimes when you're supposed to jump down I just do it because it's less of a hassle, but never in higher tier POIs.
 
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