Purpendicular
Refugee
So, I've been reading this forum for the past few days, and saw a lot of people who really love a17 and some who really don't like it that much. Within them all, I seem to notice a trend, and a concept that existed in a16 but, at least in early game, is kinda lost in a17. And because the early game is about 20 hours long, it's important.
When my friends and I played a16, we kind of split each other up into different roles. Some people would build/defend the base, some would mine and gather materials, and others would go out and scavenge. It was really something for everyone.
That concept seems to be gone in a17. At least at first.
In the beginning, as expressed by many forum posters, a lot of improvements are gated behind levels, including the infamous level 20 iron tools. In order to unlock those, you have to gain levels.
This means, that for a significant portion of the game, everyone needs to get quests and kill zombies until they hit at least level 20.
Want to be the builder/resource gatherer for your group? Tough. You have to go out and do quests and kill zombies before you can be effective in that venue. If you say behind and build/improve your base, you'll miss out on tons of experience.
It used to be a game that had a lot to offer to many styles of game play, but now (again, at least at first), everyone needs to play an FPS for many hours before they enjoy the type of game they want to play.
This also contradicts the tutorial, which teaches you how to create stuff. Know how to create stuff? Great! Now ignore all that for 20 hours of gameplay and play this FPS MMO instead.
Here's a few approaches for fixing it:
Approach 1. Separate combat and building XP, and make it so the forge is unlocked through building XP/levels. That way you can have gathering/building give a LOT more experience and not have to worry about people augering their way into being a combat god.
Approach 2. Make it so that there is no distance limit for XP gains when you are in a party. That way, while some can go out and do quests, other people can stay behind and improve/build the base, which is really important.
Approach 3. Make there building quests as well as combat quests. Think Dragon Quest Builders. Maybe there is a survivor who wants you to build a defense tower; here's a blueprint.
When my friends and I played a16, we kind of split each other up into different roles. Some people would build/defend the base, some would mine and gather materials, and others would go out and scavenge. It was really something for everyone.
That concept seems to be gone in a17. At least at first.
In the beginning, as expressed by many forum posters, a lot of improvements are gated behind levels, including the infamous level 20 iron tools. In order to unlock those, you have to gain levels.
This means, that for a significant portion of the game, everyone needs to get quests and kill zombies until they hit at least level 20.
Want to be the builder/resource gatherer for your group? Tough. You have to go out and do quests and kill zombies before you can be effective in that venue. If you say behind and build/improve your base, you'll miss out on tons of experience.
It used to be a game that had a lot to offer to many styles of game play, but now (again, at least at first), everyone needs to play an FPS for many hours before they enjoy the type of game they want to play.
This also contradicts the tutorial, which teaches you how to create stuff. Know how to create stuff? Great! Now ignore all that for 20 hours of gameplay and play this FPS MMO instead.

Here's a few approaches for fixing it:
Approach 1. Separate combat and building XP, and make it so the forge is unlocked through building XP/levels. That way you can have gathering/building give a LOT more experience and not have to worry about people augering their way into being a combat god.
Approach 2. Make it so that there is no distance limit for XP gains when you are in a party. That way, while some can go out and do quests, other people can stay behind and improve/build the base, which is really important.
Approach 3. Make there building quests as well as combat quests. Think Dragon Quest Builders. Maybe there is a survivor who wants you to build a defense tower; here's a blueprint.