PC Alpha 18 feedback and balancing thread

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Even at 300% XP gain, leveling is far too slow currently. I've dumped a lot of hours into Alpha 18 (though admittedly with multiple games) and I've never surpassed level 100, and I don't even believe I've gotten to level 80, though I'd have to look. The current alpha (later on) is a sludge-fest and feels very grindy.
This also drastically hurts new players and the early game, because if you don't know where exactly to put your points early game, you are going to pay for it later when you realized you messed up. You may even have to start over. A game that is designed liked this needs to have a way to easily correct stuff like this. Only 1 in-game item can help with this, and it is very expensive to obtain. If leveling were a bit faster, all you'd have to do is grind a bit, grab a few more points, and start moving yourself on the correct path. The way it is currently, it can take up to 2 full hours to go up one level mid-game (depending on your actions, of course).
No it doesn't. Leveling is the only thing that actually hurts new players because it makes the game harder. If you avoid XP and find a bunch of good gear the game is way easier. Leveling is just a part of the player power curve. Skill, gear and game stages are the rest, but leveling is 100% responsible for the enemy power curve.

 
Whats up with the food/thirst system?i'm getting the thirsty warning when I'm at 100 water now , it seems to rise by a few points every time I level up? why does leveling up increase how thirsty one gets? I get the extra points in water to gain the stamina, but why does the warning increase? that should warn at 50% at all levels.

And the hungersystem is as wonky as in A17. Needing to eat 4-5 full cans of food to get full from a half stomach? (from a tiny tiny can of catfood it would make sense, but not a whole beefcan) :(

On a related note, can someone direct me where to change this in the xmls? it's driving us nuts :(
Your max food and water increase with each level, so 50% is a moving target.

 
Are the advanced running shoes supposed to be really rare? I have not found them yet in any of my games. I know they exist because my cousin found them in one of his games.
With that one book you can craft the athletic jacket and basic running shoes, and I find lots of basic running shoes. Would be cool if I could craft the advanced running shoes. I do not think you can craft them now, unless I missed something. Did not see them in the craft list.
They are OP and rare, the jacket is too OP too.

 
Please explain how its possible to reach 300 by day 300 as it is right now, hell even with a 20% increase in required xp to level up...again please explain your method for leveling up so fast?
EDIT: with 100% xp, default settings...not talking turning up time for days by 120..just default settings for everything.
I'm level 50 by day 30, and at level 60 I gain 1 level an hour, so I imagine I'd get to level 300 way before day 300. Contact grenades and m60's baby. And a nice fort, 12x12x16, entire foundation solid r concrete, outer blocks eventually steel.

 
Madmole this is an incorrect approach to exponentials. The exponentials grow exponentially while the increased xp is linear. Say you set it to 300% experience gain. 300% experience gain in 1.05^n=3 , n~22 levels, means you effectively added 22 levels before reaching the experience roof again. That's why when I played in a server with 1200% experience gain I'd reach a level cap at about level 100 before I was leveling at a snail's pace.
However with A18.2 that problem is removed as the exp is capped at about 200K experience. So that kinda fixed the issue altogether.

Offtopic, I've noticed the loot bags drop oftentimes garbage , like 3 watered bottles or just too many dog food cans. It feels 3 out of 4 lootbags I find contain a single dog food can. Maxed out lucky looter perk doesn't seem to change the outcome.

Is that a bug or intended?
I don't know but dog food is gold, its the rare ingredient for Learn'n Elixer.

 
Any plans to nerf the amount of brass that duke tokens give you? On one hand it’s nice, brass is a non issue —on the other hand, brass is a non issue.

 
I don't know off hand what balance nightmares would come with that, and two magazine extenders feels OP and wrong, and probably another dozen mods.
Two handles on a knife, 2 scopes on a pistol - this sort of comedy is why "like" mods are not allowed to double up.

 
Seems like a good thing to me. Watch where you are shooting. I get tired of games with zero consequences and nothing at all to think about other than point and click to kill. That is what separates 7 days from literally every other game on the planet is the destroyable world.
Exactly this. Choose to shoot a zombie that's standing in front of loot you want? Make sure you hit the zombie.

 
I have been noticing 3-4 functional workbenches per city, on average, but 0-1 working forges. Or, for that matter, destroyed forges. I think there are more chem stations in the world than forges. I'd like to be able to use workstations found "in the wild" as opposed to always making my own early game or finding a trader with functional ones. Revisiting PoI's to use their workstations, and going across town specifically because that's where a working stations is adds to the charm of the early game. Scavenging and making do with what you find. So, more forges please.

I know of at least one PoI that can have a random workstation. I've seen a forge, a workbench and a chem station in that same house's garage. Hoping more of those random workstation placeholders get used in the future.

Would it be possible to make it so you can "repair" a destroyed workstation if you have the right materials, even ones in a trader's claim? Maybe have it take half the materials that crafting a whole new one would?

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Two handles on a knife, 2 scopes on a pistol - this sort of comedy is why "like" mods are not allowed to double up.
What this barbed wire club needs is more barbed wire.

 
I'm level 50 by day 30, and at level 60 I gain 1 level an hour, so I imagine I'd get to level 300 way before day 300. Contact grenades and m60's baby. And a nice fort, 12x12x16, entire foundation solid r concrete, outer blocks eventually steel.
I keep forgeting that the soft cap has been removed. So I guess this would be possible now....btw great choice on removing the soft cap...it really did not make to much sense in my opinion. :)

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Two handles on a knife, 2 scopes on a pistol - this sort of comedy is why "like" mods are not allowed to double up.
Awwww but this was so much fun adding multiple scopes on weapons in ground branch....till the devs figured out how stupid it is to allow such a thing, although it was funny as hell while it lasted lol. Glad you guys are smarter than the Ground Branch devs lol. :-P

 
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I don't know but dog food is gold, its the rare ingredient for Learn'n Elixer.
An entire loot bag for a Learn'n elixir. The 20% experience bonus is too low,perhaps 50% or even 100% would be nice but then it might be abusable on quest rewards.

I'm more of a tower defense type so I miss the looting in A16.4 where I could get some basic ingredients like duct tapes,glues,pipes and sometimes mechanical and electrical parts from looting tons of zombies.

Perhaps zombies could give specific loot bags so we don't have to loot POIs 24/7. I personally like to build a base first, kill lots of zombies using screamers and traps and when I'm high enough levels (at least level 3 tyrannosaurus and level 4 clubbing perk) start exploring other POIs.

But perhaps the problem is with the early quests themselves...

I was testing the quest perk and found a small but noticable bug. If you get a quest first then level the perk you get extra rewards. This and the constant resetting of the POIs by exiting makes early questing actually worth your time otherwise they are VERY far away from the trader so it's better to just go searching POIs outside the quest line and when you hit a certain level start doing higher level quests.

I think it's quest perks need to be rebalanced (first level get 800 coins, second level get double the quest rewards, 3,4,5 levels get extra choices).

Currently I finish a tier V quest and get 800 extra coins from the perk which is laughable considering I can sell 300+ electrical components for about 1K coin , let alone all those springs and pipes I can directly sell.

 
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I don't know much if it is bug, or only lack of content, but the quest system is a little bit wierd. I play local server with my friends, and still gets quest for same location. We play Navezgane, and for Tier IV quest i get only catedhrall for 3 times, and then some store in the north.

For tier 5 it is even worser, I tried 5 different traders, but still get only 3 quest (Hospital, Shotgun messiah and food factory). And is common, to get same quest location as my friends (My friend also get 3 time Catedhral quests). I don't know if it is a bug, lack of content or bad random chance, but it is a little bit annoying.

But I think, that ALpha 18 is great patch, and don't have any others serious topics with game and the new perks system is great.

 
I think alpha 18 is great patch, but I have issues with quest system. For Tier 5, there are only 3 quests repeating for Navezgane (hospital, shotgun messiah factory and food factory). In the game are really only 3 Tier V quests, or it is only a bug for the server?

 
I think alpha 18 is great patch, but I have issues with quest system. For Tier 5, there are only 3 quests repeating for Navezgane (hospital, shotgun messiah factory and food factory). In the game are really only 3 Tier V quests, or it is only a bug for the server?
I too get only 3 POIs for tier V quests. I was actually considering camping outside one of them and keep repeating them daily for huge loot .

 
It depends on the map.

If there is only one T5 POI in range of a particular trader for a particular quest type... then it can only pick that one.

 
It depends on the map.If there is only one T5 POI in range of a particular trader for a particular quest type... then it can only pick that one.
Howz about giving more quest options in other tiers, instead of only T5 when you hit T5, and so forth? Give it 1/2/3 T5 options sprinkled with T4/T3 quests? Kinda gives more options so questing doesn't become immediately repetitive when you hit T4 / T5.

 
Howz about giving more quest options in other tiers, instead of only T5 when you hit T5, and so forth? Give it 1/2/3 T5 options sprinkled with T4/T3 quests? Kinda gives more options so questing doesn't become immediately repetitive when you hit T4 / T5.
Or when you want to be a real adventurer you hit tier V quest when you're just level 1 :D

It depends on the map.If there is only one T5 POI in range of a particular trader for a particular quest type... then it can only pick that one.
How do quests upgrade their tier? By being higher level? By completing more quests? Another algorithm?

 
Any plans to nerf the amount of brass that duke tokens give you? On one hand it’s nice, brass is a non issue —on the other hand, brass is a non issue.
Brass will cost 5 units to craft a casing. Scrap brass will weigh 5x as much and smelting will be 5x faster to compensate. Basically the granularity needed for bonuses to work like we did with steaks. Dukes will probably be worth 1 unit of brass. Final numbers are not represented here.

 
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