PC Alpha 18 feedback and balancing thread

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I saw madmole post that finding a gun and ammo early is by design. They want people to be able to start using guns early cause it's fun. The hard part is not finding a gun or ammo, but the challenge of producing lots and lots of ammo at harder difficulties. Look at all the feedback of people having to devote whole days to mining to make ammo.
I saw that and realized you NEED to invest your perks in intelligence and electrical defenses, otherwise you'll never be able to keep up with ammo. My gamestage 150 and day 56 hordenight saw me only using about 400 total rounds of ammo as a result. You get less xp, BUT you don't need to spend 4 days of the week mining and hunting for brass.

 
Small thing, but the medical item rewards for Tier 1 quests are way too high. We were getting 9 - 11 *med kits* as the reward for a Tier 1 buried supply quest. Also got a similar number of medical bandages for doing a different Tier 1 buried supply quest. These should reward 1 - 2 medical bandages, at most and never med kits. Not for Tier 1.

 
I think that's tied to gamestage. I've progressively seen a lot more zombies the higher I got in my latest run. I started seeing zombies everywhere at one point. I think the change was to make it to where you weren't getting numb to zombies since all you were doing is seeing them every 5 seconds. It kinda adds surprise/fear when you see them.
I think I agree with this. I have been playing around with the XP settings a lot and I notice the faster I level the more zombies start to bother me.

 
Farming: At day 56, I still haven't been able to find or by the ability to make seeds for several crops. This means even at day 56, I still cannot cook any meals other than cornbread or steak and potato meals. And I can't craft potato seeds, so I've been only able to make one of those so far. At Day 56!
I could be mistaken, but I'm pretty sure a single point in Living off the Land unlocks ALL seed recipes. By Day 56, you can spare a single point. Hell, by Day 8 you can spare a single point. Schematics are often found in Trash and Mailboxes, and Seeds are often found in Trash too, so be sure to check all those when you're out running around!

 
I really liked the change of finding schematics for crafting stations in their destroyed versions. However It does kinda takes away from crafting specialization. Intelect builds really need some rebalancing.

Instead of unlocking recipe, the perk would decrease recipe costs/increase yield. This would balance it with mining/scavanging perks and set them on similar lvl. You could either mine more resources or be more effective with them. In multi player Scavanger, miner and crafter would complement each other very well.

Turrets can be complete beasts, but in the early game you can only go stun battons, which quite frankly are poor mans club. The stun effect is too unreliable to offset much lower dmg. They lack different tiers. Late game with double turrets Int build is powerful, but until then its a real chore.

Grease monkey is pretty crap at the moment, it lacks any benefit outside of getting a schematic for a vehicle, which is quite easy to get even without it.

 
I could be mistaken, but I'm pretty sure a single point in Living off the Land unlocks ALL seed recipes. By Day 56, you can spare a single point. Hell, by Day 8 you can spare a single point. Schematics are often found in Trash and Mailboxes, and Seeds are often found in Trash too, so be sure to check all those when you're out running around!
Yes and also there are some POI's that already have farm plots placed. While you can no longer dig them up you can still plant and harvest in them until you get your own.

 
Yes and also there are some POI's that already have farm plots placed. While you can no longer dig them up you can still plant and harvest in them until you get your own.
I had a lot of luck getting seeds from looting cars, surprisingly enough. Wouldn't be surprised if someone analyzed the .xml files( loot.xml ?) and discovered car loot has the best chances of seeds.

 
- Animals are hard to find, even when traversing lot of ground you hardly see any. I also noticed at some point nothing was spawning at all anymore, so there could be some issue there (I checked with le command and there was nothing except vultures from a horde I left hours ago, somehow still there.). When I restarted my game the area I was that was empty first suddenly had zombies and animals around almost immediately. I do not except a huge amount of stuff, but the amount of animals and zombies are really low.
Jax found something odd in a17, and I think it is still ongoing. Some animals spawn as invisible if I recall, and they only respawn after 7 days. That means you need to travel away from your regular area in order to find animals.

The burnt biome needs SOME animals to hunt, even if its black wolves or black coyotes. (I also noticed I saw no outdoor snakes up till the last exp.)

 
But on the other hand, you cannot count only the loot at the end of the run. There are several safes, lot of boxes, usually at least two hidden caches and plenty of loot between all of those. On top of that you get lot of XP for killing all those zombies and the proverbial cherry on tom is guaranteed Q5-Q6 item from quest. All in all I would say it is balanced right now. What I dont like however is that this is almost entire late game - take q go to one of 4 lvl 5 POI (mostly one of two factories) clear it rinse and repeat. It gets old after a while. Cant wait for bandits and other late game stuff.
Although I mostly spoke about the end loot, I actually did take into account the loot along the way. It still is very little. For example, not a single firearm! In the hut next door there was an AK-47. Luck, of course, but still: you get maybe around 1-2 boxes/safes per floor, and you get more than that in a small house. One floor of Shotgun Messiah factory has ten times the zombies of a small house. But you are right about the experience: that was indeed helpful. As to later game stages, maybe you're right, I did it on day 7 (feeling cocky after the horde haha)

 
I think I agree with this. I have been playing around with the XP settings a lot and I notice the faster I level the more zombies start to bother me.
True, but still, you can't argue that there are less zombies in the world compared to older alphas (A9-A15). I remember playing CHS mode by Valmar, it was glorious, now that's A LOT of zombies, and it didn't have performance issues to be honest. I also remember when we had zombies spawn slider and when setting it to very high you had a huge amount of zombies. Can someone explain to me what is this "new encounter system" that keeps getting mentioned by some fellas on the forum? I know nothing about it.

 
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In previous experimental branches I would agree. But the latest one there are almost no seeds in loot whatsoever

 
Jax found something odd in a17, and I think it is still ongoing. Some animals spawn as invisible if I recall, and they only respawn after 7 days. That means you need to travel away from your regular area in order to find animals.
The burnt biome needs SOME animals to hunt, even if its black wolves or black coyotes. (I also noticed I saw no outdoor snakes up till the last exp.)
The invisible animals are just dummy spawns to thin the horde, not some magical entity. They die on spawn and thus count as being killed (so wait for the respawn timer).

I specifically checked the console and the dm f3 menu (which shows the last spawns and upcoming spawns). Neither showed any new spawns done in a while, the last being a rabbit I killed a few game hours back. When I reloaded my savegame spawns resumed almost instantly, being attacked by zombies while I logged out on an empty patch where I had been for a bit (and nothing showing in console).

If the spawner works the amount of animals and zombies should be ok, if you keep exploring (which I did). But if this spawn halt strikes you will just be spending hours looking for animals and never find any (or zombies).

 
I could be mistaken, but I'm pretty sure a single point in Living off the Land unlocks ALL seed recipes. By Day 56, you can spare a single point. Hell, by Day 8 you can spare a single point. Schematics are often found in Trash and Mailboxes, and Seeds are often found in Trash too, so be sure to check all those when you're out running around!
But it doesn't. The first point does not even unlock any recipes. The second point unlocks "decorative plants" and the third one the rest. For that you need level 5 fortitude.

 
All weapons should have T1, T2 & T3 versions. The scrapping should all be the same. T2 should scrap for 1 or 2 parts and T3 should scrap for 4 parts.

 
I could be mistaken, but I'm pretty sure a single point in Living off the Land unlocks ALL seed recipes. By Day 56, you can spare a single point. Hell, by Day 8 you can spare a single point. Schematics are often found in Trash and Mailboxes, and Seeds are often found in Trash too, so be sure to check all those when you're out running around!
You are wrong. It takes an outlay of 7 points total into fortitude to be able to craft all the seeds. It should be the first point into it lets you craft seeds and the later ones increase the amount per harvest. You need something like 4 points into strength to be able to unlock granny level cooking which gets you the recipes that have a high enough value to offset the food poisoning that they will give you. 4% my arse.

 
I like the perk system but there are same changes I would like to see. I don't like how putting points into Agility or Intelligence only affects certain weapons. A suggestion I would make would be some broad but important character improvements.
Examples:

Perception: Increased speed with aiming/range

Strength: Improved mobility in armor/encumbered

Fortitude: Improved stamina regen

Agility: Improved speed on foot

Intelligence: Improved crafting speeds

Every attribute should feel like you're getting stronger, faster, more capable of taking on the apocalypse
Almost feels like a limited version of fallouts special stat system (or similar game system). For example, In that system, I think perception and agility governs accuracy for most things while there are perks associated in each to allow customization. I'm not saying the devs need to copy someone else's system exactly, it's just harder to innovate something tried and true.

https://www.windowscentral.com/special-fallout-4-character-stats-builds-and-perks-list?amp

 
Plz stop magical 2M zombie melee swipes kthxbye.

Srsly though - zombies seem to be able to hit me from faaaaaar away. Maybe their ligaments have rotted away and their arms are all stretchy? It seems as though if the slow arm-swipe animation has started, it does not matter how far away I am by the end of it - I'm going to be hit. I find myself shouting "no WAY that was able to hit me" quite a bit. A counter-strike with the spear doesn't hit the zombie that just smacked me? Come ON, you're killing me here. Literally.

Did not do this, that I can recall, in A15-17. The dodge-and-juke melee style was typically pretty effective against a single zed, if they didn't do that you-just-stabbed-me-so-obviously-I'm-going-stumble-towards-you thing. Which is annoying in its own right, but I understand why it's there.

 
Plz stop magical 2M zombie melee swipes kthxbye.
Srsly though - zombies seem to be able to hit me from faaaaaar away. Maybe their ligaments have rotted away and their arms are all stretchy? It seems as though if the slow arm-swipe animation has started, it does not matter how far away I am by the end of it - I'm going to be hit. I find myself shouting "no WAY that was able to hit me" quite a bit. A counter-strike with the spear doesn't hit the zombie that just smacked me? Come ON, you're killing me here. Literally.

Did not do this, that I can recall, in A15-17. The dodge-and-juke melee style was typically pretty effective against a single zed, if they didn't do that you-just-stabbed-me-so-obviously-I'm-going-stumble-towards-you thing. Which is annoying in its own right, but I understand why it's there.
Try to change the zombie hand range in items.xml.

 
But it doesn't. The first point does not even unlock any recipes. The second point unlocks "decorative plants" and the third one the rest. For that you need level 5 fortitude.
Either it changed, or my memory is off. I stand corrected.

 
There is too much loot and crafting has little purpose.Bottom line here:

There is too much emphasis on Mr. Joel's Beard style of play of POI looting all the time then mass trips to a trader.

The crafters play style is neglected in A18.

EDIT: a18 is great though, the best so far. Even the balance is the best, BUT please strive for even better balance.
Precisely. POI looting is a ton of fun, but the big reason I keep coming back to the game is base building and crafting. There's a reason 7DTD has become colloquially known as "adult Minecraft". Sure, it would be neat if they eliminated that phrase's existence by buffing the ever living ♥♥♥♥ out of POI looting. However, I feel being considered "adult Minecraft" with looting as a coherent addition is the holy grail. In my opinion, looting should take a backseat to base building and crafting. They can harmoniously exist together.

I agree with your edit too. A18 is phenomenal, but a few balance tweaks and it could be the best release yet.

 
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