PC Alpha 18 feedback and balancing thread

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Can we get a serverconfig for number of player spawn points (1-8)? That way people who want to play coop can start in the same spot together, instead of having to spend the first day running to each other (or using cheat mode). It could be a nice way to introduce new players to the game.
You can edit spawnpoints.xml in the world files, and reduce it to one, or make all of them have the same position.

 
Why the ♥♥♥♥ are you calling A18.1 stable when it is still unplayable with full res textures?
I can run it at full textures at a 1920 (!) resolution... even in the Unity editor which is even less optimised than a Steam build.

And that's with a GTX 1060, a 3 year old gfx card so not remotely close to cutting edge.

That some hardware combinations will have issues is the nature of PC games.

You make it sound as if it cannot be played at full textures by anyone...

 
I feel the exact opposite. No xp should be shared, go get your own dang xp. jk, but I really do feel that way.
A group share the increased risk that comes with a combined gamestage too, so should be able to share the rewards too. Which they currently do.

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Like others, i too feel like there is way to few zombies outside. I do like the numbers inside POI though.

 
I had to drop by and put in my 2 cents worth. I absolutely love A18! I know I do not play this game like a lot of others by turning things way up or anything. I play it to enjoy exploring, killing some zombies while figuring out where I am going to set-up home and starting to rebuild the world. I always play solo also. But I must say that for a very average player I can get lost for hours in this game again although I would dearly love to see the crafting/base building returning a little more. While the new looting is fun I play to enjoy building my little world up while trying to scrub the zombies out of existence. I know they will never be gone but it is my fantasy world after all. Anyway, just thought I would throw my little opinion out there.

 
Good update. Best games so far for me. Few sticking points that I think would make things better:

Demolishers should not be set off by anything other than the player. Demolishers exploding because of blade traps and turrets have severly limited the late game options for base builds.

I still do not like the fact that mining is directly tied to str attribute. I would prefer to see building and mining spread across all attributes. You already have something close with the int build making forge and chem crafting cheaper. I think that block damage belongs in str, crafting reduction for a lot more than just forge and chem station such as building in int, more resources per node in per instead of str and swing speed for tools in agility (that would rival what you would gather with str or per perks). Not sure what would go with fort but it would need something as well. Basically, I do not want to be pigeonholed into taking strength to improve my ability to build. All the attributes should contain something that helps building progression in the same manner that you thought all attributes should improve one ranged and one melee combat method.

Would like more sources of rotten flesh as well. That is an odd bottleneck for farming. Seeds being a bottleneck feels right, rotten flesh not so much :D

 
I think Nerdy Glasses are a bit OP, hard to justify other attribute boosting eyewear when you can just get skill points quicker. Especially when you hit 10 in your main skill, perhaps they should just be changed to boost intelligence instead of exp gain and give other eyewear a minor boost to match the crafting speed bonus.

 
Like others, i too feel like there is way to few zombies outside. I do like the numbers inside POI though.
I seem to run into plenty of zombies outside. Feels the same as 17. I run on default settings except for 120 minute days.

I do have to say the game needs a dead is dead mode. I let myself die once because I didn't plan ahead for food poisoning and instead of scrounging quickly for more food I let death take me. I weighed the option because I was annoyed at my own mistake, not something I could have done with a no respawn mode.

 
Up your difficulty and horde spawning and that'll change. But yeah, I do think ammo should scale down with lower-difficulty maybe to change that. Since default difficulty got lowered, I can see a surplus of ammo with the drops being what they are. I can easily amass thousands of rounds by each horde night. Granted, with increased difficulty and 16 spawning on horde nights that all goes away to nothing every week.
I thought at first ammo was way to abundant. But thing is it really runs out fast as well and depending on your settings (and perks) it can take a good amount of ammo to clear a POI to get more. Again it depends on what you perk into, and how you go about dispatching zombies.

I am more a gun blazing type I guess so get through loads myself haha.

 
I think Nerdy Glasses are a bit OP, hard to justify other attribute boosting eyewear when you can just get skill points quicker. Especially when you hit 10 in your main skill, perhaps they should just be changed to boost intelligence instead of exp gain and give other eyewear a minor boost to match the crafting speed bonus.
Really?

I would say the exact opposite. They are OP, but I think all items that give you a stat boost directly are rather OP. The xp gain is rather minimal where the +1 stat is worth a whopping 3? levels late game. Not having to purchase the top tier for your main attribute is massive. Particularly when you can swap them out when not needed and the XP required for leveling late game will eventually get rather silly.

 
another suggestion: could we please have some extra things like the forge has because I feel that the chem station doesn't make things fast enough like gunpowder in a17 was like 10 every 5 seconds now its like 4 every 10 seconds may there be something like an advanced chem kit in the future? or maybe a next tier chem station?

 
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).
Thing is early game you don't have transportation, so you simply can't travel far enough to find new animal spawns. 7 days between animal spawns is way too long... I think Jax reduced that down to 4 and it didn't feel like an over abundance of meat.

 
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.
Totally agree.. minecraft is still huge, and 7 days should invest time in beefing up the minecraft like features we lost, like caves. Even if we can't get the perlin cave system back, more and larger poi crafted caverns would be fine. A system could also be put in place that flips the width or depth of them to change them up a little. Minecraft is also huge on crafting, and our crafting has lost a lot of its player need anymore in a18.

 
Ten torches should never summon a screamer, it would only reach 40%. They should dissipate. Can you turn on DM and verify that the heat just keeps rising? It should fall off after 10 minutes.
I can promise you torches still attract screamers. I deploy them before a horde night, and if I don't pull all but two up, I've got a screamer horde to deal with. The same with the auger... I'd say if I'm mining with it, I have a 80% chance of a screamer sniffing me out. Its great getting a early game auger, but if you don't hve a turret backup, you can easily be a dead man walking.

 
Sure.Note the time. This is set on 2 hour days.

50%:

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70%

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90%

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Screamer:

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Edit: Sorry for the brightness... I just started up the game after update and my video settings were probably reset.
I'm wondering if its not the heat map attracting therm, but the flickering light movement. Either MM or Fataal mentioned they are attracted to moving light.

 
Thing is early game you don't have transportation, so you simply can't travel far enough to find new animal spawns. 7 days between animal spawns is way too long... I think Jax reduced that down to 4 and it didn't feel like an over abundance of meat.
New spawners are not that far away, if I uncover a piece of map that was closed off it will have new spawn points, trust me on that one.

But the time is not 7 days, its 21 days now.

 
One thing I noticed, and I think someone else did too maybe I can't recall, is that I learned the schematic for Flaming Arrows (which use steel arrowheads - which I can make), yet I can't make steel arrows.. so... I can make flaming arrows using steel arrowheads, but my dude can't make normal steel arrows? o.O
That's not how being dumb works. Or is it? Hmm.
Yeah, that was me. You need to find the steel arrow schematic for them, just like the flaming arrows. Day 77 with a crucible and 4x4, I could make exploding and flaming arrows, but not regular steel ones.

IMHO some things should be unlocked with perks still , not schematics. Not everything NEEDS to be looted.

Seeds should probably unlock in the fortitude perk maybe one or two seeds per perk, and living off the land should maybe be combined with iron gut and give you that perk stat. It costs way too many perk points for unlocking all the seeds, and also being able to eat early game low level foods reliably. I think its 7-10 points to unlock all seeds right now, and farming can be worthless for 40+ days without enough seeds to create the ingrediants for all the better recipes.

We don't need more in loot, we need to be able to unlock them with progression better. (Same with the crafting stations..each could be unlocked by a main attribute type level 2 or 3. You need high intelligence for all vehicles AND all electric defenses, so later game you are pretty much forced into putting your points into it.

I've never found ONE minibike part in 135+ combined game days in a18. I found ONE bicycle handlebars, one gyrocopter accessories, one motorcycle accessories, and one 4x4 chassis... and none of those finds allowed me to make any of those vehicles without investing in the entire intellegence and grease monkey chain. They are so rare to find that I actually remember each and every one. Great to find, but at the end of the day each only reduced the resources I needed to craft them once I unlocked the grease monkey perks through point investment.

 
55 mins to make a 4x4 is rather insanely ludricrous I have to say though, like what? lol
Try to make one in real life in that amount of time... lol! I made two workbenches, and crafted both main parts at the same time, went out for the day, came back and assembled them at night.

Getting even a level 1 auger early on though negates the need for both a iron or steel pickaxe, and possibly even the game for the shovels. In our new mp game, on day two out of 4 players two of use have level 2 augers, and wrenches to get gas from cars for them.

The downside of course is the resulting screamer hordes when using them.

 
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