PC Alpha 18 feedback and balancing thread

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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.
And gas usage?

 
T5 clear and fetch/clear quests will have QL 6 items as a reward
Could we get a increase in ammo in the loot final loot chests here as well ? Especially on higher difficulties, you burn through so much ammo clearing these, that even purple items soon becomes not worth it, as your game stage require ever more ammo for horde nights.

 
You can edit spawnpoints.xml in the world files, and reduce it to one, or make all of them have the same position.
While thats easy to do for someone knowledgeable, there should be a server option to just turn one group spawning in one location. We just started a mp game and two of us were 2k from each other. It encourages teamwork to spawn near each other.

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Could we get a increase in ammo in the loot final loot chests here as well ? Especially on higher difficulties, you burn through so much ammo clearing these, that even purple items soon becomes not worth it, as your game stage require ever more ammo for horde nights.
The last thing we need is more ammo and more guns. its already overwhelming crafting as it is.

 
While thats easy to do for someone knowledgeable, there should be a server option to just turn one group spawning in one location. We just started a mp game and two of us were 2k from each other. It encourages teamwork to spawn near each other.
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The last thing we need is more ammo and more guns. its already overwhelming crafting as it is.
If you keep up with crafting and looting ammo, then you playing it on too easy, or all you do is mine and craft and horde night, but if you do T5 missions in between horde nights...well just try it and see how that overwhelming stockpile disappear.

I have 2 chem stations running for ammo and .. paper... yes paper for shotgun ammo. Need at least 2000+ for horde night. If you want to clear a T5 mission, you burn through 600+ 7.62 rounds easily. So Mining the nitrate and coal, and doing T5 missions, buying all ammo and gunpowder from 2 traders, I still end up with pistol at 3am on the horde night, with everything else spent.

 
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.
The problem with this is that a bug can kill you and ♥♥♥♥ up your game.

 
Good update. Best games so far for me. Few sticking points that I think would make things better:
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
Its actually not that bad if you focus on it. Plenty of PoIs have sources of rotten meat - medical army camp, hospital, grace farm, funeral home etc. You can encounter rotten meat on the road and also skin it from vultures, zombie dogs and zombie bears. I feel it is balanced now, you just need to know where to look.

 
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.
Torches add to the heatmap whether they are visible to the zeds or not. Torches in an underground mine or in a completely enclosed room (no windows) would not be attracting zeds with flickering light but it sure does add to the heatmap and still attract them anyways.

 
The respawndelay never left, its still in the xmls and the dlls. They seem to have upped it to 21 days for friendly animals and 14 days for hostile ones. Kind of explains the empty worlds, since they die out the first hours they can spawns (since they are respawned when they go out range and die when they spawn as dummy).
Somewhat. Entitygroups.xml specifies for example "FriendlyAnimalsPlains" & "FriendlyAnimalsBurntForest", but those two show up nowhere in spawning.xml.

So do Plains & Burnt Forest not have any FriendlyAnimals at all?

So what file is the correct one, should there be animals or not.

I don't think any xp should be shared period, except for quests. Its already 10x easier having a buddy.
7DtD is a coop game. Of course XP should be shared in a coop game. Especially for kills.

Anything else would simply not be coop as now I'd have to 'fight' with my buddy over who gets the killing blow. Much fun, not.

 
Njugul

Think of entitygroups as what could be, or what was.

and entity spawning of what is presently.

Plains has been deprecated. and the line for friendly

animals has been remove from spawning, to remold the

this alphas spawning environnment.

Basically removing the line is a passive means to promote

player migration to more of the map for hunting, and set

a theme per biome.

 
I have already reported this bug, but it's now 2 for 2 for me. Died twice and there was no backpack at the location it gave. It said in the update that it fixed backpacks disappearing on slopes [if a player dies on a very steep incline the backpack can disappear]. The fix seems to have broken it for me. One other reported this, but I'm wondering if this is common for A18.1 b2?

 
7DtD is a coop game. Of course XP should be shared in a coop game. Especially for kills. Anything else would simply not be coop as now I'd have to 'fight' with my buddy over who gets the killing blow. Much fun, not.
I agree completely. The problem now is how you get a rediculous amount of XP from upgrading blocks, and that's not shared.

So, now you go on a raid of a large POI full of cement, and you have to race against your buddy to see who can spend those resources upgrading your base first.

 
7DtD is a coop game. Of course XP should be shared in a coop game. Especially for kills. Anything else would simply not be coop as now I'd have to 'fight' with my buddy over who gets the killing blow. Much fun, not.
Totally disagree. First, 7 days to die is what you want: solo, coop, competitive. To cooperate is to share: to share time (one can build and the others can plunder, explore, mine), to share the loot, to share a space in the base.

It's easier to fight when you are in a group, even if the gamestage is higher. And it's fun to play with friends.

This should be enough. There was no sharing xp for a long time and it was a problem for no one. Shared XP is useless and makes the game as easy as possible.

It was me sharing my experience.

 
So every Major patch basically requres re-learning on how to play the game. It gets kinda frustrating.

Primivtive Bow now once again sucks, its extremely hard to judge were your arrow is going.

The Rage Mode is abnoxious make all forms of combat iritating. This is making me delete the game for now.

Melee Fights now sucks.

The iron Reinforced Club.... which was a basic weapon... now I need to put skill points in to Craft it? And I need to have a Forge To Craft it as well?

The Traders need to have some basic items guaranteed.... Stun Button Parts, Bow Parts for example... When you decided how you want to do your build, if you don't find them them by luck, your out of luck and you waist your skill points.

 
Absolutely loving A18!

Somewhat of a question, maybe feedback.

Is anyone else having FPS issues with the newer builds of A18 (i.e. stable) . I had decent FPS with the first Build in experimental, but the next exp build hurt my fps and I have been struggling to find just the right settings.

 
So every Major patch basically requres re-learning on how to play the game. It gets kinda frustrating.
Primivtive Bow now once again sucks, its extremely hard to judge were your arrow is going.

The Rage Mode is abnoxious make all forms of combat iritating. This is making me delete the game for now.

Melee Fights now sucks.

The iron Reinforced Club.... which was a basic weapon... now I need to put skill points in to Craft it? And I need to have a Forge To Craft it as well?

The Traders need to have some basic items guaranteed.... Stun Button Parts, Bow Parts for example... When you decided how you want to do your build, if you don't find them them by luck, your out of luck and you waist your skill points.
Bear grylls has message for you.

meme.jpg

 
From a player and analyst perspective. Here's a few ideas that would make the game feel more fair.

Weapons and perks:

- Either i'm unlucky or the COMPOUND CROSSBOW should be stronger than the IRON CROSSBOW

- The STAMINA REGEN PERK perk should be in the AGILITY skill tree

- SUBMACHINE GUNS should scale off AGILITY as NEW PERK

- Leg dismemberments should occur more often with machete power attacks or fire axes.

- DOUBLE BARREL SHOTGUN should have a longer barrel by default

- We need a faster sprint speed or movement speed perk.

AI and Zombies:

- Gamestage when playing with 2 other players is incredibly unbalanced, most of the zombies are radiated by day 7.

- Radiated zombies should have an indicator if they are healing or have their healing stopped.

- Radiated zombies should either have more health or regen health, not both. (Considering how many come)

- Demolishers normal attacks deal way too much block damage, either nerf the damage or their armor.

UI,Pacing and mechanics:

- The crafting times are too long considering the new gamestage (at least for multiplayer), it's unrewarding until you have all the items and time you need. They need to be faster (things like concrete, ammo and electric stuff).

- Considering it's basically a tower defense game, you should be able (like in A17) to pick back up YOUR electrical components.

- You should be able to rewire already existing lights.

Thanks for reading, if I see more stuff that need balancing as I play "I'll be back".

Also please fix the double barrel shotgun and mp5 reload animations (they dont actual visually load anything).

 
Or I go and play other games in my Library, and stop trying to convince my friends to buy this game to play with me and wait till they polish it. Melee is too weak now and not practical.

 
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?
The right perks make crafting time quicker.

 
A18 is: Smoother, better, more streamlined, easier, more boring, way more not fun, and even way more I dont even care anymore.

Aim for the noobs if you want I'm out.

 
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