PC Alpha 18 feedback and balancing thread

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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.
there was no xp for the majority of that time either, let alone perks.

if we didn't have shared xp i would end up level 70 before the second half even reached level 10.

if i was playing with my brother, the only thing that would result is that we would trade kills which would get dull fast. what's the difference between that and having shared xp be split 50/50 instead? and how could you claim shared xp is OP if it was split 50/50, you end up with the same results. excluding the hassle of course. spend enough time micromanaging in this game already.

if the issue is someone sitting at base mining or whatnot while getting shared xp then the problem isn't the shared xp, its the ridiculous range. the range should be limited to the size of the largest poi's.

 
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if i was playing with my brother, the only thing that would result is that we would trade kills which would get dull fast. what's the difference between that and having shared xp be split 50/50 instead? and how could you claim shared xp is OP if it was split 50/50, you end up with the same results.
I can answer that one.

In A17 it wasn't 50/50. It was like 80/80. That's what many called OP because it was.

In A18 it is still 55/55.

if the issue is someone sitting at base mining or whatnot while getting shared xp then the problem isn't the shared xp, its the ridiculous range. the range should be limited to the size of the largest poi's.
Yes. If you set the range to unlimited then I would see that as ridiculous, too. Your choice, though.

 
- 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.
Yes, good call. That's why there are perks for faster crafting time and forge mods.

And also yes - that's why you can pick your electrical components back up and rewire them.

 
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.
Change is hard. See if it grows on you.

Based on the responses from A18, the changes appear to be well received by the majority. So there is a good chance you will to if you approach it with an open mind. If not, move onto to something else and check back in again once the game goes gold.

 
I can answer that one.In A17 it wasn't 50/50. It was like 80/80. That's what many called OP because it was.

In A18 it is still 55/55.

Yes. If you set the range to unlimited then I would see that as ridiculous, too. Your choice, though.
how is it with 3 people? still 55/55/55? or it drop to something like 35/35/35? which it should imo. i only play in groups of 2

well, mmorpgs tend to do something like 50/50 then 35/35/35 then 30/30/30/30. to take into account the extra time spend traveling between kills.(don't think its necessary in this game. i'd be happy with 100% split evenly with entire group).

anyways, if groups of 3+ are still getting 55% of the original xp then there's something off and it needs tweaking. otherwise i'm not sure how its more xp and overpowered in any way. might as well remove MP if we don't want people having the benefits of playing with others, which usually results in easier games unless you're playing with my wife anyways.

 
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Yes, good call. That's why there are perks for faster crafting time and forge mods.
And also yes - that's why you can pick your electrical components back up and rewire them.
You can pick them back up? Need land claim?

 
Yes, just like in A17.

how is it with 3 people? still 55/55/55? or it drop to something like 35/35/35? which it should imo. i only play in groups of 2
You gain MORE total experience when in a group.

What does NOT happen in A18 is that every kill is worth op to 300% XP while in a group. The function was simply a bit... generous.

 
i think there a bug in POIS that if you die your bag is lost and you cant get your stuff!

this has happen to me twice!

 
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Yes, just like in A17.


You gain MORE total experience when in a group.

What does NOT happen in A18 is that every kill is worth op to 300% XP while in a group. The function was simply a bit... generous.
ah ok, thank you. i never did the math and don't pay so much attention to xp, except to make sure the zed is ded. never even noticed the difference between 17 and 18. all the fuss got me curious. seems fine to me as is, at least for 2 player groups.

 
there was no xp for the majority of that time either, let alone perks.
if we didn't have shared xp i would end up level 70 before the second half even reached level 10.

if i was playing with my brother, the only thing that would result is that we would trade kills which would get dull fast. what's the difference between that and having shared xp be split 50/50 instead? and how could you claim shared xp is OP if it was split 50/50, you end up with the same results. excluding the hassle of course. spend enough time micromanaging in this game already.

if the issue is someone sitting at base mining or whatnot while getting shared xp then the problem isn't the shared xp, its the ridiculous range. the range should be limited to the size of the largest poi's.
Yes, sorry, I wasn't very accurate : when I speak about shared XP, I mean it the way it was handled in A17. The bonus that was given at the same time made nos sense for me. According to Gazz' answer, sounds like it has been corrected (but not enough, if I understand it correctly).

Shared Xp without bonus don't bother me at all : if people are doing similar thing at the same time, it even sounds logical.

 
Yes, sorry, I wasn't very accurate : when I speak about shared XP, I mean it the way it was handled in A17. The bonus that was given at the same time made nos sense for me. According to Gazz' answer, sounds like it has been corrected (but not enough, if I understand it correctly). Shared Xp without bonus don't bother me at all : if people are doing similar thing at the same time, it even sounds logical.
i agree. 100% split would work but seems they've already tweaked it some for a18. though if madmole goes on a rampage to get it removed completely i hope he tries that first instead.

 
Change is hard. See if it grows on you. Based on the responses from A18, the changes appear to be well received by the majority. So there is a good chance you will to if you approach it with an open mind. If not, move onto to something else and check back in again once the game goes gold.
Its been a pattern with me and this game. I've been playing it for a while. A couple of the major patches break things big and I stop playing for a bit. There are things I did like about 18. Yet definitely not in the mood to have to relearn the combat yet again. These changes just seem to draw out combat a bit to long.... have to hit a couple times, run away, wait, hit a couple more times, run away wait. Knife weapons are absolutely useless ATM, and they even acknowledge that in their next patch.

 
Its been a pattern with me and this game. I've been playing it for a while. A couple of the major patches break things big and I stop playing for a bit. There are things I did like about 18. Yet definitely not in the mood to have to relearn the combat yet again. These changes just seem to draw out combat a bit to long.... have to hit a couple times, run away, wait, hit a couple more times, run away wait. Knife weapons are absolutely useless ATM, and they even acknowledge that in their next patch.
Tbh honest most approaches are going to feel longer vs the old swinging while backpedaling tactic. However, there are ways to pick up the pace rather considerably. Perking into weapon types, knocking zeds down (e.g. power attacks, attacking zed legs, etc.), junk turrets, etc.

Even if it does take longer, there is so much variety and choices now, the game feels more fun and deep. I suspect others feel the same.

 
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.
Well, to be fair there's zill realism in any video game lol. I've never summoned screamers with augers/chainsaws at over 200 gamestage. Wonder if it's group-tied.

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.
Oh yeah lol. I play on Nomad / jog day, nightmare at night/ferals/bloodmoon with 16 spawning, I never finish a horde night with much extra ammo. I'm specced into machine guns (use the AK/M60), yet when out and about I only use a pistol/melee/arrows to save the precious 7.62. I don't even craft 9mm, I just use what I find and no more. At default settings, yeah I had tons of excess ammo.

 
I play on 25% xp nomad, all day horde night

You guys did a great job with most of the balance.

Loot is ok, zembies did surprise me with their occasional charge, life became pretty harsh out there.

What i did notice that bows really got nerfed, i mean dont get me wrong i wont expect much from a handmade on spot bow and stone on a stick at the start of the game, but its really hard to do any ranged damage early on. *maybe add an iron scrap arrow* thats between the stone and smelted iron arrowheads and make wooden bow more frequent to find in hunting lodges rather than in cities

As for melee damage im fine with the current RNG damage and quality mixup, but what i reall miss since the start of 7 days to die to have a Shield or weapon block to avoid or reduce attack of a zombie

i mean currently everyone just max melee range hit the zombies and running if they start to run or swap to guns

it would be really fun to have a dynamic option to eighter go and be close and personal to a few zombies and brawl them

Guns are still awesome, they are well balanced with the perks and im really happy with the armored zombies vs ap bullet and of course more more guns. wonder when we can do setup a nest with machine gun pre loaded on a tripod to jump between positions

Recipes: Well done on the recipe vs perk ideas, but to be fair please on seeds like corn, yukka etc, remove the recipe and make it default *or atleast make the recipe available after looting a corn*.

(I mean if a person in the post apocalyptic world cannot figure out where the seeds are on a corn, should shoot themselves in the head)

Graphics and world generation: really good job, seeds generated smoothly. like the rugged terrains and no more endless flat terrains (sometimes barren biome is too empty on the 8k gen)

Started to notice on multiple setups that really far away mountains with fog tends to flicker in and out of existence

Talent distribution: Now this is a topic you guys probably dont like

At the moment yes fortitude is too overpowered with the current distribution

What i would definetly add OR add a list on an item what perk affects what weapon (lets say i loot a bone knife or iron pickaxe, will it be affected with one handed weapon damage or two handed? ) , best would be on a weapon it would show currently affected by what with the percentages *also i would add on the weapons the category, 1 handed club etc to make it more understandable for people who just started

I personally adore and hate some changes in talents and it will take time to explore hybrid talenting solo

I would also advise u guys to make zombie spawn frequency/event frequency(like roaming zombies or wolves), loot multiplier/balancer settings on server/game so you statisfy some players who want total mayhem or get more reward per investment on their own free will without destroying a generic balance on all gamestyle

I really like the changes and the directions you guys are heading * Good job to the devs and all involved* , i like the harsh survival and hard encounters you are going towards, still ai and battle dynamics could get better in the future (also please add in multiple type melee weapon animation (for gathering tools and melee weapons not just for power attack) and please please please make weapon jam/malfunction a thing!

Ps.: also i would love to add that please make a few nodes to be visible on top of the ground , not all of the resources (at the moment i hit each 2 mins a resource indicator with my bike)

 
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Balancing feedback

Hey guys!
This is our feedback thread, please post suggestions and feedback on A18 in this thread.
1 plant gives 1 seed. 5 plants for 1 seed is ridiculous. :sour:

1 meat gives 1 boiled or grilled meat. 5 meat for 1 boiled/grilled meat is ridiculous. :sour:

1 large bone gives 1 bone knife. 5 bones for 1 knife is ridiculous. :sour:

1 rez sickness is so 1990s. Bad enough you get thrown all the way back at your bed roll but now your weak for 30 minutes because you got overwhelmed by zombies. :sour:

Max stamina and health reduction needs to go. There is no point in it other to make the game frustrating. Make it a switch that defaults to off at the least.

The new crafting 'helper' blocks aren't helping. I like to search the menu for what I want not perform some voodoo nonsense to conjure up a block that isn't right only to have to repeat it over and over.

Forced update to Alpha 18. I was playing in Alpha 17 and now my games are trash. I didn't want 18 especially forced!

We hope you guys enjoy Alpha 18!
If you change the above maybe.

 
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1 plant gives 1 seed. 5 plants for 1 seed is ridiculous. :sour:
1 meat gives 1 boiled or grilled meat. 5 meat for 1 boiled/grilled meat is ridiculous. :sour:

1 large bone gives 1 bone knife. 5 bones for 1 knife is ridiculous. :sour:

1 rez sickness is so 1990s. Bad enough you get thrown all the way back at your bed roll but now your weak for 30 minutes because you got overwhelmed by zombies. :sour:

Max stamina and health reduction needs to go. There is no point in it other to make the game frustrating. Make it a switch that defaults to off at the least.

The new crafting 'helper' blocks aren't helping. I like to search the menu for what I want not perform some voodoo nonsense to conjure up a block that isn't right only to have to repeat it over and over.

Forced update to Alpha 18. I was playing in Alpha 17 and now my games are trash. I didn't want 18 especially forced!

If you change the above maybe.
Rez sickness? That is soo 2018. Were on A18 now. Keep up with the times! 😂

 
1 plant gives 1 seed. 5 plants for 1 seed is ridiculous. :sour:
1 meat gives 1 boiled or grilled meat. 5 meat for 1 boiled/grilled meat is ridiculous. :sour:

1 large bone gives 1 bone knife. 5 bones for 1 knife is ridiculous. :sour:

1 rez sickness is so 1990s. Bad enough you get thrown all the way back at your bed roll but now your weak for 30 minutes because you got overwhelmed by zombies. :sour:

Max stamina and health reduction needs to go. There is no point in it other to make the game frustrating. Make it a switch that defaults to off at the least.

The new crafting 'helper' blocks aren't helping. I like to search the menu for what I want not perform some voodoo nonsense to conjure up a block that isn't right only to have to repeat it over and over.

Forced update to Alpha 18. I was playing in Alpha 17 and now my games are trash. I didn't want 18 especially forced!

If you change the above maybe.
A few of those things were changed by A18.

Rez sickness is no longer a thing. You get an XP deficit instead.

The first three points I don't like either but it is what it is at this point. It doesn't ruin the game or the balance so its whatever to me. A18 is my fav alpha so far. You should give it a try.

 
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Forced update to Alpha 18. I was playing in Alpha 17 and now my games are trash. I didn't want 18 especially forced!
I'll tell you how to revert to A17:

Go to steam library

Right click 7 Days to Die

Click Properties at the bottom of the menu

Go to the Betas tab

Click the drop down menu for betas

Alpha 17.4 is the forth one from the bottom of the list right above alpha 8.8

 
A few of those things were changed by A18.
Rez sickness is no longer a thing. You get an XP deficit instead.

There is no longer a loss of max health and stamina either.

The first three points I don't like either but it is what it is at this point. It doesn't ruin the game or the balance so its whatever to me. A18 is my fav alpha so far. You should give it a try.
whhhhaaaaaat this is a troll post right? None of this is true besides xp deficit.

 
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