PC Alpha 18 feedback and balancing thread

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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.
Also, why should the person making the food, or gathering the resources, be left behind ? Is it not coop ? The XP gains are not balanced. The guy who runs the trader quest will be level 100, and the guys looking after and building the base will be level 20.

 
It's a Early Access game in Alpha stage of development. It is going to change a lot still. Try to indulge the change and find way to enjoy it, as you can't stop it. I am sure if you actually play a little more, you will find more things you like in A18, than those few points you don't like.

 
Either an option in Server settings to Remove the Zombie Rage mechanic or reduce how often it happens. cause i dislike it and im sure others feel the same

 
Either an option in Server settings to Remove the Zombie Rage mechanic or reduce how often it happens. cause i dislike it and im sure others feel the same
You're right : 2 others guys wrote they didn't like it. I will try to make you meet them. More seriously :

- You can remove the rage mechanic by playing in the first level of difficulty. No rage in that mode.

- You can set the speed of zombies at "nightmare" : they won't be able to go faster.

- You can learn to deal with it, because it's a feature now and it's good to adapt your playstyle to what is created by the devs.

 
Warrior diff Day 19. Doing the shotgun messiah i fired 300+ AK47 rounds. 70% aimed headshots. The loot was completly useless. Time + Brass> LOOT
Tier 5 POI's are not worth the cost. So completion of all the tier 5's, need to be a part of a final quest.

Final quest possibilities:

-End the Blood mood hoard, forever!

-Find the location of Dukes Hideout! (which will have Massive amounts loot and of course, Dukes)

-Get a 50% price reduction at all the traders!

Something like that.

 
I will tell you what I changed to play now. If it

"accidentally" gets nerfed, I will mod it back because

I like it, just as if in the wild for me. Originally

I would use the re-enforced iron club.

Now day one create 6 frames, 5 wooden ladders,

5 stone spears, a wooden bow and a few arrows and

as you can make torches 5 minimum 10 is better.

Goal one is base food, but you might as well be

mooning the pig early on. Instead when you spot

your first, stack 3 frames re enforce them, make stairs

or the other 3, put the spears in 5 consecutive slots.

aggro the pig with the bow, power hit with spear when

below rinse repeat till dead. may take 3.

For melee, in the beginning 5 power strike spears will

stop black wolves, lumberjacks, mountain lions, boar, and

some ferals. Even when they rage, once you get accustomed

to the throw timing you can throw, reload from a safe

distance, and throw again till each is dead. If stamina is

low go to bow and basic not focus headshot till stamina

builds.

Works well with the screamer horde. I go outside, to a

crossroads because the gravel sounds are easier to detect.

I fight mostly at night gamma set to 19 so its dark.

Lay the torches in a circle but keep one should you need to

sprint a bit. The light from 3 torches will allow you to

efficiently dispatch a group.

As you progress advice do as many of the trader treasure quests

many of the rare things needed to make the beginning livable

are the choices they give. Vitamins so you can eat roadkill,

and purifier to drink toilet water safely.

The ladder rungs are for your very first pois, ninja dogs, and

mountain lions, I put them on the sides of garages, for elevated

point of attack, Night fighting you beed an edge to survive,

the little gottchas.
 
Also, why should the person making the food, or gathering the resources, be left behind ? Is it not coop ? The XP gains are not balanced. The guy who runs the trader quest will be level 100, and the guys looking after and building the base will be level 20.
This is an assumption, right, not feedback?

For every complaint that quests / killing zombies is too much XP you will find one about harvesting / building yielding too much XP.

 
day 2 lvl 2 first POI i went into and 2 yes 2 screamers beeline into the building and call down hell from below on my ass. no forge no torches and i only just put down the LCB about 50 blocks from this POI... spent the whole next day looking for honey.. rng it might be but 2 honey from over 15 stumps found? and damn how few of those stumps there are.. got killed due to suden FPS drop while searching the only upside to this is i dont need the honey anymore. was geting 60 to 40 FPS but for some reason after the death it tanked to 14...

GTX970 4Gb

3770k @4.2GHz

16GB ram

1920 1200 resolution.

in 17.4 got a solid 60FPS same settings on 18 and tanked to 27 to 40. everythin else with this update is great but the loss in FPS performance is shocking.

EDIT: great, just great. my trader from starter quest is in the wasteland.. not going to happen....

 
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I wanted to get plenty of Game time in before giving any feedback so I waited until now.

I think you guys are well on your way to a success. The addition of the "Books" means even if you reload a map you have played before, it will always be a different game. New Books = New Skills = new Abilities= New Playstyles (at least for some). I really like this addition.

The return of the "Above ground" minerals we saw back in A16 is a sign that what was once tested and worked, is used in the future.

Not too crazy about the reversal of the "Food" system where the canned food is now the basis for survival and "Created food" is something players now eat only in their bases to top up before heading out. I can see the idea behind boiled water being "slightly" dangerous as boiling kills bacteria but doesn't remove chemical contaminants, but some crafted food should be totally safe to eat as well. I am sure a balance will be found.

Absolutely LOVE the new icons and POI changes. Great look.

Construction took me a bit of getting used to but another great improvement imho.

Too many Screamers spawning with near zero "Heat"

Love for a way to RanGen a map without getting 70% Desert and/or Wasteland and 10% Snow 10 Burnt and 10 Forest. It would be really nice to be able to input the % desired before creation. (I know there are mods out there that can do that but I am talking about the base game)

I believe that I have purchased games in the past that were not this fleshed out as "Released Material" and you are still in Alpha Stage. All in all, I am VERY PLEASED and can't wait for what comes next. Thanks.

 
First, I want to thank the developers of 7 Days to Die. I have enjoyed this game thoroughly and I have 2000+ hours of actual game play.

I also want to state I am not a soft player my game mode is on Insane or Survivalist, default on everything else except air drops, they are marked on.

When I play a solo game, all zombies are running always.

My play style is Killer/Looter/Quest/Builder/Gather/Miner. I do it all because I enjoy everything in this game and to survive in hard mode.

My current game build is 18.1d2 and my character in this game is level 59 I have put in about 50 - 60 - hours into the 18.xx release at this time with a few friends.

I respect everything you have done with this game except the point in making crafted items only level 5. If you put all needed points in an attribute you should be able to craft Legendary items, this does not diminish the game instead it adds to the game because a person should want to go fully down a Stat tree to get level 10 in per, str, fort, agil and int.

The way the game mechanics are right now you still have to go out and do POI’s or (quests) or you have to kill/loot a place and hope you get items you can scrap down so you can have parts that are needed to create a better weapon/item. You cannot just go down a Stat and bam make level 6 items, you need part of that set to make that items. ( I love this please don’t change it)

Like you have suggested different level items should require different amount of parts.

I have played this game in alpha 18 for 50+ hours and I have been able to build myself 2 level 5 steel tools (for example) and I am level 59. Why not double the amount of parts needed for level 6 and classify it legendary? ( I would have only been able to make 1 legendary steel tool then with the current settings.)

This still makes the items very rare because the amount of parts needed, also more balanced then just maxing out lucky looter, better barter, and daring adventure. Then buying level 6 items from the trader or finding them while looting/questing.

This allows other builds which is your goal as per the update notes. If this is not allowed Perception, and Intellect will become the new norm tree line with a few adjustments to compensate so level 6 can become attainable more easily.

Again, thank you for this fun game looking forward to see what you do.

PS. Do not make the game easier because people complain. There are more of us out here who love the game and find it not difficult enough but instead of complaining we are gaming.

 
Some feedback: day 29 (Nomad)

1. The usefulness of the burning shaft mod in combat is questionable as it nearly guarantees triggering rage while not doing much damage.

2. Not enough arrows in loot. Also I havent found any steel arrows in loot and I really miss being able to save up a stack of steel arrows from loot.

3. The rotting flesh requirement for farm plots feels a little high. I think reducing it to 8 would be good, or maybe making an alternate recipe.

 
I have noticed that if you try to replace gravel with asphalt in the Creative Mod, for example, you put gravel instead of asphalt. An experiment revealed that the soil type used does not matter, it is always replaced the existing soil. Each type of soil behaves like the soil filler

Version 18.0

 
I have noticed that if you try to replace gravel with asphalt in the Creative Mod, for example, you put gravel instead of asphalt. An experiment revealed that the soil type used does not matter, it is always replaced the existing soil. Each type of soil behaves like the soil fillerVersion 18.0
It's actually a little worse than that. You could place sand, gravel, etc on top of asphalt for example, as opposed to replacing, and it will still look like asphalt.

 
This is an assumption, right, not feedback?For every complaint that quests / killing zombies is too much XP you will find one about harvesting / building yielding too much XP.
Nope. I left my friends far behind when it came to XP, and we finally raised the range so they can get XP from me as I do quests. Spend your first 3 days in game just doing quests, you will have no problems ahead. Fitted and skilled ready to prepare for horde night. .... and I wasn't complaining, I was agreeing with previous poster....

 
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.
Thats because you aren't using electrical defenses. You can either craft 3000 ammo on a horde night, or repair electrical defenses in a few minutes afterwards.

You need a combination of defense types, not just firepowered ones.

- - - Updated - - -

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.
The plains biome was removed a year ago.

 
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've seen in both in sp and mp now.

 
How about individual sliders for complete customization of every game that we play? Similar to that of Ark, let the player choose whenever they start a new game, ALL of the different options using sliders instead of a few drop down menus. Include new options that may normally be set in XML, and others that people may like playing with/without e.g. (Individual harvest amounts, Crafting options like speed and XP gained, XP options, stack sizes, various resistance settings, various damage settings) Really give the player complete control over their individual game without needing to go into the XML to make changes manually.

Also, more food options would be great. Not just recipes, but food that can be planted and harvested. Tomatoes, onions, wheat, lettuce, cucumbers, fruit trees, etc.. Many of the mods already add this, and people seem to really enjoy the variety.

One other note, with planted seeds.. Would it be possible to make it so in order to remove a planted seed you have to hold E or something like you are picking up a workstation? It gets annoying sometimes when hit boxes are weird and you keep accidentally hitting the planted seed and having to replant as you are walking down a row of something you have planted, like potatoes. I'll be walking down the row punching the grown plants and the game will randomly decide that it is looking at the hit box of the seed of the plant I just previously harvested and will hit that instead. It's not a huge deal, but making it so you cannot punch the seed out of the ground would fix the problem.

Reduce the number of weapons/tools in loot and give us more parts for those items. I have the ability to craft Steel tools, but I cannot craft since I cannot find any steel tool parts for some reason. Aside from the fact that, like everyone else is saying, you likely will find everything you need tool/weapon wise without ever needing to craft.

 
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@MadMole

I can honestly say now in a18 that I have not been able to craft one single gun better than loot drops by the time I had enough resources and schematic unlocks in more than 160 game days. We DID finally craft iron tools yesterday better than what we had because they aren't gated by looted found parts or schematics, like steel toolls are.

Here's an off the wall thought:

Maybe reverse the drop rate of gun parts vs found complete guns, and remove the schematics for them completely. That way if people find enough parts they will be able to craft them, so looting is still addicting. It won't be raining complete guns anymore, and players will HAVE to look into crafting them.

(On our new 12 day sp game I alone have 5 ak machine guns with the best being tier 4, and a tier 3 pistol, among 1/4 chest of found guns... and this is only the loot I've found myself. The other players (3) have the same personal stash of guns.)

We would still have the random specs of found guns and the random specs on crafted ones as well. Maybe the main attributes can increase crafted gun quality probability for the weapon types associated with them when invested in? Its kind of like a hybrid of the old crafted weapons from a15 and the new system.

I would also drop the steel tool schematic, and possibly even the required parts, or just increase the probability of finding the steel tool parts in loot. That would resolve the steel tool crafting issue.

(Again, never been able to craft one single steel tool in 160 game days now because of lack of either the schematic or the parts.)

For reference, thats one 77 day game, one 56 day game, and now one 12 day mp game.

These seem like the simplest fixes for weapon and steel tool crafting to me.

 
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Nope. I left my friends far behind when it came to XP, and we finally raised the range so they can get XP from me as I do quests. Spend your first 3 days in game just doing quests, you will have no problems ahead. Fitted and skilled ready to prepare for horde night. .... and I wasn't complaining, I was agreeing with previous poster....
If your builder is only lvl 20 while your quester is lvl 100, they are doing it wrong.

Building gains XP very quickly. If your builder is good at what they do, they can manage to level up and get to concrete fairly quick which gives something like 420XP per block they upgrade.. per block. By comparison, you are getting roughly double that per zombie you kill. Which is faster, killing zombies or upgrading blocks? You literally can go into any town, and start upgrading wooden structures for major XP.

 
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