PC Alpha 18 feedback and balancing thread

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It is called minmaxing. If you want to go a certain (non-optimal) route that is your play style and that is fine. If you want to say there is too little certain thing when doing a certain route then there is a problem. Buffing/nerfing a thing or things to suit a certain play style cascades to other play styles and most probable result will be your desired style feels fine and balanced while some other style now becomes most optimal and some decent styles go to ♥♥♥♥.At this point with so many variables it is nearly impossible to balance all styles and nature of humans is to go the path of least resistance. This is especially noticed in multiplayer where a lot of stuff is totally out of wack, but for pve it is totally fine.
Or just leave a good amount of ammo in loot like it is.

Half of it comes from ammo piles. If someone has too much ammo, then stop looting the ammo piles. Common sense.

 
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Since Twigg said that was the intended design, I'll post this here - Mining/firefighter helmets should definitely have light w/o mods. There is little point at getting a mining/ff helmet when you get a mod which you can install at any helmet.
Doesn't this make more sense for a smoother progression?

Torch - got to switch.

Flashlight - better light, still got to switch.

Mining/ff helmet - equipped light, but on a mediocre helmet.

Helmet light mod - equpped light, on any helmet you want.
Renaming the mining helmet to hard hat or safety helmet would fix the confusion I think.

 
It's tough to qualify what is a 'balance' issue. But, end game is lacking in fear and reason. I felt I had some ideas that might balance the end game experience and retain that 'fear' you have in the early days of a game.

- Ever increasing zombie difficulty

- Zombies failing to continue red night

- More Wandering hordes

- PermaDeath

Long wordy explanations:

First let me say I love the game. We just wiped our server so we could play low levels again. Low levels are hands down the part of the game me and my friends love the best. Once you reach that 'turning point' where you need nothing, and nothing scares you, its allure fizzles.

Example. myself and a friend built a giant base that took some damage from the Destroyers on red night, but nothing that was scary. Still Red Night was entertaining. However at level 80 we were pretty much invulnerable unless we purposefully did crazy crap like pull the roof of a Shotgun Messiah at night, with everything at Nightmare and at Level 5. We even set day time zombies to Nightmare. Murdering stuff is fun, but the fear was gone. The struggle to get food going in the garden, or to find a darn beaker, or the terror your base would be too wobbly to stand an assault was gone.

What I would like to see is an ever increasing Zombie difficulty. 'Level 5' just isn't enough once you are geared. I realize we can increase Zombie block damage, but as previously mentioned, Red Night is fun, and spending a huge amount of time simply collecting resources to replace things and patch holes gets old too.

The Zombies could be more thorough. I had an instance where I lagged off my base into the horde during red night. There wasn't a way back in, so I took off for a mine I had dug nearby. They caught me in the mine and killed me, and 'poof' red night was over. There was another player in the base. They should continue to destroy everything in sight until there is nothing left but rubble, or they have been dispatched.

A config setting to increase the frequency and number of Zombies in wandering hordes? (Currently we run towards them when we see one - it's just some experience points).

The last thing, which is probably unrealistic, is an option for PermaDeath when you die. Some deaths are lag related, or cat jumping on your keyboard deaths. But some deaths happen because you got in too deep, or simply got killed by the Zeds. Having a pop up with the option of self PermaDeath would be awesome. Being forced to start over would add a great deal of longevity especially when multiple people are working together. I.E. loose your miner, or your scientist?

My 2 cents. Have a great day everyone :-)

 
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I just found +1150 gasoline in one fuel pump. The other had just over 500. Default settings, pregen03, SP. Loot really is off and needs balance.
And I do remember Madmole stating that gas is harder to find and well balanced. Guess he is wrong... again.
Do you know how long 1150 gallons lasts? Maybe a day on a minibike, maybe 1km on the 4x4. 4x4 eats 10k a day.

 
Currently, Crucibles are a huge gate. You need to invest crazy amounts into INT in order to get access to steel, or pray to RNGesus that you find a crucible or a crucible schematic.
There aren't many ways to obtain Forged Steel otherwise.
Wrench broken vending machines, street lights, safes. Traders sell gobs of them.

 
Wrench broken vending machines, street lights, safes. Traders sell gobs of them.
Seriously? Thanks! I had no idea on those 3. Between those and all of the home-heat radiators I've passed up on since forever, I feel silly.

 
Why do you feel it is excessive? How many farm plots do you feel, game balance-wise, should a player have in the 1st week of the game; assuming one is playing on the default 60 minute days.
I ask because I feel the number of rotten meat needed isn't the relevant point, it's how many plots should a player reasonably be expected to make.

Playing my game I was able to get 10 plots up in my first week without any special focus other than harvesting every corpse pile I found.
I always have more plots than seeds but at most I might buy one rank of living off the land.

 
Recent discovery I made, "Sprinting" while driving a vehicle consumes far, far more gas then just driving it normally. For about a 30% speed boost you consume about 5 times the gasoline, probably more. This is most likely a bug.
No its not a bug. Its not as bad as you say but it does use a lot more fuel with the pedal to the metal. I floor it everywhere I go unless I have a gas shortage then I don't.

 
Hey Madmole,

I mentioned it in the previous bug report and Twigg said they're looking into it, but you're aware 1 point into daring adventurer guarantees complete full stacks of ammo (or rockets, molotovs, pipebombs, exploding bolts, etc.) as a reward option right? Just wanted to make sure that gets changed pretty quick, I've been avoiding taking them because that's just too OP, but I do feel a bit cheated out of another reward spot lol.

 
Is this right :
Repair kits are being sold at 372

Yet you can buy Duct Tape at 50 and Forged iron at 24

Does that not defunct buying Repair Kits in the first place ?





Also Blocks/Torches like are not snapping to the lower level more so I am finding on many POI(s)



- - - Updated - - -

8GB Ram isnt the issue but his 1050ti with its Standard Memory Config of 4gb is.... ;)
Supplies are always cheaper than the combined product, or at least they should be.

 
Currently, two levels in Sexual Tyrannosorus is enough to completely negate the stamina-drain of mining with a pickaxe, thus rendering stuff like coffee or the other three levels in that perk, kind of unnecessary.
Sucks to say, but iron/steel tools should probably cost more stamina to swing.

As for power attacks, I assumed those were intended for combat. Not for mining. The slower animation and irritating battle-yell make that obvious to me.

Though if the DPS of a power-attack is lower than normal attacks for the same duration, then that's probably a mistake.
Coffee increases mining harvest.

 
what in the F is up with Iron Knuckles requiring mechanical parts? like, at all, let alone needing a dozen of them.
and making steel knuckles requires steel knuckle parts. if i had a bunch of steel knuckles to get the parts from, i wouldn't need to make the steel knuckles in the first place, would i?
All good items require parts, we're not letting crafters sit in their base and make the best gear without some looting. The reason they need parts is to take 5 brown ones and scrap them and then craft into 1 blue set.

 
From what I've seen, maybe higher tier stuff needs to be slightly more rare to find. Seems you have a better chance to find the high tiers before you can ever get the parts to craft them.

 
Machine Tools (Chainsaw, Auger) are unlocked Via the intelligence/advanced engineering tree, but the qualty of the crafted item isn't calculated based on that.
As far as I can tell, Miner 69ner, the tool-crafting skill, is what dictates whether you make a quality 1 or a quality 5 chainsaw.

Sure,I can see the logic in that, but that's not how any of the other item/weapon crafting skills work.

Salvage Operations (perception) teaches you to craft wrenches, it lets you make better use of wrenches, and it controls the quality of the wrench you can craft.

Advanced Engineering (intelligence) unlocks the schematic for Chainsaws and Aungers, but Miner 69ner (strength) is what dictates their quality level and how skill you are with them.

Either the schematic should be moved to the mining tree (probably the final tier?) or the quality of the chainsaws you craft should depend on your intelligence and your engineering skill, not how well you can swing a pickaxe with your mighty thews.
Yeah that one seems weird. Seems like an oversight since all top end items are schematic craft only, probably something we missed in the overhaul to 18.

 
I have a thought that makes sense to me and am wondering how others (including devs) feel about it:
I think that someone who perks into a item/crafting tree should be able to use raw materials to create the desired item at their quality level. (Example - Hunting rifle would take wood, forged metal, mechanical parts, etc) Someone who has only found a schematic for creating an item should have a different recipe that can only make low quality and requires the "parts" from scrapped items in that category.
We don't want people spam crafting blue weapons and making a fortune and handing them out like candy to their friends, or being able to replace anything lost due to raids with basic mats etc. All good items have a loot only or two trinket ingredient so we can control economy, pacing, risk, reward etc.

 
Why?
Having two diffent recipies don't benifit anyone.

Personally, I'm not a fan of 'parts' at all.

If I know how to make steel armour, and I have tons of steel, leather, cloth, glue, ducttape and everything else needed, then what is a 'part', exactly?

It's just an arbitrary limit on how much armour I can craft, even though I already have everything that I actually need.

You already need a crucible to make steel, and the raw metals to melt down into forged steel.

For light armour you need ballistic fiber, which can be a pain to gather or craft.

There's no need to add another gatekeeping attempt.
Yes there is. See my previous post.

 
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