PC Alpha 18 feedback and balancing thread

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I just finished the day 21's horde.

https://i.gyazo.com/a1249bbfb038170a676eab8facc1697a.png (screenshot)

That was very huge!

I configured the server with 64 zombis/player on horde night (I'm alone on my server).

33FPS average during horde with high settings (UMA's textures on medium) on 2560*1440. The reste of the time it runs at 90~120FPS.

i7 4790K @4.7GHz

16GO DDR3 2133MHz

RTX 2080Ti 11GB

Is it fine ?

 
Difficulty for multi-player feels off a little bit. I don't know the exact mechanics of game stage, but I think it should do some kind of average between all allied players.

Also, a way to control / modify the number of total count of zombie during blood moon per players would be nice.

Bones should be harvest-able from zombie corpses to balance out with the duct tape for repair kit. Or maybe add a recipe for glue using plants and/or chemical.

 
overall - pretty good. glad to see a lot of what was taken out in A17 has returned.

need some balancing and critical fixes in these departments;

iron resources are too sparse. mining needs to return similar amounts to other ores. you get ~40-50 iron per ore vs 100 for coal/nitrate,

the curve for XP gain feels exponential. i understand the notion of pushing it out so that everyone can't get to max level by day 100, but this needs to be flattened some. it's day 210, i'm level 70, and it's a massive chore to get the next level (several hundred thousand XP per level),

fortbites + moonshine = invincible in PVP. this is way too overpowered,

explosion damage is ignoring claimed blocks and yields damage to a very large area,

bedrolls are bugged on mp servers. it is not uncommon for the entire server to start spawning on your bedroll,

vultures match your speed on a bicycle and follow you forever. they reallllllly hate bikes apparently (pretty sure this is a bug, albeit amusing),

melee attacks often go right through the zombie. typically happens when they are up in your grill, but i've seen it happen at normal arms length where it should have landed,

some sort of bug is present with super corn too. it doesn't like to grow when there are multiple super corn plants beside each other.

 
What is your point? I have no goals of making a 100% automated defense, I like shooting.
You weren't even shooting, you were using grenades. I also like shooting ,but I prefer melee weapons (and spears which I love).

But you mentioned we need to get our asses together , go outside and gather materials instead of crafting them when you are not playing with lots of traps yourself. I think that's called hypocrisy .

Btw if you want to make dart traps more efficient you should try to place electrifying fences and use walls of horizontal positioned plates on top of each other and fire through. I used this for melee so you can use it for anything maybe even grenades. You can fire rounds and the zombies won't eat your face.

 
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You weren't even shooting, you were using grenades. I also like shooting ,but I prefer melee weapons (and spears which I love).
But you mentioned we need to get our asses together , go outside and gather materials instead of crafting them when you are not playing with lots of traps yourself.

Btw if you want to make dart traps more efficient you should try to place electrifying fences and use walls of horizontal positioned plates on top of each other and fire through. I used this for melee so you can use it for anything maybe even grenades. You can fire rounds and the zombies won't eat your face.
Is this in regard to springs and mechanical parts? If so I stand by my comment that there are loads of them and players do not need to craft them.

I haven't messed with fences yet but I've seen them in action, and seem to work well in conjunction with dart traps.

I'm pretty sure I shoot 99% of the time and use grenades 1% of the time, when there is a big cluster piled up.

 
Insane, Nightmare all day, 64 hordes Day 49

As far as A18 goes, I must say that the developer has done a great job on FPS and texture improvement. I have been playing none stop since A18 was in experimental.

But there are a few things I want to address.

1. Hit box is off sometimes in both melee and mining. I missed my power attack multiple times when zombies got really close to me. As for mining, the game would intentionally hit the ore behind, instead of the ore that was directly targeted by my hit box.

2.Weapon quality and cloth quality bug. I have Q6 leather chest armor that yields 9 armor rating, while a Q5 leather cheat armor yiles 10 armor rating. The Q6 marksman rifile has a size of 4 magazine, but the Q3 marksmen rifle has a magazine of 5.

3. I really enjoy going out to look for books. However, I was hoping that the developer can do a combination of "learn by doing" from A16 while keeping perks/skills from A18.

4. The only problem I have with the perk system in A18 is that, I personally like the baseball bat/club, but not a fan of the shotgun. Therefore I invested in fortitude because I want to use the AK and the machine gun. Problem is, in a solo game, Intellect is a must have(transportation, forges, workbench, crucible) unless the player was really lucky to find the blueprint of those. As a result, I have always find myself having a hard time to lv up, and not have enough skill points to spend.

5. This is not a bug, but I really wish that the team can bring back steel polish/stainless steel upgrade. On insane difficulty, with 64 zombies, 90% of zombies were feral radiated. I had about 10 feral radiated cops and couple demolishes showed up, and my steel defense did not stand a chance. I am aware that a 10k hp block may make a defense invincible on lower difficulty(enemies are easier to kill), but I still hope that the developer can bring back the steel polish upgrades. Maybe make is very hard, expensive to obtain.

I appreciate the time and effort TFP has putted into 7D2D. The game has made great improvements, and I really enjoyed playing it.

 
I think the reason why crafting always feel underpower/behind looting in A18 is the double gate. Looting/item gate and perk quality gate.

I know the moto is the best item require loot only item. However the quality of said item is tied into perk, 3rd tier item schematic is unlocked via loot only, AND the best quality for the item is from loot only (Q6). Crafting gears just not viable, you can craft a low tier gear as a place holder until you can loot a replacement for it.

just my 2c, what if instead of the perk govern the quality. Perk lvl 1 allow you to craft and upgrade the item (this is regarding crafting only, other perk bonus stay the same). And higher perk level reduce the fail chance.

Example. steel pick axe T1: 5 steel tool part, 10 forge steel, 10 leather, 10 wood (i forgot the actual recipe amount and just pull number out of my ass here)

T2 = T1 pick axe + 3 steel tool part.

T3 = T2 + 5 steel tool part

T5/6, instead of upgrading to the next level, it reroll the stats.

crafting next tier can be fail and consume resource (you still keep the main item, but quality stay the same and you lost the parts). So while you can put only 1 level in it, it not advisable.

Perk lvl 1 upgrade 20% success rate.

lvl2 40%

lvl3 60%

lvl4 80%

lvl5 100%

This way, crafting is more viable and looting still relevant and have the best item.

 
office chairs.

we can slowly harvest them for 1-2 leather. 4 with all talents

we can just scrap them in a second for 6 leather.

in my server I made it unscrapabble (is that a word?), but I wish I knew how to change the scrap results

 
office chairs.
we can slowly harvest them for 1-2 leather. 4 with all talents

we can just scrap them in a second for 6 leather.

in my server I made it unscrapabble (is that a word?), but I wish I knew how to change the scrap results
Look up officechair01 in blocks xml.

change to what you want:

</property>

<drop event="Harvest" name="terrStone" count="0" tool_category="Disassemble"/>

<drop event="Harvest" name="resourceMechanicalParts" count="1,2" tag="salvageHarvest"/>

<drop event="Destroy" name="resourceLeather" count="1,2"/>

<drop event="Destroy" name="resourceScrapIron" count="5,15"/>

 
Look up officechair01 in blocks xml.change to what you want:

</property>

<drop event="Harvest" name="terrStone" count="0" tool_category="Disassemble"/>

<drop event="Harvest" name="resourceMechanicalParts" count="1,2" tag="salvageHarvest"/>

<drop event="Destroy" name="resourceLeather" count="1,2"/>

<drop event="Destroy" name="resourceScrapIron" count="5,15"/>
yeap, the only option missing is the amount of materials you get from scrapping, which is what I need

I could just up the harvest/destroy resources but I'm been nerfing loot all across the board, I dont want people to get a few chairs and make 3 forges

 
yeap, the only option missing is the amount of materials you get from scrapping, which is what I need
I could just up the harvest/destroy resources but I'm been nerfing loot all across the board, I dont want people to get a few chairs and make 3 forges
hmm, sorry idk where the scrapping numbers are. Maybe ask in the mods area. I'm sure it can be changed.

 
Been playing A18 I'm really happy with the balances and fixes the devs have put in his time around. After A17 I almost thought it was game over for me since I didn't like the new direction of the game at all back then.

I see others address a lot of the small things I would have mentioned, so I'm just gonna stick to two:

1. This game really needs a FOV slider that works, not console command, FOV slider. This game is one of the few games that can make me a bit seasick while playing because of the 65 FOV lock.

2. Shared XP on traps, atm we're 5 people plaing together, only one of us gets XP when a zombie dies on trap because of the talents and who "owns" the trap. This is counterproductive for the coop experience and has led us to avoid the traps because one player ended up with most of the XP. We tried putting points into the same talent to get the XP as well, doesnt work.

 
MM, sunset in the desert seems unnecessarily red, i even confused it several times with the beginning of a bloody night.

 
Timed charges seem very worthless and not at all in line with their in-game description.

This was incredibly disappointing. A stick of dynamite can leave a large crater, but a block of C4 literally does not damage blocks. At all. At best, it damages doors. And even then, barely. It's supposed to do thousands of damage, yet it did a mere 500 damage to an ordinary iron door.

Why are timed charges so useless? They're supposed to be a top-tier explosive. We were looking forward to using them as mining tools, but they do not damage blocks at all. In fact, they don't even damage people! We dropped them to give them to each other, not realizing they auto-armed, and it blew up at our feet, doing zero damage.

 
Is this in regard to springs and mechanical parts? If so I stand by my comment that there are loads of them and players do not need to craft them.
I haven't messed with fences yet but I've seen them in action, and seem to work well in conjunction with dart traps.

I'm pretty sure I shoot 99% of the time and use grenades 1% of the time, when there is a big cluster piled up.
So by that logic you'll remove pipes , electrical components and batteries too ?

 
Timed charges seem very worthless and not at all in line with their in-game description.
How is the description off?

You read "highly concentrated damage" and an explosion radius stat of 1 as "something that makes a huge crater"?

 
Gtx 1050ti graphics card. you have wont do much for your pc.
I have this card, and it plays most of my games well enough (on a single monitor anyway). In fact, I can't think of any other game I play where it's a problem.

I think the main issue is that TFP aren't finished optimizing yet. That's a constant uphill battle. I'm sure things will be a lot better once the game reaches gold.

In the meantime, the best thing to do is to just drop your resolution. With this card you should be able to play at 1600x900 with most other graphics setting maxed out (which is what I do). You will still have to use half-size textures due to memory issues though.

 
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