PC Alpha 18 feedback and balancing thread

Status
Not open for further replies.
please fix weapon loading and handling stats/ammo

the ak reload you put in a new mag and rack the bolt. 29/*** ammo. Not quite you should have 1 in chamber and 29 in mag still so should be 30/*** ammo.

UNLESS you had one in the chamber when you started the reload then you should have 31/*** and there should be no animation racking the bolt and animation should be shorter. same with extended and drum mags.

 
pros1. It's been fantastic seeing zombies actually pathfind into my base!

2. power attacks are fun

3. thank you for adding so many server options to customize gameplay experience.

4. thank you for the new stealth system from the bottom of my heart

cons

1. Agility needs a perk for increasing strafe/backpedal speed for more agile melee combat.

2. cop zombie explosion is too damaging

3. Can zombie vultures please give an attack cry? They're too quiet...

4. melee sneak attacks seem almost unacheivable (dark, no armor, not stepping on noise-makers, 4/5 sneakiness perk)

5. I wish stealth was somehow useful during hoard night.
Good feedback, we can probably address most of these at some point. Are you talking about cop block damage or entity damage?

 
Good feedback, we can probably address most of these at some point. Are you talking about cop block damage or entity damage?
Entity damage from my playthroughs. But, even then I don't think it's that bad.
 
I play a lot. After many hours of play, I saw that the game has a lot of stone, clay, glass jars (these are resources that I don’t specifically mine, they accumulate themself), gas (they are easy to mine and craft, you can reduce production)

these things quickly become useless.

From the first minute of the game, I start throwing out empty glass jars; I am tired of doing this for 1000 hours. They start to be caught from the first minute of the game.

glass jars can be replaced with something more universal. For example a plastic bottle. From it you can craft 1) a bottle of water 2) food 3) make glue, 4) burn in the forge as fuel 5) get plastic from them.

Glass jar is useless

in store brass is more expensive than bullet casings
Nobody throws away jars lol, this is the first I've heard of that. A lot of players still produce them I am sure, once we get telemetry implemented we can see what and how many is being crafted. I make hundreds of duct tape every week so I might cook a few jars for that and go fill at the lake with murky water.

Jars aren't perfect but I don't see how exchanging plastic for glass would be any step forward.

I had an idea to where you just fill your cooking pot with water like a forge holds metal and then make whatever you want from there, but again it doesn't really do much for game play instead of using convenient jars you have to make trips to the lake to fill a bucket and again, a movement without much if any tangible gains.

 
First time for me but stumbled over mini bike and fell into the void, under the map.

Interestingly though the game re-spawned me and not sure if it was intentional but I reappeared next to my bike.

My heart was in my mouth the whole time but things turned out okay.... PHEW.

 
MM, have you thought about giving a bonus to the player if the manager to find every single book in the game? Maybe +1 to all attributes or something fun like that.

 
Hey Madmole, would it be alright if I sent you a modified localization file, which has the text fixes I mentioned before, in PM?
No, you can post it in bugs and if the testers make a report of it and verify some things that would be fine. Feel free to post a link here and I can look it over and make sure it gets added as a task. Just post the corrections, not a big localization file.

 
Nobody throws away jars lol.
Well I can confirm that I throw Jars away by the dozen, as well as leaving all the empty ones behind in cupboards.

Also after the first day or so most of the time if there is a full water jar in a cupboard I will just drink it, and immediately toss the empty jar back in the cupboard.

If you have the water purifier mod in your helmet it's easier to just keep a single stack of murky water on you... every time I get back to base I reduce the stack I am carrying to about 30 jars dropping the rest in a box. Then in no time at all after looting every toilet in sight I am back to a full stack of murky water again.

 
Nobody throws away jars lol, this is the first I've heard of that. A lot of players still produce them I am sure, once we get telemetry implemented we can see what and how many is being crafted. I make hundreds of duct tape every week so I might cook a few jars for that and go fill at the lake with murky water.
I know I throw em away all the time when looting. That's 1 slot that I could use for more valuable items. Its so easy to make more that it doesn't even bother me.

 
Nobody throws away jars lol
I never throw jars away. The only things I consistently throw away are the tree seeds and broken glass as well as grass by the time I'm past the 'stone' age.

I carry the jars on my until I have >30 or 40 and then fill them at a water source to make more glue. I have better things for my sand such as concrete mix.
 
Another jar tosser here. As said above, I'd rather put something else in that inventory slot.

I guess it's a playstyle thing, I don't make chests in front of POIs and gather stuff there to pick it up later, I clear the POI and take what I can. Sometimes sacrifices have to be made, the first things to go for me are empty cans and empty jars.

Sand is a byproduct of digging near the base provided you're digging up the correct type of ground, so it's quickly carried to the forge. I'd rather have the jars available at the base where I make glue instead of on the road where I need the inventory space. :smile-new:

 
Feedback: It looks and feels great!!! Not only from me but from most of 'us'/'9' lol You definitely feel the struggle as it should be! Looking better and better. Most of us agree that more buildings or variations of them make it even more immersive! But this is why we add Compo-Pack by Magoli.

Most have probably hit most if not all the things in the game as far as tweaks needed. Bows with exploding arrows are way too Op at the moment. Gating the medical bandage that heals - behind 7 points is a bit extreme. Is it me or are Islands a thing? For me its not and I don't like it since there is a tonne of real estate that is totally unusable and it definitely detracts from the game. The only way I see it 'viable' is if a player is able to go from one island to 'the mainland' or to another island; ie: teleport to another world/instance. We all do miss the '0,0' towne thing! IE: You know to stay away from that location/town/city because there's Epic Zeds and Epic stuff there... That is unless you're willing to risk everything you got in order for a chance to get something good. Or maybe that's how "Navezgane" should be lol "Are you man enough to walk the streets of Navezgane?!?"

 
Good feedback, we can probably address most of these at some point. Are you talking about cop block damage or entity damage?
Trying to be more specific: entity damage is pretty high for the large range, but mostly the issue is that exploding behavior seems glitchy/inconsistent:

1. They often seem to blow up unpredictably before the expected time has elapsed: while they are staggered, or without ever playing the warning noise; feels like a cheap shot.

2. Their explosion area seems to apply very inconsistently. For example: a buddy and me were standing side-by-side defending a door; cop blows up about 2-3 blocks away with line of sight to both of us (with no warning sound queue) and I died, but my buddy didn't take any damage at all. We both had line-of-sight to the point of explosion, both had low ping... I don't understand how it got only one of us.

 
Keep it, it's priceless now.
I freely admit to being as dumb as a post. Fine, whatever. I've just spent 10 minutes on the forum trying to confirm the status of blood kits in A18.1. The release notes say- Changed: Removed the blood draw kit is no longer used

I'm no English major, but I do appreciate rudimentary use of punctuation. Like "Removed the blood draw kit. (period) No longer used." or whatever.

Couldn't someone just say "Yes, no longer in the game" or No, still in the game" when someone asks a question?

 
2. Their explosion area seems to apply very inconsistently. For example: a buddy and me were standing side-by-side defending a door; cop blows up about 2-3 blocks away with line of sight to both of us (with no warning sound queue) and I died, but my buddy didn't take any damage at all. We both had line-of-sight to the point of explosion, both had low ping... I don't understand how it got only one of us.
Matthew 24:40 Two men will be in the field: one will be taken and the other left. :playful:

 
The release notes say- Changed: Removed the blood draw kit is no longer usedI'm no English major, but I do appreciate rudimentary use of punctuation.
Yeah, the grammar on that one left some confusion. Better would be, "Removed the blood draw kit since it's no longer used", or, "Blood draw kits are no longer used (to craft first aid kits) so it has been removed"

 
Nobody throws away jars lol, this is the first I've heard of that. A lot of players still produce them I am sure, once we get telemetry implemented we can see what and how many is being crafted. I make hundreds of duct tape every week so I might cook a few jars for that and go fill at the lake with murky water.
Jars aren't perfect but I don't see how exchanging plastic for glass would be any step forward.

I had an idea to where you just fill your cooking pot with water like a forge holds metal and then make whatever you want from there, but again it doesn't really do much for game play instead of using convenient jars you have to make trips to the lake to fill a bucket and again, a movement without much if any tangible gains.
I haven't tried this, but can't you melt extra jars down for sand?

For water, except right at the beginning, I find it's usually easier to gather a few thousand snow in one trip rather than making repeated runs out to the pond.

 
feedback: It is my opinion that fortitude line is OP in comparison to the other attribute lines. I've done each of the attribute lines maxed up to day 49 horde nite (120 min days), best i could. And it felt that the skills were more "honed in" in Fortitude perk line compared to the others. If having to spread my points around, rather than specializing, is the name of the game I think some rebalance is needed. I understand each attribute has its weapons of choice and benefits, but in the grand scheme of it all, as an example, I cant just do AGI maxed and then point spread to get some of fortitudes health/farming benefits, strengths this and that and then intellects this and that. It is my belief that if your going to point in to each of the other attribute lines just to get those must have(s) then the old system without specializations was a better way to go. However, rewarding players with more skill point(s) per level or add "1 skill point" in the list of rewards for the mid-higher tier quests might help with the need to put points all over the place, especially if the goal is to cater to the 20 hour player (or whatever the hour count goal was mentioned in another thread). It gets costly having to perk up to an acceptable level (let alone level 10 in perk line) in each perk. I imagine it would effect singleplayer's more as well. Again, this is "my" feedback and doesn't reflect what everyone else thinks, but my hope is it brings food for thought.

suggestion: could have a weapons perk line so that the player can choose which weapon(s) they'd like to put points into in place of get fortitude up to 10 to greatly perk into machine guns and then perk up to 10 in agility if they want to perk into bows

 
Last edited by a moderator:
Honestly some of the quests specifically fetch ones seem greatly imbalanced with rewards vs risk involved. Now if a fetch quest had multiple items that you needed to gather and the higher the tier the more items that would be perfect.
Aka T1 fetch - collect 1 item

t2 - 2 items

t5 - 5 items

Right now you can literally complete fetch quests in a matter of minutes and get the rewards.
They can also just reduce the reward for those type to balance it out?

 
Status
Not open for further replies.
Back
Top