PC Alpha 18 feedback and balancing thread

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Might have to disagree here. While it's true that the new farming does improve the food situation a bit, I don't think it can be considered solved.
The amount of food the player gets is still too abundant. I've seen people ignore the piles of food containers of POIs in their second week already because, "why would you waste your time and space if you're just getting food/water? Better get the good stuff".

Well, in an apocalypse food and water should definitely be considered good stuff too, but just a couple loot runs can get you so much food, you don't even need to hunt/farm for a while; so you can just imagine how incredibly small of a problem food and water is if you also hunt and store all that meat forever, or even worse, if you just buy all the food at the traders and store it, since it will never spoil anyways.

Food spoilage plus some nerfing in the loot department would solve the long-lasting issue of nutrition and hydration not being a concern at all. I'm not saying it should be impossible or super punishing, but food and water should definitely be an aspect of importance in the game. If players are just throwing away food and water as if they were garbage items early in the game, then there's definitely something to be done.

This, of course, being just my opinion.
I might eat some food but I've never thrown it out. Overall TFP feels like loot default needs to be 80% of what it is now, so some changes are coming there that will impact food and get us closer to the mark.

 
Hopefully after the game goes gold, TFP will give us more settings to fiddle with - I think it would be great to have a slider for the difficulty level of the survival aspect. Remembering to eat and drink is not my favourite part of the game, so I'd set my survival slider to noob level, whereas some one like you, who clearly enjoys that part more, could maybe slide it to hardcore (where eating and stuff starts become as important as you think it should be). I guess that is simultaneously the problem and the glory of this game - it's a different thing to different people.
At this point I say mod it, but down the road who knows. Currently I'm pushing for a loot quality slider so I don't sniff purples until level 100, where default you would start seeing them level 50 or so. So it would halve your loot game stage, or increase it if you want to see purple's by level 25 if your playing nightmare, dead is dead, hordes every night or happen to like end game/god mode at level 25 for reasons lol.

 
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.
All weapons have random magazine capacity due to quality and random stats. Ak can hold less than 30 or a lot more than that, depending on random stats and mods.

 
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.
You already get a nice perk for completing each set. I think we could give you a steam achievement though.

 
I might eat some food but I've never thrown it out. Overall TFP feels like loot default needs to be 80% of what it is now, so some changes are coming there that will impact food and get us closer to the mark.
Good good. Because as of now...

20191112032835_1.jpg

Day 22ish. Anyone hungry? Lol

Default loot, no points in iron gut. Better than A16/17 for sure, just needs a little tuning.

 
I put 1 point in Daring Adventurer for a third quest choice...so far on Tier 1 quests the third option has been severely OP. For instance, my last quest turn in...

Option one was a brown leather chest piece worth about 60 Dukes

Option two was an orange iron spear worth about 120 Dukes.

Option three was a stack of exploding arrows worth about 1400 Dukes.

A few more quests and results were similar each time. AP 44 ammo, exploding crossbow bolts, etc. Easy money makers but I don't think it's intended to be that easy...or maybe it is...

 
Might have to disagree here. While it's true that the new farming does improve the food situation a bit, I don't think it can be considered solved.
The amount of food the player gets is still too abundant. I've seen people ignore the piles of food containers of POIs in their second week already because, "why would you waste your time and space if you're just getting food/water? Better get the good stuff".

Well, in an apocalypse food and water should definitely be considered good stuff too, but just a couple loot runs can get you so much food, you don't even need to hunt/farm for a while; so you can just imagine how incredibly small of a problem food and water is if you also hunt and store all that meat forever, or even worse, if you just buy all the food at the traders and store it, since it will never spoil anyways.

Food spoilage plus some nerfing in the loot department would solve the long-lasting issue of nutrition and hydration not being a concern at all. I'm not saying it should be impossible or super punishing, but food and water should definitely be an aspect of importance in the game. If players are just throwing away food and water as if they were garbage items early in the game, then there's definitely something to be done.

This, of course, being just my opinion.
I think what MM meant is that the the root cause of the problem was that food and water were mostly irrelevant and the current implementation of food management addresses that issue (e.g. food poisoning + Farm Plots). If this is correct, food spoilage wouldnt be needed as it would just be a redundant mini game.

 
At this point I say mod it, but down the road who knows. Currently I'm pushing for a loot quality slider so I don't sniff purples until level 100, where default you would start seeing them level 50 or so. So it would halve your loot game stage, or increase it if you want to see purple's by level 25 if your playing nightmare, dead is dead, hordes every night or happen to like end game/god mode at level 25 for reasons lol.
Not a fan of guaranteed purples for Tier 5 quests. Rather it be multiple random rewards with a small chance at a legendary item. So instead of getting 1 or 2 quest rewards (depending on perks) you get 4-6 (depending on perks) random items in a place able - pre war loot cache that you break open (psychological excitement factor). It would also have a small chance to have a legendary in it.

This would make these endurance quests far more exciting to do. Guaranteed purples are incredibly boring psychologically and ruin the loot hunt.

 
I think what MM meant is that the the root cause of the problem was that food and water were mostly irrelevant and the current implementation of food management addresses that issue (e.g. food poisoning + Farm Plots). If this is correct, food spoilage wouldnt be needed as it would just be a redundant mini game.
It addresses the issue, yes, but it falls too short. Food is still over abundant, and I think Jugginator's post and screenshot in the previous page are the perfect example to prove it. Day 22, 8 full stacks of meat that will never rot (among many other food items). He's pretty much settled for the rest of his playthrough.

I get that food spoilage brings other gameplay, balance and design matters to take into account as well, but it would certainly be the solution to the piles of meat that players currently sit upon.

 
5. I wish stealth was somehow useful during hoard night.
Agreed. I thought about specing into it, but since it is useless vs the horde, I never bother.

If a perk or book or some crap gave you a small % of your sneak attack damage when spotted, I would though. Pretty sure that doesn't already exist.

Like at max level sneak you do 10% of your sneak attack damage while spotted if in sneak mode.

 
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 throw away jars 100% of the time now. Murky water is so abundant I rather stack that high then eat a precious slot for empty ones....

 
I throw away jars 100% of the time now. Murky water is so abundant I rather stack that high then eat a precious slot for empty ones....
Yeah, I think a solvant to that would also help the survival aspect, in that drinks in general should be greatly reduced on default loot. Make us have a need to get sand in a forge / harvest glass, then go to a water source and fill them up. Currently, I worry about this maybe once or twice then that's it forever. Be better than, "Well, I could forge jars and go to a water source but... I constantly find water/murky water/etc... so... nevermind that" *tosses jars out of loot due to having 300 things that are in jars anyway and not thirsty*.

 
Yeah, I think a solvant to that would also help the survival aspect, in that drinks in general should be greatly reduced on default loot. Make us have a need to get sand in a forge / harvest glass, then go to a water source and fill them up. Currently, I worry about this maybe once or twice then that's it forever. Be better than, "Well, I could forge jars and go to a water source but... I constantly find water/murky water/etc... so... nevermind that" *tosses jars out of loot due to having 300 things that are in jars anyway and not thirsty*.
I suggested nerfing murky water stack sizes to MM already. Maybe he will reconsider now that people are throwing jars away...😂

 
I suggested nerfing murky water stack sizes to MM already. Maybe he will reconsider now that people are throwing jars away...😂
Hah yeah lol. I get it's really a resource but the survival aspect (besides zombies) is kinda lacking atm.

Btw speaking of that, howzabout making weather survival a thing? I saw pneumonia being mentioned in-game but I don't think it actually happens. That and heat stroke, frostbite and stuff would be nice to have.

 
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.
Yeah, there is something wonky about the explosions. I have a long corridor full of nasty surprises for the zombies. It's a basically a steel tube 3 wide 2 high. I got killed by a explosion while standing on the roof. I am unsure if it was a cop or a demolition zombie, but the blast killed me through the steel roof. I might add this is around 200 GS and I have full level 5 military armour modded and 162 HP, and I got insta-gibbed through a steel roof. That did not feel too good.

 
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
I think it is down to play style really.

Agility is pretty strong. Light armour, hidden strike and from the shadows, pistol with silencer. You do insane damage, and you never even wake up a zombie...well almost. On warrior and up you need to double tap some irradiateds, but the rest you coast through. On level 5 shadows you even move quick enough that you don't feel the difference and you can shove that silencer tip right in to their earholes and the dont wake up. ...well ok, I do have light armour and noise reducing mods as well, but still all part of the choice of gameplay. I run through a T5 mission in 20-30 mins clearing it and never even take a hit.

 
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polish issue

campfire shows a number for cook pot grill beaker

forge does not - quite hard to tell by looking that there is an anvil installed

woo hoo - campfire with all slots filled and a forge with anvil day 1 :-)

 
Hah yeah lol. I get it's really a resource but the survival aspect (besides zombies) is kinda lacking atm.
I always thought water should be found in plastic bottles only. One use only and if you scrap you get polymer.

If you want to travel and contain water you craft a water bottle that holds like the equivalent of 20 bottles say.

 
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