PC Alpha 18 feedback and balancing thread

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Madmole, I think the loot bag drop probability is bugged. In the gamestage.xml file it suggests that a loot level of <loot level="973,999999" prob="1"/>has a probability of 1.

Does that mean a gamestage 973 should give me a loot bag every zombie kill? Because it does not. It's still very low (around 2% as the entityclasses.xml suggests)
I searched for that and came up with 0 hits.

 
Spawn masks are on the road map so we can fine tune wilderness and city spawn rates.
That's amazing news. Without going into dates, is it high priority a.k.a for the next Alpha or rather further down the road ?

 
I just read the 18.2 notes, and I absolutely beg you to not increase the chance of lockpicks breaking. That mechanic is absolutely infuriating in how it works right now, and increasing the chance of those things breaking even more means there's really no reason to even have them. When they break 9 times before they open the safe, they aren't saving me any time over the pickaxe, and it's always at the last second that they break. Also, since we have no direct control on how they're used, and it's just a toss of the dice, it just gets tedious.
I AM grateful lockpicks are in the game. I just think that they need a rebalance in the direction opposite of where you're going.
Might as well remove it then, as a novice with zero perks invested I have acquired a huge stack of lockpicks, and never run out because its so easy to open things right now.

 
I think he was referring to this.


I assume this will cap the XP required to a certain amount...for example....20k required per lvl after lvl 80...
I believe the amount is whatever it was to level at level 60 is that way the rest of the game.

 
I do agree with this. Why do I pick down to 2%, but when I start again it starts at 30% That doesn't make much sense. If I pick down to 2%, shouldn't it start on the second one at that same 2%?
Apparently there are some bugs with lockpicking that went in, we'll sort it out.

 
Perk balancing suggestion:A lot of perks, like Infiltrator, Animal Tracking, Lockpicking, etc. are really underpowered and take way too many valuable perk points to get anywhere useful. My suggestion is to compress the perks into only 3/4 ranks rather than the default 5, and to add better unique rewards, comparable or equal to a magazine or rare item (the fact that certain magazines like the mine immunity one almost COMPLETELY obviate an entire 5 point perk tree is absurd).

For example:

Animal Tracking 1: all small animals (rabbits, chickens, snakes, etc.)

Animal Tracking 2: all large animals (boars, deer, etc.), 25m range boost

Animal Tracking 3: all predators (wolves, dingos, bears, etc.), 50m range boost

Infiltrator 1: 1s extra floor time, 25% mine and spike damage reduction

Infiltrator 2: 1.5s extra floor time, 50% mine and spike damage reduction, not slowed by traps

Infiltrator 3: 2s extra floor time, mine immunity/pickup and 75% spike damage reduction

Lockpicking 1: craft lockpicks, 15% better lockpick chance and speed

Lockpicking 2: 30% better lockpick chance and speed

Lockpicking 3: 50% better lockpick chance and speed, chance to not break a lockpick when you fail

Cardio 1: 15% better stamina usage

Cardio 2: 30% better stamina usage, 5% run speed boost

Cardio 3: 50% better stamina usage, 10% run speed boost

These are just ideas off the top of my head, but I feel like compressing certain 'minor', underpowered perk trees would have people actually pick them, cause they're REALLY lame right now. Why get the teensiest boost to some really minor skill when you could get tons of weapon boosts or an important tech tree unlock? This might be easier than entirely scrapping/replacing admittedly cool, unique trees that just need some love rather than replacement.
This is certainly reasonable. While it might have been a noble goal to have 5 cool ranks it just doesn't work out for some of the non combat perks.

 
Might as well remove it then, as a novice with zero perks invested I have acquired a huge stack of lockpicks, and never run out because its so easy to open things right now.
Agreed. We could have a Lockpick Gun that loses durability on each fail craftable at perk x. This would minimise stopping the pick at a fail and just chewup some of the gun. That way the rate of success can be drecreased without stopping the flow of lockpicking for those that perk into it, or find one. just pausing the lockpicking for a second with a loud "clack" noise.

Overthinking it?

 
When you open a safe successfully, it says in the lower right corner -1 lockpicks. Conclusion lockpick has broken. This makes no sense. When safe was opened it's obvious that the lockpick has not broken. So why taking players a lockpick for opening a safe? This need to be fixed.
Best regards :cocksure:
Good point.

 
As we on lock picking I agree there needs to be a real reason (time incentive isn't enough) for the use of lock picks over simply smashing open containers.
The incentive as mentioned in earlier post, loot maybe should become a percentage number of items (or value) tied to the nature of how its been opened.

Smash it then you loose more, using lock picks you gain more.
I plan on adding some locked ammo containers and suitcases to the game. If you smash them you lose the contents, so lockpick only.

 
One stack of meat a day? Lol? Maybe I'm playing in the wrong settings, but that is not the amount I eat a day at all, much less if you take the amount of food you can find while looting into account.
Playing a brawler and running everywhere and mining all night, and using it for healing health occasionally but never wasting it, can certainly go through quite a bit.

 
A stack will just last a week only if I only eat grilled or charred meat lol. I'm a melee / shotgunner wearing heavy armor with one point into heavy armor, I always hold Shift and my auger sucks so I use a steel pick to mine. I haven't played much, but I did progress 3 days since that picture. I still have the same amount of meat in the chest... lol. Maybe it's because I drink red tea?


Yeah TBH I eat maybe 1 stew every other day and I'm fine.
That might explain it, I didn't have any teas forever on my last build. That seems crazy even if you were laying around sleeping you should need way more food than that.

 
I plan on adding some locked ammo containers and suitcases to the game. If you smash them you lose the contents, so lockpick only.
What if 20% of cars are locked and you gotta lock pick them to get better loot than what you would find in an unlocked car?
 
This is probably the most heart breaking statement Ive read here.
Never the less I agree on ammo. I loved Mayics mod but after a while there was just too much inventory space being taken up by so much ammo. I feel maybe one more type of ammo would be pretty nice but Im ok with how it is now.
I'd be willing to increase the stack sizes some, late game horde nights chew through a LOT.

 
:twitch:
May i ask something of people here who want the removal of things like this and cotton something? Do you honestly believe that removing an icon and 20 lines of xml is allowing you to have cool things? Some of you make it sound like removing iron ore or corn will allow for 5 new pois and a new zombie type? I hope people realize it does not work like that, like at all.
It does allow you to potentially carry a few more useful items. I want to either make a few more uses from low use ingredients or nuke them, so you can carry more stuff that is useful or valuable (one more gun to sell, etc). Like acid is cool, but needs a few more uses IMO.

 
The Urban Combat jump height buff combined with a fully leveled Parkour skill is a little OP. I think it would be better if that were kept to the standard 1m jump height when sneaking rather than enabling 2-3m crouch-jumps. Not to mention running into ceilings by accident and losing jump control, which can get dangerous.

 
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