PC Alpha 18 feedback and balancing thread

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Yes it is. I removed it from the chem station recipe, but for now it is still craftable. I think it could be nested under misc helper object or something.
Could we get a regular barrel be craftable? I like to use them to store my gasoline in.

 
Imagine a circular blob shape around a POI or town, that says spawning is denser here than in the wild, or ones in the wild that are even less spawny.. why should a big farm crop field have any zeds at all in it? Just examples, nothing final there. Maybe it would be a gradient towards the center, so a town gets more popular at the center of the circle and is dead towards the outside. Then you might cruise in and think this isn't so bad... oh ♥♥♥♥ turn around NOW!!!!
Are they be dynamic or static? I've been thinking about supply drops and whether they would attract zombies: A supply drop lands and will you have to fight your way in/out of the area.

 
Try focusing on toilets. I get a ton of 9mm pistols from toilets.
Ahhh...the good 'ol toilet pistol. Replace the firing pin and you're good to go!

As far a RNG goes, I decided to play an INT build and try perked Junk Turrets; so of course, I didn't find even a Q1 Junk Turret until about day 15...but RNG is RNG.

And after a couple playthroughs to mid-game using some self-imposed scrapping rules (basically limit yourself to Quality level equal to the week you're in--if it's day 6 and you loot a Q4 pistol, scrap that sucker--or better yet drop it, but I scrap it or sell it to simulate some sort of resource I would have gotten if the loot tables were balanced downward).

I agree that loot balancing is a very high portion of what needs to be done. Putting points into perks was significantly more satisfying when I wasn't finding a bunch of usable Q3-Q4 stuff on day 6. It was awesome to be able to build a Q2 (whatever) when my artificial loot limit was still feeding me nothing better than Q1. It also helps stretch out the game in a more satisfying way.

But man, oh man, the wailing and gnashing of teeth on an incoming loot nerf. :)

 
This is kinda a mix of question, feedback and possible bug report. I've already posted this in the general forum (https://7daystodie.com/forums/showthread.php?134748-In-Search-of-a-Random-Blood-Moon), but I feel I might have more responsiveness here. My apologies for the double-post.

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NOTE: This is specifically for MP RWG; I haven't played SP in several versions.

The idea of a Blood Moon every 7 days has always been a bit formulaic to me, and I've been in search of a way to get a true random Blood Moon. A17 provided an answer to this in the Blood Moon Frequency/Range, but if I'm not mistaken, something has changed in the way that's calculated slightly in A18. Am not sure if I'm (a) derping and not remembering right [it's quite possible], or (b) something actually changed.

Regardless of that answer, the way that it appears to be handled in A18 is a bit counter-intuitive and "spoiler-ish" to me.

In A17, I used to run a frequency of 1 with a range of 5, which basically gave me a 20% chance per day, where one Blood Moon must occur every 5 days at minimum. Back to backs, were possible, but of course with a diminishing chance. For instance, the first BM happened between 2-6 days away. This is the way I'd expect it work: 1 + RND(5)

Now, in A18, it appears now that the Frequency determines the first day of the Blood Moon, regardless of the Range. For instance, a 1/5, as before will happen on day 1 *always*, then proceed as normal. A 2/5, the first blood *always* happens on Day 2, then proceeds as normal. More like FRQ+RND(5)

I've tested this on two RWG maps with about 25 fresh starts of the server: keeping the Generated Worlds folder and deleting the profiles file along with the actual generated county folder, and then checking the log for the BM days. Each time, the Blood Moon always, without fail, starts on the Frequency day. The NEXT BM varies as I would expect, but that first BM always seems to land on the Frequency.

This seems a bit counter-intuitive, and spoiler-ish, considering using this, you can pick the day the Blood Moon begins on.

 
Decorations are worthless for fort defense and player progression, why gate them behind schematics? Besides we've moved to helpers to place a million different blocks, it feels like stuff could go there.
Yeah. I know your take on this. Reasons why it might be nice:

1- End game content /gotta catch'em all feel. Adds flavor to end game and value to looting way past when you get your best and most desired legendary everything. You might want to unlock those shamway blinds you always wanted for your castle.

2- For further clarification: I'm talking "unlocking" the selected furniture like the tiles on the paintbrush , not another clutter object on the menu list.

3- Unlocking them by schematics wouldn't add clutter to the game, just flavor to looting .

4- They could only appear in some containers like night stands.

 
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?
People will just break them open......wait a minute......I see what you did there lol ...

 
Imagine a circular blob shape around a POI or town, that says spawning is denser here than in the wild, or ones in the wild that are even less spawny.. why should a big farm crop field have any zeds at all in it? Just examples, nothing final there. Maybe it would be a gradient towards the center, so a town gets more popular at the center of the circle and is dead towards the outside. Then you might cruise in and think this isn't so bad... oh ♥♥♥♥ turn around NOW!!!!
All the people sad about not enough zeds outside will love this.....actually probably everyone would enjoy that lol

 
Yeah. I know your take on this. Reasons why it might be nice:
1- End game content /gotta catch'em all feel. Adds flavor to end game and value to looting way past when you get your best and most desired legendary everything. You might want to unlock those shamway blinds you always wanted for your castle.

2- For further clarification: I'm talking "unlocking" the selected furniture like the tiles on the paintbrush , not another clutter object on the menu list.

3- Unlocking them by schematics wouldn't add clutter to the game, just flavor to looting .

4- They could only appear in some containers like night stands.
Some decorations are like trophies to players. Imagine hanging a stuffed demo guy head on your base wall signifying your triumph over the alpha demo guy and his horde of exploding minions...😂

 
I plan on adding some locked ammo containers and suitcases to the game. If you smash them you lose the contents, so lockpick only.
Maybe don't get rid of all of the stuff inside, just replace the loot table with lower probability of good loot and increased chance of scrap materials, representing broken stuff inside.

For ammo, the box could have a chance to explode.

 
My feedback: Allow an option to remove trader protection. It adds a lot for solo and co-op games and for servers where there is fear that the trader will get killed they can keep protection. Think about it.... ;)
Mod that in IMO. Way too many edge cases we'd have to fix bugs for if we supported it. That is the beauty of mods they let you tailor the experience however you want. Most players want traders in their game IMO.

 
My feedback: Allow an option to remove trader protection. It adds a lot for solo and co-op games and for servers where there is fear that the trader will get killed they can keep protection. Think about it.... ;)
+1

good idea, I concur. This could add another depth to PVP servers. Players would try and take traders, as in build up defenses around a trader location, not to kill but protect and keep from others. These groups of players would quickly be known across the server as the alpha groups. This would also help motivate more above ground base building and PVP action. Its also another goal within pvp servers to raid those who have built up around a trader and currently controls all access vs pretty much the only other option, raid other players you can find.

 
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Any chance we might see copper and zinc mining so we can smelt our own brass? Copper could be used in a number of electrical items as well if it were added into the game (i.e. electric fences).
No we can't add any more textures to the terrain and its good for game play to have to find brass IMO.

 
Could we get a regular barrel be craftable? I like to use them to store my gasoline in.
Feels like metal decor helper item like the burning barrel unless we can optimize the recipe builder. Calculating every recipe you can craft slows the menus down where there gets to be too many.

 
Are they be dynamic or static? I've been thinking about supply drops and whether they would attract zombies: A supply drop lands and will you have to fight your way in/out of the area.
Static. The random encounter system can add something to air drops.

 
But man, oh man, the wailing and gnashing of teeth on an incoming loot nerf. :)
Maybe. I seriously thought there would be a flood of complaints about slowed leveling, but it got a pretty warm welcome. I thought we could also add a loot modifier that slows down how soon you get good loot or speeds it up, same with game staging because frankly those are knobs that add replay value.

 
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