PC Alpha 18 feedback and balancing thread

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I hated that ♥♥♥♥ in state of decay. Sorry I'm super positive/motivated IRL and going to role play if my character is happy/depressed etc, I don't need a game dictating how my character feels in various situations.

Same, though weirdly I don't remember that in State of Decay. I remember detesting it in Don't Starve.

 
So the first purple you find isn't end game, and you keep looking for better ones. Random stats make it interesting and afaik, the player base loves them. The color just means it has higher roll probabilities and generally will be superior, but it adds a ton of choice which is good. Maybe degradation is annoying to you, so you choose a high degradation item with a little less damage than the higher damage one with less degradation.
This is an admirable goal, but there's still the problem of introducing obnoxious spreadsheet comparison gameplay, necessitating we strip off all our mods to see if the new item is better or worse. However, I have a solution. Two in fact.

1) You've played ARPGs or even games like Terraria where items have prefixes and suffixes, right? How about instead of randomized stats, we have prefixes and suffixes that can be good or bad? A "heavy" prefix that increases damage, but decreases speed, "light" that does opposite, "shoddy" that just decreases efficacy, etc..

2) Display two numbers in the tooltip: base value, and (modified value) in parantheses. The latter could even be modified by perks, giving us a more accurate total of efficacy. That way all we need do is compare the base value to determine if the new item is an upgrade.

Or, both! That would streamline this feature greatly, and mollify the gameplay concerns while retaining the longer endgame loot search. You could even tie better prefixes/suffixes to gamestage, so that they only start spawning some time after tier 6 does, and spawn the bad prefixes on higher tier items at earlier gamestages, giving us the choice of an extra mod slot or more raw base efficacy.

 
This isn't helpful. How about pinpointing specifics?
I got a specific regarding stuff with durability.

Instead of the total number of durability in the item stats you guys should bring back the numerical total, that is:

An armor with 750 durability should say 750/750 in the stats info . And if damaged, a player should be able to look at the item stats and see 713/750 or whatever the item damage is.

Why? because a moving colored bar is unaccurate and it doesn't do the job when it really matters, that is, when the item has very low health and we really need to check if we can hit or shoot a bit more until it breaks.

It was exactly like that in A16.4 and it's not that I miss it. It's needed and a QOL feature that we "lost in traslation".

 
This is where you are wrong. The player should have to spend time clearing/fixing the roads before it is even remotely something you could drive through. Put the player on foot until then I say, and let the fear kick in, and feeling of reward just getting one road safe to drive through it.
Only very large things aside from the shopping cart stop vehicles afaik. How about instead of thinking TFP has to do this or that, you remove yourself from your high pedestal, and put yourself in a scary situation, and get your self out of that situation through effort? Avoid the obstacles, clear the roads, and deal with the mechanics of that. Vehicles shouldn't be nearly invulnerable nor should the player be nearly invincible/untouchable once he has a bicycle. It needs to have some risks, that if properly managed are outweighed by the obvious advantages. If there are any unfair obstacles we'll sort that out.
Hi Madmole, since you're going to introduce vehicle mods to the game... can you add something like "grilled guards" that make your car/bike much more resistant to collision?

That alone IMHO would be something to look forward to if you introduce better damage/repair mechanics.

 
bring back 10mm give us a Glock 20, add more calibers, maybe make mods that change a weapons caliber... add a M4/m16/AR15 this game is based in a fictionalized america is it not?
There are already mods that add "more guns".

It doesn't add any gameplay, though, only more micromanagement.

 
This isn't helpful. How about pinpointing specifics?
Basically weapon handling animations.

Everytime you pull out a gun you don't need to rack the action.

for external box magazine fed weapons there should be an empty reload and tactical reload. furthermore you should be able to +1 reload. if you have 30 round magazines and you put a new one in and have a round chambered you would not run the action, you would also have 31 rounds not 30. Magazine size stats shouldn't be based on quality of the gun either IMO, maybe fire rate, reload speed, accuracy, and degradation(reliability). But magazine size and damage should only be affected by the caliber of the round maybe a barrel mod (length = velocity = damage and of course the size magazine designed to be used with the gun.

pump shotguns should have logical loading progression based on rounds left if the tube magazine. should be an interruptable animation. firing 7 shots then reloading 2 rounds and racking the slide or worse firing 1 round then reloading 2 and racking the slide is not how a pump shotgun works at all.

I know in your previous comment you said you don't have the staffing resources to get gun play to AAA level, I am not saying you need to have all the super crazy and polished animations of a COD or BF5 but just some simple and realistic'ish' gunplay mechanics.

Maybe the hunting rifle could also benefit from the magazine extender mod, Remington 700s have both internal magazines and detachable magazines. rate of fire could be decreased and maybe aim time could be increased to balance out the convenience and firepower magazines provide.

I know higher tier end game guns are in the works. Not sure which direction you are going there. But here are also a few suggestions.

Replace the low level hunting rifle with a true single shot rifle look up New England firearms or H&R single shot break action rifles. Or Thompson Center single shot rifles. Make the hunting rifle the high level bolt action beast it should be.

The game seems to be based in a fictionalized america, give us M16s/M4s/AR15 add 5.56.

Lever action rifle, a marlin 1894 SBL in .44 magnum would be a helluva a zombie stomper. Lever action rifles are also an american icon.

.50bmg. could add a M2 auto turret or a crew served/stationary weapon. Could add in anti material rifle and even a ridiculious .50cal handgun like the 'thunderer 50 bmg'

Hope that is more specifics from basic to more pipe dream ieas of what I mean 'guns need love'

- - - Updated - - -

There are already mods that add "more guns".
It doesn't add any gameplay, though, only more micromanagement.
micromanagement you mean inventory management?

that is like half the reason I play the game, almost everything in the game has uses. living out a doomsday hoarding fantasy is a big draw of the game honestly :)

the only thing right now seems pointless is snowberries, what happened to the juice you could make with them?

 
It’s really getting hard to find things that are grossly imbalanced....which is a good thing. Also, how do you fine tune balance comparing single player versus multiplayer??? From a multiplayer perspective, I think motorized tools being tied, if possible, to higher gamestage. Once you have an auger, ammo becomes a non-issue. Two players wrench cars/ac units and one guy with an auger to get mats=unlimited ammo. In all the games we’ve played thus far, we always have an auger by day 7 give or take a couple days. Again this multiplayer not single. Other than that, we aren’t seeing any game-breaking imbalances. We’ve doubled the number of days playing before restarting. Great job with A18.

 
It’s really getting hard to find things that are grossly imbalanced....which is a good thing. Also, how do you fine tune balance comparing single player versus multiplayer??? From a multiplayer perspective, I think motorized tools being tied, if possible, to higher gamestage. Once you have an auger, ammo becomes a non-issue. Two players wrench cars/ac units and one guy with an auger to get mats=unlimited ammo. In all the games we’ve played thus far, we always have an auger by day 7 give or take a couple days. Again this multiplayer not single. Other than that, we aren’t seeing any game-breaking imbalances. We’ve doubled the number of days playing before restarting. Great job with A18.
Agreed Balancing looks good so far, I have no issues. It seems like A18 is getting it right.

 
micromanagement you mean inventory management?
that is like half the reason I play the game, almost everything in the game has uses. living out a doomsday hoarding fantasy is a big draw of the game honestly :)
No, but if there are 50 types of guns in the game that all take different parts and ammo it's almost guaranteed that you will never get enough parts or ammo to do anything with them.

For a Gun Looting Sim that would make sense - just not for a game.

 
Legendary items don't need to suck. The really good ones are getting counter balances, like this one already has.
Hey if you ever want ideas or cool names for legendaries let me know via pm. This is 100% in my wheelhouse. Flavor text for items too.

 
I got a specific regarding stuff with durability.
Instead of the total number of durability in the item stats you guys should bring back the numerical total, that is:

An armor with 750 durability should say 750/750 in the stats info . And if damaged, a player should be able to look at the item stats and see 713/750 or whatever the item damage is.

Why? because a moving colored bar is unaccurate and it doesn't do the job when it really matters, that is, when the item has very low health and we really need to check if we can hit or shoot a bit more until it breaks.

It was exactly like that in A16.4 and it's not that I miss it. It's needed and a QOL feature that we "lost in traslation".
Good idea, I posted a mockup to the devs to look at.

 
Feedback on a disabled feature: the stash actions.

Now, I know this is not enabled, but I have been using it through modlets, so I might as well give feedback on the mechanics of it. For full disclosure, I also used a similar feature on a mod, back in alpha 17. Personally, I love it and can't live without it, but it does have a few annoying quirks.

First, when you protect slots, they do not enjoy protection from sorting, so using it means not using sorting anymore on your own inventory.

Second, protecting slots in the same order as things get transferred to your inventory is suboptimal. If you want to protect an additional item, you have to move that item to the first unprotected slot, which usually means moving something out of that slot. If the protection was in the reverse order (that is, from bottom right) you'd be much more likely to have an empty slot.

Finally, protecting by count isn't a good choice, anyway. The mod where I used a similar feature before allowed you to select any slots anywhere to protect, which was more convenient. That said, I then went and did exactly what the current functionality does: protect everything in the same order as things go in the inventory, for the most part. The exceptions were well worth it, though.

 
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I miss especially springs!
There are so many spring-producing things in the world it's not even funny. Grab a wrench. Even with 0 points in the skill you'll be swimming in springs before that wrench needs repairing/replacing.

Balance suggestion: tents give a ridiculously large amount of cloth. Scale it down. One tent is worth a dozen houses' worth of curtains.

Edit: Ugh, was going to post the suggestion that wrenches, when scrapped, give 1 steel tool part regardless of their quality.

 
Hey if you ever want ideas or cool names for legendaries let me know via pm. This is 100% in my wheelhouse. Flavor text for items too.
Thanks I think we're good. I know you guys are dying for alpha 19 dev diary, but it will come soon enough. Lets stay focused on balance here.

 
Good idea, I posted a mockup to the devs to look at.
An screenshot of a16.4 weapons/armor durability stat (in the item description) should suffice. I was gonna take a screenshot. But then I'm really sorry I'm playing a18 non stop. I don't even expend time reporting bugs anymore. Must-mine-ore.

Hitted day 300 on one of my pre-a18 b155 gameplays. The snowball bugs are still bearable and the hordes are already impossible to sustain in a solo play without cheesing or wasting up to 5 days mining.

Balance:

The late game ore abundancy is just enough in solo, but poor in multiplayer. Even with 2 players, getting to day 300 with enough to survive uses up quite a few days of mining and each time you have to mine further and further away. Imagine the problem with 8 players (8 players day 77 begins to be a nightmare for getting bullets) . Brass also takes a hit, but if you avoid using it , players can get by (depending on the replacement).

The late game resource abundancy is generally good in multiplayer. Except for anything related to bullets.

I hope there are some entities in the future that provide bullets tied to GS.

 
As long as the random breakdowns don't happen too often, I think it would be ok. If it just kept happening again and again and the only solution would be to spend points in Greasy Monkey, then it would just become a frustrating annoyance.
We've yet to see what vehicle mods will bring to the table, though.
...Greasy Monkey.....😂😂😂😂

 
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