PC Alpha 18 feedback and balancing thread

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yep, but i could see an auger with two extra tanks
The problem with the auger is not the tank size. The big size already takes a minute or so to deplete. The problem is it doesn't destroy the stone fast enough . When you read all the schematics mining has a 20% chance to instantly destroy a rare ore but not a stone ore. I think this should be changed. I want to create huge labyrinths as I did in A16 even if it costs more to do so.

 
Or when you want to be a real adventurer you hit tier V quest when you're just level 1 :D


How do quests upgrade their tier? By being higher level? By completing more quests? Another algorithm?
Completing quests I assume.

Well, that may be nice. But what I meant was, when say advancing to Tier 5, you get the T5 options sprinkled with T3/4, when hitting T4 you get T4 sprinkled with T2/3, etc.

 
Completing quests I assume.
Well, that may be nice. But what I meant was, when say advancing to Tier 5, you get the T5 options sprinkled with T3/4, when hitting T4 you get T4 sprinkled with T2/3, etc.
I already got a few lower tier quests but I guess that's because there are only 3 tier V quests around.

 
An entire loot bag for a Learn'n elixir. The 20% experience bonus is too low,perhaps 50% or even 100% would be nice but then it might be abusable on quest rewards. I'm more of a tower defense type so I miss the looting in A16.4 where I could get some basic ingredients like duct tapes,glues,pipes and sometimes mechanical and electrical parts from looting tons of zombies.

Perhaps zombies could give specific loot bags so we don't have to loot POIs 24/7. I personally like to build a base first, kill lots of zombies using screamers and traps and when I'm high enough levels (at least level 3 tyrannosaurus and level 4 clubbing perk) start exploring other POIs.

But perhaps the problem is with the early quests themselves...

I was testing the quest perk and found a small but noticable bug. If you get a quest first then level the perk you get extra rewards. This and the constant resetting of the POIs by exiting makes early questing actually worth your time otherwise they are VERY far away from the trader so it's better to just go searching POIs outside the quest line and when you hit a certain level start doing higher level quests.

I think it's quest perks need to be rebalanced (first level get 800 coins, second level get double the quest rewards, 3,4,5 levels get extra choices).

Currently I finish a tier V quest and get 800 extra coins from the perk which is laughable considering I can sell 300+ electrical components for about 1K coin , let alone all those springs and pipes I can directly sell.
300? It takes a bit of work to get 300. Nothing you said is a problem.

 
Howz about giving more quest options in other tiers, instead of only T5 when you hit T5, and so forth? Give it 1/2/3 T5 options sprinkled with T4/T3 quests? Kinda gives more options so questing doesn't become immediately repetitive when you hit T4 / T5.
We're adding back pages so you can choose what tier you want, so at level 150 I can get me some buried food if I'm looking for a specific recipe card that has eluded me.

 
The problem with the auger is not the tank size. The big size already takes a minute or so to deplete. The problem is it doesn't destroy the stone fast enough . When you read all the schematics mining has a 20% chance to instantly destroy a rare ore but not a stone ore. I think this should be changed. I want to create huge labyrinths as I did in A16 even if it costs more to do so.
You'll need legendary for that, and we still might not add stone to "ore". We don't want players making huge labyrinths easily, its bad for the game. Its there to make a resource, not deform the entire world. Huge cave ins are still horribly optimized and can make servers lag.

 
You'll need legendary for that, and we still might not add stone to "ore". We don't want players making huge labyrinths easily, its bad for the game. Its there to make a resource, not deform the entire world. Huge cave ins are still horribly optimized and can make servers lag.
I wish there was a way to occlude huge labyrinth areas using just an occlusion call instead of making 1 occlusion call per texture/object.

 
Back to balancing. Armor isn't balanced at all. There's no reason to take light armor as the mobility doesn't make up for the defence. The numbers are so close to each other atm that I find myself taking which ever can hold the most mods as the mods are more powerful than defence or mobility. Heavy armor should be far more than 1-2 points higher than light armor and light armor mobility should be closer to wearing nothing.
I disagree, which automatically invalidates your argument. It's funny that you say there's no reason to take light armor, and immediately afterwards say heavy armor should have more protection! But the mobility difference, particularly when it comes to stamina usage and noise making, is huge in my opinion. I can't stand wearing heavy armor, which I do on horde nights, so I always get to see the difference. And, mind you, padded armor has no mobility penalty, making it a class of its own.

I do agree that armor protection should be much more spread, and I think quality should make a difference in protection. As it is, you can find a purple steel armor that is worse than a brown iron armor, and that's just wrong.

I do love the change to what the armor skills do. It's finally worth putting points in them.

 
You'll need legendary for that, and we still might not add stone to "ore". We don't want players making huge labyrinths easily, its bad for the game. Its there to make a resource, not deform the entire world. Huge cave ins are still horribly optimized and can make servers lag.
Actually, controlled cave ins are how I mine. Think recreating the grand canyon type.

So they aren't epic cave ins, but still large enough.

Dunno 'bout the auger, but with a steel pick, I've had it destroy stone in 1 shot. I think. Much beer was involved that night.

:p

 
300? It takes a bit of work to get 300. Nothing you said is a problem.
I guess I'll keep repeating the same quest 20 times before going for my reward in the trader then.

You'll need legendary for that, and we still might not add stone to "ore". We don't want players making huge labyrinths easily, its bad for the game. Its there to make a resource, not deform the entire world. Huge cave ins are still horribly optimized and can make servers lag.
Performance issues are your problem (Unity's problem) not mine :p

 
Is there a reason why Wheat/grain is not in the game?
Wheat seeds - wheat - Flour + Egg + water = bread or Pies
Why?

Corn - corn meal + pumkin + eggs + water = pumpkin pie

also

Corn - corn meal + water = corn bread

Simplify it just more?

Why is there no rice in the game? Or avocado or oranges or soja?

Next complaint: Why is there only one stew acceptable for vegetarians?

 
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Next complaint: Why is there only one stew acceptable for vegetarians?
Well thats an easy answer... vegetarians do not have the energy to out run a zombie horde so they are usually the first to die. ;)

*takes a big bite of steak* mmmmm energy for days baby, bring it zombies!

 
Brass will cost 5 units to craft a casing. Scrap brass will weigh 5x as much and smelting will be 5x faster to compensate. Basically the granularity needed for bonuses to work like we did with steaks. Dukes will probably be worth 1 unit of brass. Final numbers are not represented here.
Not complaining because it's fair change, just a question: do we get a perk (or the perk that reduces cost of forged items appplying to casings as well) that lower the cost of it? I mean, glue 5 >> 4 bones; gas&gunpowder efficient stacks etc.

 
Can someone let me know how the muffler/advanced muffler work. They state that they reduce 4%/8% Noise in the UI, but your overall noise modifer is not shown in the character sheet anywhere, so it's hard to tell.

I assume, that the muffler just reduces noise on the item that its applied to, i.e. Military armour has 10% noise, so with an advanced muffler it is only 2%.

But, it could also be that 5 pieces of armour give you 5*10%=50%, and the muffler reduces that to 42%.

I only ask, because this would make a big difference when applying one to something like the military stealth boots. In the first example, it would be a complete waste of a mod slot, but in the second, 4*10% = 40%, and 5*8% = 40%, which would mean that putting all advanced mufflers in every slot, whilst wearing stealth boots would actually you a 0% modifier.

It is definitely possible to get a rough feel for the fact that the mufflers make a difference when the stealth bar is on the UI, but as the actual stat doesn't show up anywhere, it isn't possible to know for sure.

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I was also wondering if it would be worth considering making it so that the temperature mods could be added to clothing, instead of only being able to use pockets.

I only ask, because as things stand, if you have the double pockets mods, then it is a no-brainer to put them in clothing, as they are the only thing that can be put there. But then this makes the Tier 5 perk completely useless, and the tier 4 only give 2 slots instead of 4.

Obviously, I'm not asking for multiple slots in clothing, as that would be OP, but choosing to take the 2 perks to fill up your slots, and then use temperature mods to negate other penalties seems like a sensible trade-off.

Just a thought.

 
They are OP and rare, the jacket is too OP too.
That + the shoes are an awesome combo. You get to never lose stamina while running (and level 5 cardio ofc) and run a bit faster at the cost of maybe a 15% of defense that armor shoes would give you.

 
Wire tool is available right from the start. If a new player adquires by looting, purchasing or just stealing electrical items, it can just build a wire tool with 0 investment in the perk and, you know, do stuff with it. That's bad. I need a perk to build the simple iron tools but not for a precision steel tool

 
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