PC Alpha 18 feedback and balancing thread

Status
Not open for further replies.
Joel, to be fair, those games you are talking about have the option of a third person view. Narrow FOV motion sickness is almost always a first person problem.
To answer your question, personally, I find 90 FOV eliminates my nausea, and it doesn't have extreme fisheye. In fact, it looks pretty damn sexy.
I just thought of a way, maybe it'll work, that will force the FOV to stay as you select in console command. Its a long shot doubt it'll work but can't hurt to try.

FOV setting, it would seem I cannot change it via console command before joining and have it saved. It says it set it to 90 but when I took pictures for side by side comparison of various FOV settings I noticed nothing had changed. Did they lock FOV on dedicated servers in A18 now???

251570-20191203131326-1.png
251570-20191203131544-1.png
251570-20191203132301-1.png

EDIT: Just tried on single player. I think I have my FOV locked at 90. I guess what I was thinking would work, works and I had already done it and forgot lol. will test further but still wanting to know if its locked on dedicated servers to default setting in A18

 
Last edited by a moderator:
I think unique resources per biome is a good goal. Having to plan and work with what is available makes for better game play. Not everything needs to be convenient.
Agree, it also gives a reason to explore and find other biomes.

 
It is really just one with some kind of split personality just in this case both agree on the same thing and to throw us all off in some kind of way..... jk jk ;)
Ah yes I am so needy of affirmation I need to create false accounts to edify myself :) I knew the brilliant minds here would figure out my scam.

 
I thought dirt was a block you can place, but I could be wrong. I think level design uses them for little farm plots and stuff at POIs.
Last time I checked u can craft dirt blocks from clay.

 
@madmole Hm... regarding the agility and melee weapons. I think why it feels so weak is primarily due the extreme differences in weapon damage, stamina cost, and durability. Comparing a hunting knife of quality 5 vs a machete of same quality.

Hunting knife:

Damage (basic attack): 8

Power attack damge: 28

Stamina cost: 5

Attacks/ Minute: 120

VS

Machete same quality of 5

Damage basic attack: 26

Power attack damage: 45

Stamina cost: 12

Attacks/ Minute: 55

It's no wonder why the rank 1 and rank 2 melee for agility feels lacklustre. Essentially, if you want full potential you pretty much need a machete or just rely on the bleeding effect. Though, on the other hand once Alpha 18.2 comes out we shall see if it still needs another pass, as the knives are being buffed with a speed debuff as well.

As for the spears? Why not also allow them to penetrate zombies, considering that perception really is all about that trait.

 
A18.1 I play solo games, I like the jack of all trades no specific build. day 40 something with 300% xp and nerd glasses, have 3 points in lucky looter, have inventories worth of stuff, can't seem to get the xp up quick enough to allocate points to be able to build gear or weapons better than what I can loot. So now all the looting seems pointless and grindy to just get bullets and random books.

So I ditched that save game, new game, 1 in lucky looter to avoid forever loot times, balancing between looting and crafting seems to be way better, although looting still supersedes crafting. My thoughts, speed up looting to level 1 lucky looter equivalent and ditch the perk or change what it does. And maybe weapon and gear crafting gets better as you craft, a learn by doing thingy, eg 1st pistol craft level 1, 2nd one level 2 etc

I tried a game where I didn't use any weapon I looted I scraped them and used crafted only, was challenging and not bad game play either.

Oh and the springs man, chain mod needs 10 springs, this needs 10 springs that needs 10 springs, want to hammer a bunch of nails at the end of your baseball bat, that'll take 10 springs to do that.

note:still absolutely love the game

 
Would be nice if the bleed effect didn't pretty much perma rage zombies, thats blades 1 major downside, you bleed a zombie, which you will, its pretty much in perma rage. IMO dot's should not trigger the rage effect, only the actual hit from the player.
Bleeds should not be that bad. I fixed that months ago when I was playing agility. Bleeds do tick twice a second, but at 10% of the chance, so at nomad difficulty (30% rage) you get a 6% per second chance, which would be an average of raging every 16 seconds.

 
So the lags are caused by the lack of ram? (I have the game installed on an ssd, cpu intel 8300, 8 gb of ram and a gtx 1050ti that runs at ~50 fps)
There is VRAM on the video card and system RAM on the motherboard. If a texture is accessed from system RAM by the video card, it will be slower than if it was in VRAM. It is much worse if it is frequently accessed textures like the terrain textures.

 
FOV setting, it would seem I cannot change it via console command before joining and have it saved. It says it set it to 90 but when I took pictures for side by side comparison of various FOV settings I noticed nothing had changed. Did they lock FOV on dedicated servers in A18 now???

251570-20191203131326-1.png
251570-20191203131544-1.png
251570-20191203132301-1.png

EDIT: Just tried on single player. I think I have my FOV locked at 90. I guess what I was thinking would work, works and I had already done it and forgot lol. will test further but still wanting to know if its locked on dedicated servers to default setting in A18
Lmao, I thought I was the only one putting mushrooms on the my walls and ceilings.

 
Given that we can pull 4x4 trucks out of our backpack immersive safe sizes are low on the totem pole of priorities.
Haha, definitely fair enough! The game's already so atmospheric that the unimmersive bits aren't enough to bother me.

I think unique resources per biome is a good goal. Having to plan and work with what is available makes for better game play. Not everything needs to be convenient.
Maybe their concern was single-biome worlds. I know you probably aren't supporting that kind of playstyle, but some sort of sandstone material that doesn't require clay (or requires much less) could be nice.

That said, I do enjoy that on a desert-heavy/only map, clay suddenly becomes super valuable, to the point where you pick up every potted plant and dig up every PoI garden you find. It mutates the gameplay in a fundamental way and I relish when games allow for such mutations. It's why I kinda wish there was a sub-biome that was a mix between desert and wasteland, where instead of stony rubble, there was just sand, but was still a more threatening biome than desert.

 
How about removing that dreadful wasteland biome, and use the free resource-space for a prettier one?

(dark foggy Forest, palm-beach, dry plains, southern swamp, "Canadian summer" autumn forest, northern conifer forest... so many more interesting biomes)

The burned forest and wasteland could be combine into one, if you need that destroyed look.

 
Last edited by a moderator:
I think unique resources per biome is a good goal. Having to plan and work with what is available makes for better game play. Not everything needs to be convenient.
Normally I'd agree, but clay is so crucial to doing basically anything in the game that it just makes the desert not viable to live in. Every game I just end up hauling ass to the forest and living there instead. There's just not enough clay or wood to make a sufficient horde base. The other non-forest biomes are similarly too high-risk/low-reward but at least you CAN live in them if you want. Please consider adding soil patches or something in a future RWG update to the desert. It just sucks as-is.

 
Normally I'd agree, but clay is so crucial to doing basically anything in the game that it just makes the desert not viable to live in. Every game I just end up hauling ass to the forest and living there instead. There's just not enough clay or wood to make a sufficient horde base. The other non-forest biomes are similarly too high-risk/low-reward but at least you CAN live in them if you want. Please consider adding soil patches or something in a future RWG update to the desert. It just sucks as-is.
I'd have to agree with MM, in fact I'd like to see Nitrate or Coal only in the snow biome.

Being a forest dweller it forces me to go outside of my comfort zone and change my shirt and pants.

 
Status
Not open for further replies.
Back
Top