PC Alpha 18 feedback and balancing thread

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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.
I wouldn't mind secondary resources like that being biome exclusive, but clay being so crucial to the tech tree makes the desert just totally untenable to live in long-term. Really the problem is just that I'm sick of 80% of my world seeds starting me in the desert. I don't want to spend another 20 minutes generating a new world or spending a day or two in-game hiking out of the desert only to walk into the wasteland or something. The desert just sucks in a way the other biomes don't as-is.

 
Its not hard, its tedious, and would be throw away work with the plan we have to rectify it.
Ok, we'll wait and see then.

Offtopic, testing the dismemberment chance on either the head or other parts of the body seems off in insane difficulty. Either it is bugged or the description is inaccurate and in no way represents the dismemberment chance described (50% on highest attribute) .

Also the chance to stun zombies with clubs seems to be inaccurate as well.

See this topic:

https://7daystodie.com/forums/showthread.php?136254-Headshots-how-do-they-work&p=1070980#post1070980

 
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.
Southern swamp with zombie alligators...I think I've posted about this in pimp dreams before. :)

 
Lmao, I thought I was the only one putting mushrooms on the my walls and ceilings.
Sadly I seen they patched this in 18.2 notes I guess. thanks a lot person who told the testers about this lol. I've been doing this for years. R.I.P mushrooms on everything :(

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People are gonna be pleasantly surprised to find out the fov command no longer works in the new patch...
Does this means the slider is back?

 
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Sadly I seen they patched this in 18.2 notes I guess. thanks a lot person who told the testers about this lol. I've been doing this for years. R.I.P mushrooms on everything :(
- - - Updated - - -

Does this means the slider is back?
They streamline building, then take away a bunch of creative options on how to use stuff (si and adv rotations) one step forward, one step back.

And no the slider is not back. They seemed to have disabled adjusting fov outright. Hopefully it's just a bug, but seeing how things are going idk.

 
They streamline building, then take away a bunch of creative options on how to use stuff (si and adv rotations) one step forward, one step back.
And no the slider is not back. They seemed to have disabled adjust fov outright. Hopefully it's just a bug, but seeing how things are going idk.
Damn and I thought Maybe I had locked the fov during my testing last night. A bug or it being removed sounds about right. damn....i hope they did not remove it for the sake of those who actually need it in order to play.

 
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You see his recent vehicle elevator. That was amazeballs. May copy that in a future build. Or use it as some type of fun trap...😂
Well, he modded the game to make that work and if you do that, anything is allowed. A base flying 20 blocks up? No problem at all.

 
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.
How is that an issue?

You have to mod the game to create a single biome world.

If you do that, do it right. Adjust the resources to make it work.

TFP is not obligated to fix your mod. =P

 
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.
Dark foggy forest sounds damn nice...., and in general I do agree. Would like more likeable biomes. At the moment we are reduced to one combined green biome, and 4 not so likeable ones.

 
Well, he modded the game to make that work and if you do that, anything is allowed. A base flying 20 blocks up? No problem at all.
Oic, I didnt realize he modded the game to get that to work.

 
@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.
That would make spear finding a lot harder, and I don't even know if projectiles can penetrate, it might be limited to ray cast weapons. I don't have any reason to believe spears need a buff, I had no problem with them if used as intended.

 
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.
The whole game should be dreadful, post apocalyptic and scary IMO. Burnt forest and wasteland will get a bit more love yet.

 
That would make spear finding a lot harder, and I don't even know if projectiles can penetrate, it might be limited to ray cast weapons. I don't have any reason to believe spears need a buff, I had no problem with them if used as intended.
It would be cool if spears had the ability/chance to slow down enemies for a while both from general running and rage mode. That would make sense and be awesome at the same time.

 
The whole game should be dreadful, post apocalyptic and scary IMO. Burnt forest and wasteland will get a bit more love yet.
Hmm... ok, but when you spend hours in a biome, you should not get depressed. Music matters a lot... Remember fallout? allways keep the radio on. But perhaps there could be some pretty spots, a smal patch of green, a single not broken POI

On the other hand, I could see the forest as bandit Area, darker, with skull piles, corpses nailed to trees.

 
The whole game should be dreadful, post apocalyptic and scary IMO. Burnt forest and wasteland will get a bit more love yet.
reduce the amount of iron scraps on the ground in the wasteland. It makes driving around a huge pain.
 
I currently have a random Map that has just what Sitting Duck describes... (green spots in the midst of burned out area...oddly it happens to be within mountain ranges so like a valley)...not sure this is broken or intended..but its cool.

At any rate, I have not found a biome other than burned out, or wasteland....granted I have not ventured out far and wide yet, but that is coming.

Semper Fi

 
And no the slider is not back. They seemed to have disabled adjusting fov outright. Hopefully it's just a bug, but seeing how things are going idk.
There have been no changes to FOV code.

I just tried sg OptionsFieldOfViewNew x and it works.

 
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