PC Alpha 18 feedback and balancing thread

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The whole game should be dreadful, post apocalyptic and scary IMO. Burnt forest and wasteland will get a bit more love yet.
Hoping Plains will come back as a Forest sub biome at some point.

 
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reduce the amount of iron scraps on the ground in the wasteland. It makes driving around a huge pain.
The whole ground is supposed to be made from rubble and debris. Doesn't bother me either way, but shouldn't there be even more stuff on the ground preventing us from driving on it? All that junk and the landmines are an indicator to me that one should stick the roads or even make new ones late game.

 
reduce the amount of iron scraps on the ground in the wasteland. It makes driving around a huge pain.
We might randomly spawn some flat sheet metal and stuff too so its not always an obstruction, but the wasteland should not really be generally driveable through except perhaps roads.

 
There have been no changes to FOV code.
I just tried sg OptionsFieldOfViewNew x and it works.
Are you sure it actually changed your view? Because I tried it multiple times in the 18.2 b5 exp branch and the command takes (saying it changed it to x value) but my screen stays the same. Maybe it was patched before live or could be a bug.

Update: Just tried in stable and it works again.

Update #2: Weird; when changing to a bunch of different values they sometimes don't work. For example change it to 90, then 100, can't change it back to 90, but 80 works, etc. Idk

 
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@Faatal

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The new graphic option set to medium in A18.2 has now bumped me from 5-15 fps in snow biome to a steady 50-55. The FPS is now in line with the forest and other biomes. Thank you, I can now play the full game. I.E. deserts and snow biomes. :)

 
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I wish we could have A16 zombie pathing behavior back for Horde Nights. You never knew which side the zombies were coming from so you had to defend all sides equally.

And using spikes actually mattered, because they wouldn't path through the path of broken ones.

The new Zombie pathing has dumbed down the meta of Horde base design.

 
I wish we could have A16 zombie pathing behavior back for Horde Nights. You never knew which side the zombies were coming from so you had to defend all sides equally.
And using spikes actually mattered, because they wouldn't path through the path of broken ones.

The new Zombie pathing has dumbed down the meta of Horde base design.
I would strongly disagree with you. The A.I. in A18 is far smarter than in A16. Is it perfect? No. Does it need work? yes. None the less, it is far better. :)

 
I'd love to see you swap "Daring Adventurer" and "Master Chef" to their opposite attributes. Cooking under strength is just weird, and "daring" seems like it would fit better there than under intellect. I think this would be a better balance. Fiction-wise, Daring could mean you're clearly tougher and more capable, and maybe more intimidating, so quest givers will be more generous/obsequious.

And cooking under intellect brings it in line with the other craftsmanship perks where it makes sense. It would also make build decisions into more "crafting vs adventuring" decisions.

 
Are Bundles Intended to give xp? I currently have their recipes disabled from my game because it seems like a huge exploit to get bucket loads of XP. I assume that it is not intended but the crafting engine by default takes the number of ingredients into consideration when rewarding XP which is why it gives you XP currently and why it gives a lot. Granted it does have diminishing returns, I assume that is also just part of the crafting engines default behavior.

One of the players on my server totally exploited this, and when I removed the recipe he get extremely upset and lets just say he is now banned. So I really just would like to know if it is intentional or not.

 
Are Bundles Intended to give xp? I currently have their recipes disabled from my game because it seems like a huge exploit to get bucket loads of XP. I assume that it is not intended but the crafting engine by default takes the number of ingredients into consideration when rewarding XP which is why it gives you XP currently and why it gives a lot. Granted it does have diminishing returns, I assume that is also just part of the crafting engines default behavior.
One of the players on my server totally exploited this, and when I removed the recipe he get extremely upset and lets just say he is now banned. So I really just would like to know if it is intentional or not.
It does have deminishing returns though. it drastically scales down to worthless XP pretty quick.

 
One of the players on my server totally exploited this, and when I removed the recipe he get extremely upset and lets just say he is now banned. So I really just would like to know if it is intentional or not.
Sounds like you may have jumped the gun... though this doesn't mean that the player didn't find some other way to exploit regardless of steep diminishing returns.

 
I would strongly disagree with you. The A.I. in A18 is far smarter than in A16. Is it perfect? No. Does it need work? yes. None the less, it is far better. :)
Zombie behavior as in AI is I imagine really tricky for this type of game. To good and they break out from the zombie trend of behavior we come to recognize and love. Bad (is there a bad?) and well they could become so predictable that base defense becomes a one shot pony and the game becomes boring fast.

With A18 I really think Faatal has hit the sweet spot, where some are relentless driven eating machines with little thought coming straight for you where as others are pathologically abnormal demonstrating acts of defiance and will get sneaky.

Its really cool..

 
Sounds like you may have jumped the gun... though this doesn't mean that the player didn't find some other way to exploit regardless of steep diminishing returns.
Yeah was a bit drastic xD

The starting amount of xp needs to be tuned down a bit for sure.

 
I wish we could have A16 zombie pathing behavior back for Horde Nights. You never knew which side the zombies were coming from so you had to defend all sides equally.
This is still the case.

 
I'd love to see you swap "Daring Adventurer" and "Master Chef" to their opposite attributes. Cooking under strength is just weird, and "daring" seems like it would fit better there than under intellect. I think this would be a better balance. Fiction-wise, Daring could mean you're clearly tougher and more capable, and maybe more intimidating, so quest givers will be more generous/obsequious.
And cooking under intellect brings it in line with the other craftsmanship perks where it makes sense. It would also make build decisions into more "crafting vs adventuring" decisions.
We can respin this all we want and someone will find it more or less intuitive. Fact is, its just fine as is.

 
Are Bundles Intended to give xp? I currently have their recipes disabled from my game because it seems like a huge exploit to get bucket loads of XP. I assume that it is not intended but the crafting engine by default takes the number of ingredients into consideration when rewarding XP which is why it gives you XP currently and why it gives a lot. Granted it does have diminishing returns, I assume that is also just part of the crafting engines default behavior.
One of the players on my server totally exploited this, and when I removed the recipe he get extremely upset and lets just say he is now banned. So I really just would like to know if it is intentional or not.
Not sure what you are talking about. Crafting doesn't give any xp at all on anything. When you open the bundle it says 6000 coal or whatever bundle you opened.. not 6000 XP.

 
Crafting actually does give xp but only the first few times you craft something. You get less each time you craft a duplicate of something until you no longer get anything. This was introduced in A17 I believe. I don't believe you get anything for opening a bundle but you would the first few times you crafted it.

EDIT: REALLY? hmmm...I noticed it in A17 and never noticed it go away. apologies.

 
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Crafting actually does give xp but only the first few times you craft something. You get less each time you craft a duplicate of something until you no longer get anything. This was introduced in A17 I believe. I don't believe you get anything for opening a bundle but you would the first few times you crafted it.
EDIT: REALLY? hmmm...I noticed it in A17 and never noticed it go away. apologies.
LOL nobody noticed. I've been waiting for the no crafting xp ♥♥♥♥ storm for 6 months now and it never came.

 
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