PC Alpha 18 feedback and balancing thread

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That sounds like some good feedback. You didnt give the most important feedback though......was it fun? 😂
Also, curious what GS you ended each playthrough on?
The Str/For playthrough ended when the save game got corrupted, so I don't have an exact number. A backup from two days before was at 258, level 74, day 63.

The Per/Agl playthrough wrapped up on day 142, with gamestage 340 at level 100.

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Wait, zombies deal 6 times more damage to poles??? Where did you get that info from?
Bug report, which I confirmed by testing. Mind you, just normal poles. Centered poles work fine. Jawoodle used side-centered poles, but I don't know if they work fine or not. It was originally discovered by Grand Spartan, as far as I can tell.

 
A18 ~100 hours additional feed:- add signs if you've already read this practicular book. Every time i have to make IRL note with all books and sign out for not buying/using book i've already read...
The icon has an open book if you know the recipe, and a closed book if you don't. There, that one was easy! :)

 
The Str/For playthrough ended when the save game got corrupted, so I don't have an exact number. A backup from two days before was at 258, level 74, day 63.
The Per/Agl playthrough wrapped up on day 142, with gamestage 340 at level 100.

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Bug report, which I confirmed by testing. Mind you, just normal poles. Centered poles work fine. Jawoodle used side-centered poles, but I don't know if they work fine or not. It was originally discovered by Grand Spartan, as far as I can tell.
Thanks.....so......back to the all important question. Did you have fun? 😂

 
Thanks.....so......back to the all important question. Did you have fun?
Nope, I had to force myself to keep playing all those hours. 90 minutes days too, so that should be well over 200 hours.

 
On the subject of xml and worldgen stuff, I hear that a bunch of POIs (namely the skyscrapers) aren't set to spawn in RWG anymore? Is this true or are they just really rare, because I'd like to use all the vanilla POIs in worldgen, if possible.

If they are truly not set to spawn, does anyone know how to change that in rwgmixer? I know that RWG is set for a bit of an overhaul soon so hopefully we get to see all the potentially missing content in the future now that performance is much less of an issue. It's a little dull how it seems like the only POIs these days are redneck stores and oat mills.

 
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been playing the new experimental

seems way smoother (I have a potatoe hp pavilion thing)

quick grrr now localisation is a thing. potatoe not potato, tomatoe not tomato. call the whole thing off ffs

lol silly red underlines

seems to me the pace i expected when choosing settings was bang on. tells me maybe the balance is getting there.

very enjoyable.

seems something has changed around how your character reacts with objects. mostly inside or it is more evident inside.

feels like when you go into a room, kitchen with chairs or bathroom with toilet, you are jerking up and down a lot as if the chairs or toilets were acting like stairs.

also, when you focus on a thingamajig to loot it (mostly everything outside), there is a split second where the 'press y blah blah' notice is for something else before it comes right and is for what it is for. its too fast for me to see what the other is, but it still flicks in and i can see it. grrr

looks awesome. grass fading in and out is evident. a bit exploity as you can see bags and nests and trash a bit before the grass so you can plot your course to pick up max loot from a to b. maybe thats why the balance feels good lol

anyway. have a good break tfp

 
A lot of friends of mine from the 7 Days to Die community raised concerns about the new font introduced with A18.3 Experimental release including myself.

I get that you had to either change the font to a different one or update the old one to support more languages and characters, but the new font makes the game look less attractive, at least in my opinion and from the people I know and have played the game for thousands of hours.

Here's a comparison how it looked before and how it looks now:

MF6q9o3.png


I can live with the letter changes, but the new look of the numbers don't feel right to me, they really don't (too bubbly and roundish), they way they look on the hud makes the game feel a lot more early accessy and unprofessional than before unless it was intentional to make it look more basic or cartoony.

If you don't plan to make the font look better in vanilla game, then I would love to get an answer to a question: are we allowed to mod back in the old font in mods using the pre-A18.3 font from A18.2 and include the old font file or modify the new font to have English letters and numbers to look like in the old font and have it included the mods custom asset bundle?

 
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I've started a Perception/Agility playthrough -- Perception because I never did marksman rifle/penetrator perk on my first perception build -- and though I haven't played my first horde night yet, I have to add my voice to the people who have complained about this here before:

Knives make zombies rage way more often than clubs, baseball bats, sledgehammers, spears or the stun baton. Now, granted, I start with a power attack when using knives, and I don't with spears. With clubs and bats and sledgehammers, a power attack often drops zombies to the ground, so I wouldn't even know if they raged. With knives, you get to fist range with the zombie, you do a very slow attack, and the zombie rages. It got to the point it catches me by surprise when they don't.

Even normal attacks seem to rage them more often, but I've stopped doing those because they are too ineffective. They are good once you got some bleeding going, but only if the zombie did not rage, except zombies will rage too often and catch you at too close a range.

The knife isn't as bad as it looked to me at first, except for the raging. It is really at a major disadvantage when it comes to rage compared to other weapons, whatever may be the reason. Say what you want about what the chances of raging are with knives, it's just not what I'm seeing.

That said, I'm playing at Insane difficulty. If difficulty increases chance of raging, then that would account for it. And, to be clear, it's not raging because I have to keep hitting them over and over at this difficulty, it's rage on first hit.

 
is it a bug during horde night if you die the zombies stop coming after your base?
Zombies come after you, not your base. It is not a bug. Dying gives you blood moon targeting immunity until a zombie sees (but not for 30 secs after respawn) you or you damage an animal or zombie.

 
A lot of friends of mine from the 7 Days to Die community raised concerns about the new font introduced with A18.3 Experimental release including myself.
I get that you had to either change the font to a different one or update the old one to support more languages and characters, but the new font makes the game look less attractive, at least in my opinion and from the people I know and have played the game for thousands of hours.

Here's a comparison how it looked before and how it looks now:

MF6q9o3.png


I can live with the letter changes, but the new look of the numbers don't feel right to me, they really don't (too bubbly and roundish), they way they look on the hud makes the game feel a lot more early accessy and unprofessional than before unless it was intentional to make it look more basic or cartoony.

If you don't plan to make the font look better in vanilla game, then I would love to get an answer to a question: are we allowed to mod back in the old font in mods using the pre-A18.3 font from A18.2 and include the old font file or modify the new font to have English letters and numbers to look like in the old font and have it included the mods custom asset bundle?
Could try doing it like other games do: have the old font for English and have the other one for all the other languages.

 
That said, I'm playing at Insane difficulty. If difficulty increases chance of raging, then that would account for it. And, to be clear, it's not raging because I have to keep hitting them over and over at this difficulty, it's rage on first hit.
Difficulty does increase rage percent. Default is 15%, but on insane you are at 50%.

Fast low damage weapons are at a disadvantage, since each hit has the same rage chance and you do more hits with those. I have thought it would be better to scale the percent with damage. Added to my todo list.

 
I've started a Perception/Agility playthrough -- Perception because I never did marksman rifle/penetrator perk on my first perception build -- and though I haven't played my first horde night yet, I have to add my voice to the people who have complained about this here before:
Knives make zombies rage way more often than clubs, baseball bats, sledgehammers, spears or the stun baton. Now, granted, I start with a power attack when using knives, and I don't with spears. With clubs and bats and sledgehammers, a power attack often drops zombies to the ground, so I wouldn't even know if they raged. With knives, you get to fist range with the zombie, you do a very slow attack, and the zombie rages. It got to the point it catches me by surprise when they don't.

Even normal attacks seem to rage them more often, but I've stopped doing those because they are too ineffective. They are good once you got some bleeding going, but only if the zombie did not rage, except zombies will rage too often and catch you at too close a range.

The knife isn't as bad as it looked to me at first, except for the raging. It is really at a major disadvantage when it comes to rage compared to other weapons, whatever may be the reason. Say what you want about what the chances of raging are with knives, it's just not what I'm seeing.

That said, I'm playing at Insane difficulty. If difficulty increases chance of raging, then that would account for it. And, to be clear, it's not raging because I have to keep hitting them over and over at this difficulty, it's rage on first hit.
Rage seems to have an x% chance per hit or time the zombie takes damage. Since knives cause bleed a lot, attack faster, you get way way more hits in. Since the rage was added I really started to favor the sledgehammer even more, before I would use a knife as it is efficient (since also used for harvesting corpses). The sledge just has so much advantage in the current system, since it will knock them down or kill em in just 1 blow.

I would suggest that rage chance should factor in not just taking damage, but also the amount the hit does and the damage dealt recently. So the recent damage taken could increase the chance for a hit to rage to increase, while the actual damage the hit does determines the base chance. Then big hits like a slegde would likely always cause rage (which should trigger at the time the zombie gets up if he still lives), but knife hits may not unless you have been stabbing em often or he bled a lot.

This way these both extremes would see rage happen more equally as it is not based on hits per second but on damage per second.

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Difficulty does increase rage percent. Default is 15%, but on insane you are at 50%.
Fast low damage weapons are at a disadvantage, since each hit has the same rage chance and you do more hits with those. I have thought it would be better to scale the percent with damage. Added to my todo list.
Beat me to it :)

 
I don't think it really needs to be overly complicated.

Just base it off of the percentage of the zombies overall health.

@60% of the zombies health remaining, it rolls at a 10% chance to rage. (1 in 10)

@40% it rolls at 20% chance to rage. (1 in 5)

@20% it rolls at 25% chance to rage. (1 in 4)

3 shots to trigger a rage episode (or add more times it can roll against).

Still random in nature, but no one weapon over the other can trigger it more often or less.

 
I don't think it really needs to be overly complicated.Just base it off of the percentage of the zombies overall health.

@60% of the zombies health remaining, it rolls at a 10% chance to rage. (1 in 10)

@40% it rolls at 20% chance to rage. (1 in 5)

@20% it rolls at 25% chance to rage. (1 in 4)

3 shots to trigger a rage episode (or add more times it can roll against).

Still random in nature, but no one weapon over the other can trigger it more often or less.
That is also a good way to solve it. I do hope that when it is changed we get some form of XML control over it, setting certain zombies to rage more often than others or turning it off for some.

 
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