PC Alpha 18 feedback and balancing thread

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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.
the reason i ask its a bug is that all the zombies just have a heart attack and i don't see one until the next day.

just asking thxs though

also merry Xmas

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It`s a camel.


.

Where!!!!

 
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.
Just my opinion: Regarding the 'Rage' mechanic.

Hard coding it, as part of the AI Task/Targeting wasn't needed in any way.

The current "Effect/Triggering" system is more than capable of doing what its already doing, in spades, with more avenues, more control, and so on. I just don't understand why the "AI" system needs to be handling that, like it does.

 
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I know I just posted about this, but this thing is so ridiculous I had to come back to it.

When you put points into Javelin Master, you get an increased range on power attacks, keeping you safer.

When you put points into Pummel Pete, you get a chance to knock down zombies on power attacks, keeping you safer.

When you put points into Skull Crusher, you get a chance to knock down zombies on normal attacks, keeping you safer.

When you put points into Deep Cuts, you get a chance to inflict bleeding damage, which will make zombies rage and super rage, increasing the danger to you.

This is not balanced.

 
I know I just posted about this, but this thing is so ridiculous I had to come back to it.
When you put points into Javelin Master, you get an increased range on power attacks, keeping you safer.

When you put points into Pummel Pete, you get a chance to knock down zombies on power attacks, keeping you safer.

When you put points into Skull Crusher, you get a chance to knock down zombies on normal attacks, keeping you safer.

When you put points into Deep Cuts, you get a chance to inflict bleeding damage, which will make zombies rage and super rage, increasing the danger to you.

This is not balanced.
Yeah i agree. maybe zombies that have bleed can be slowed down due to blood lost? idk

 
Scrapping the wiring tool yields 135 iron. This is a bit too much, isn't it??? Especially compared to scrapping an cooking pot which yields only 18 iron.

And, you can loot a school bus from an insane far range, about 7-8m away!

 
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?
They look ok to me. That is readable and legible

 
Just my opinion: Regarding the 'Rage' mechanic.Hard coding it, as part of the AI Task/Targeting wasn't needed in any way.

The current "Effect/Triggering" system is more than capable of doing what its already doing, in spades, with more avenues, more control, and so on. I just don't understand why the "AI" system needs to be handling that, like it does.
It wasn't needed, but it was actually easier to implement and runs faster. The whole effect/trigger/buffs systems is not fast and is not something I care to use unless I have a good reason. Plenty of overhead there and I like to make code run as fast as it can. You controlling it was not a goal for me.

 
It wasn't needed, but it was actually easier to implement and runs faster. The whole effect/trigger/buffs systems is not fast and is not something I care to use unless I have a good reason. Plenty of overhead there and I like to make code run as fast as it can. You controlling it was not a goal for me.
Yeah, you made that perfectly clear. Merry Christmas either way guy.

 
It wasn't needed, but it was actually easier to implement and runs faster. The whole effect/trigger/buffs systems is not fast and is not something I care to use unless I have a good reason. Plenty of overhead there and I like to make code run as fast as it can. You controlling it was not a goal for me.
Any chance of xml dictated rage altering? The more things we can ♥♥♥♥ with and break means more use cases and problem definitions for the badass QA team. Keep up the awesome work, rockstar. :)

 
Could try doing it like other games do: have the old font for English and have the other one for all the other languages.
Unnecessary programming. Personally, I think the new font is more readable.

 
Unnecessary programming. Personally, I think the new font is more readable.
A lot of things are manufactured with unnecessary stuff and it's done purely to differentiate one product from another. Vehicles, houses, websites, food, you name it, everything has that. Yes, the new font might be more readable for some, but it's so basic, it feels like a generic font while the old one felt unique to the game with the boxy long rectangular shapes.

Maybe it's just me, because I've been modding the game for more than 4 years and playing it for more than 5 years and I have just gotten used to the old font, especially how the numbers look. The new one to me looks just bleh (important note - talking about how it looks not about readability and practicality, purely about aesthetics)

 
Good afternoon. I really liked the game and hooked from the first minutes! But I would like to see some corrections in new updates:

1) When setting up the game, where you choose to resume loot, after a certain time, the item "loot does not resume" is very lacking.

2) Display on ponel next to the scale health and fatigue indicators of food and water.

3) More various modifications for weapons, armor, as well as vehicles.

4) Increase the stacks of objects. (Very small stacks for clean water, bandages / first aid kits, cartridges, etc.)

5) Make it possible to create packs of cartridges not only from scratch, but also from existing stacks of cartridges.

6) It would be great to see in the game additional backpacks with a quality figure in which you could put the necessary items and resources on the trip without clogging their inventory.

7) Found one bug when the hero is on top of the car and the bear hits her, then the strength of the car drops to zero and it is impossible to fix it, the repair kit is wasted, but the strength does not return.

8) There are more cells for improvements, and even with the selection of one specifically for paint, in fact, there are less of them, since earlier, instead of paint, a more useful improvement could be established.

9) Maybe I’m so lucky, but the paint in the world has ceased to come across, in 61 days I haven’t found a single thing, but the brushes with fanarics are simply unrealistically huge.

10) And finally enter the Russian language into the game! There are craftsmen who create patches with Russian localization, and you can put them on your own, but then it is impossible to play on the server, since the anti-cheat does not allow it!

Hope to see all these fixes in the next updates. Thank you in advance!

 
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the powered overhead garage door is way to easy to accidentally pick up. you just have tap E, not hold it down, and the timer kicks in and bamm it's in your inventory for you to replace it and rewire it. I've done this 4 times.

 
Any chance of xml dictated rage altering? The more things we can ♥♥♥♥ with and break means more use cases and problem definitions for the badass QA team. Keep up the awesome work, rockstar. :)
Probably. It will be some scaling system based on damage, but not a zombies max health.

 
Bow feature request: Please consider a bow mod or arrow type that causes less damage but high bleed? Love the bleed themed Agility spec but cant seem to get an attack rhythm going. Perhaps starting out at distance with bleed and closing with melee will create a synergy between bow and blade.

Another thought.. What if heavy knife attacks did not cause bleed. Rather, heavy knife attacks do damage based on how many bleeds already on a target. Light knife and bow attacks would build bleeds, then you go in with the heavy knife attack for the head splat.

 
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Another thought.. What if heavy knife attacks did not cause bleed. Rather, heavy knife attacks do damage based on how many bleeds already on a target. Light knife and bow attacks would build bleeds, then you go in with the heavy knife attack for the head splat.
This idea sounds great to me! It would give a nice spin to the blunt weapon power attacks 'stun, then finish off with power attack' philosophy. I'd really enjoy using the knives like that. Imagine stacking lots of bleeds on a crowd of zombies and then finishing them all off with one power attack.

 
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