PC Alpha 18 feedback and balancing thread

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The desert is an advanced biome. If you want to stay there as a low-level character you have to find clothes that cool you. And yes, good armor won't cool you, but cooling mesh mods that you can put into the armor will.
Normally you don't have all that as a low-level, so the other choices are investing in the perk "Well insulated" or simply, trivially .......... take lots of water with you.
Wow thanks! That is incredibly helpful! I didn't even consider the mods. I think I will travel a bit and find a pine-forest or other cooler biome. As a general rule when I gen a world I like to "play where it lies" ( although when starting in the burnt forest biome I learned quickly this was a challenge I was not up for LOL ), but I am totally cool revisiting later when I'm more prepared. Also good to know it's not a bug or anything, I'm happy to take on the challenge of working it out strategically. In that case apologies for the out-of-place post.

Thanks much for the reply, the help is appreciated!

 
Did you also do unit tests with different values of Loot Abundance? Asking for a friend. :cocksure:
Yes, it does those also. That is how I tested if you had say a chance of 1.25 items, it would give you one plus a 25% chance of a second.

 
In regards to repair kits, are we going to vary how many repair kits are need to repair an item. I ind it funny that one repair kit can repair a whole 4x4 or a handgun, a little bit of variety would be greatly appreciated seeming repair kits are so easy to make.

 
Yes, it does those also. That is how I tested if you had say a chance of 1.25 items, it would give you one plus a 25% chance of a second.
Really strange. I did a test in A18.2b2 with 30 small ammo loot piles and at 100% all had loot and at 75% loot abundance only 10 (aka 33%) had loot in them (instead of the expected 22-23 aka 75%).

I know, 30 boxes is a really low amount for a statistical test, but the observed deviation is quite big (and I did the test only because other people made similar observations).

 
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Who ever decided to make megacrush more common with soda fountains....

THANK You! and you deserve 100000 dukes under your pillow.

 
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Really strange. I did a test in A18.2b2 with 30 small ammo loot piles and at 100% all had loot and at 75% loot abundance only 10 (aka 33%) had loot in them (instead of the expected 22-23 aka 75%).
I know, 30 boxes is a really low amount for a statistical test, but the observed deviation is quite big (and I did the test only because other people made similar observations).
It could of gotten broken somewhere along the way. I have not tested it in probably a year.

 
In regards to repair kits, are we going to vary how many repair kits are need to repair an item. I ind it funny that one repair kit can repair a whole 4x4 or a handgun, a little bit of variety would be greatly appreciated seeming repair kits are so easy to make.
I think it's a little odd, too. It kind of makes durability pointless, since repair kits are so easy to make that you can just carry a stack around and repair anything whenever you want.

But because they are so easy to make, I'm not sure simply increasing the required number of repair kits is enough.

IMHO it would be better to have it similar to how it was pre-A18, when you had to repair stuff with specific materials. To repair a steel tool, you should have to use one repair kit and one bar of steel; a handgun would require a repair kit and gun parts; and so forth.

I'm not sure what all should be required to repair vehicles though. Maybe different recipes could repair them by different amounts (e.g. repair kit + wheel = 50% and repair kit + engine = 75%).

This is all just spitballing though.

 
I think it's a little odd, too. It kind of makes durability pointless, since repair kits are so easy to make that you can just carry a stack around and repair anything whenever you want.
But because they are so easy to make, I'm not sure simply increasing the required number of repair kits is enough.

IMHO it would be better to have it similar to how it was pre-A18, when you had to repair stuff with specific materials. To repair a steel tool, you should have to use one repair kit and one bar of steel; a handgun would require a repair kit and gun parts; and so forth.

I'm not sure what all should be required to repair vehicles though. Maybe different recipes could repair them by different amounts (e.g. repair kit + wheel = 50% and repair kit + engine = 75%).

This is all just spitballing though.
A repair kit having a fixed value to repair sounds better.

 
A repair kit having a fixed value to repair sounds better.
I agree, again spitballing here but like 3x repair kits for a handgun but 5x for a machine gun, the car, in my opinon, should carry a hefty weight of like 15-25 repair kits or less but make it like the lock pick that when are repairing the car have a cool down timer where youre stuck doing it.

 
I agree, again spitballing here but like 3x repair kits for a handgun but 5x for a machine gun, the car, in my opinon, should carry a hefty weight of like 15-25 repair kits or less but make it like the lock pick that when are repairing the car have a cool down timer where youre stuck doing it.
1000% agree

 
In regards to repair kits, are we going to vary how many repair kits are need to repair an item. I ind it funny that one repair kit can repair a whole 4x4 or a handgun, a little bit of variety would be greatly appreciated seeming repair kits are so easy to make.
Madmole already said in a19 vehicles will take assorted damage and require other materials for repairs, so this idea is already obsolete.

@Fataal:

Can someone please look at the mp gamestage multiplier? With two people on nomad the day 42 horde wrecked a non cheese base design that was tested with sp, 32 alive, gamestage 350 on day 300 or so and was fine.

As it is now, without a total cheese base, MP is pretty much unsustainable. (Sp I've had no issues up to day 77, but mp has been a trainwreck with several base designs nd several playthroughs now.

Just turning down the gamestage multiplier formula should fix the issue, I'd think. It feels like gamestage is just multiplied by number of players, which is crazy high.

Its hard coded, and modders can't adjust it either.

For testing and base experimentation purposes, we used to be able to trigger a bloodmoon and thats also been broken since a16 I think.

It'd be nice to have a console command for that, and might be beneficial to you guys as well.

 
i want to point a few things out its mostly due with Random gen

the destroyed buildings (the old ones) kinda float and its drives me crazy.

trader rekts trailer, (the area with the sloped support pillars) they are See through i would just add a small texture

 
@Fataal:

Can someone please look at the mp gamestage multiplier? With two people on nomad the day 42 horde wrecked a non cheese base design that was tested with sp, 32 alive, gamestage 350 on day 300 or so and was fine.

As it is now, without a total cheese base, MP is pretty much unsustainable. (Sp I've had no issues up to day 77, but mp has been a trainwreck with several base designs nd several playthroughs now.
For a little while I had four other players to game with, but they've scattered to the winds and I think the last two blood moons may have been a factor. I had fun despite the, ah, enhanced challenge, but I think it was a bit much for them. We didn't even have that many demolisher appearances, from what I saw. Lots of green, though.

 
came up with a bit of a fix for the mp GS explosion. tones it down abit, does not affect sp play. but does bring in MP to a more SP timeline. still needs tewaking tho. instead of demo's on week 2, we get a couple on week 4. in sp, I dont see any til week 6

<config>

<remove xpath="/gamestages/config"/>

<append xpath="/gamestages">

<config

daysAliveChangeWhenKilled="2"

scavengerGameDifficultyBonus="1"

adventurerGameDifficultyBonus="1.2"

nomadGameDifficultyBonus="1.5"

warriorGameDifficultyBonus="1.7"

survivalistGameDifficultyBonus="2"

insaneGameDifficultyBonus="2.5"

startingWeight =".3"

diminishingReturns ="-0.25"

/>

</append>

</config>

 
AHOY ME BOI

this is what im talking about with the floating buildings

251570_screenshots_20200112135558_1.jpg

251570_screenshots_20200114124327_1.jpg

251570_screenshots_20200114124335_1.jpg

i swear when i see this i want to eat A Seagull while its still alive. it makes me so mad!

 
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Just imagine that the ground underneath eroded with the time and the structure holds shape. We`ve seen far worst back in the centuries ;)
i cant it Bugs the hell out of me. Idk why i don't have OCD or anything like that.

it makes me so angry. in fact i get so mad about that it makes Doom Guy looks like hes on Xanax

it makes Death metal sound like mine craft music

it makes Mosquito look like Cute puppy's

 
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While im at it. Random gen just has a lot of bugs to do with pop in and Stuff just popping out. like TREES , gore blocks , Metal plates , and the magical Tile thats pops up. for me it mostly happens in RNG

i have some problems with with navezgane (mostly Trees pop in and out) but a simple log out and in fixes it.

i also hope that later on they update navezgane with all the new POIs and maybe even a few new towns or citys like this thing in the wasteland View attachment 31169

 
The pay off is in time. You don't have to wait for concrete to dry and upgrade again. You can just upgrade the frame and paint.
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What are the chances we both reply to the same 5 hour post at the same time with a similar answer
The problem with that is that you already had to wait for the materials to smelt, then for the frames to craft. I'd say you lose more time with the frames. No you don't have to wait on drying concrete twice over, but there isn't enough difference in time for it to be worth it. Concrete does have this as well so it isn't really that much different there, truth be told.

The real problem is which is more important, iron or time? I'd say that would always be iron. Iron can be had in large amounts if you find the right node, but that's IF you find that node. Stone is far easier to find and mine than iron. Probably the greatest difference between the two would be in mining. Stone can be mined literally anywhere. Iron can only be had from an iron node. The problem with that is finding it in large quantities. In my current world, I've mined several places for iron. The first 4 locations were extremely limited and tapped out rather quickly. Now, I did recently find the motherload of iron nodes, but that was quite a bit of luck. The difference is that I now have upwards of 140k of stone and about 45k or Iron. Stone simply is easier to get.

 
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The problem with that is that you already had to wait for the materials to smelt, then for the frames to craft. I'd say you lose more time with the frames. No you don't have to wait on drying concrete twice over, but there isn't enough difference in time for it to be worth it. Concrete does have this as well so it isn't really that much different there, truth be told.
The real problem is which is more important, iron or time? I'd say that would always be iron. Iron can be had in large amounts if you find the right node, but that's IF you find that node. Stone is far easier to find and mine than iron. Probably the greatest difference between the two would be in mining. Stone can be mined literally anywhere. Iron can only be had from an iron node. The problem with that is finding it in large quantities. In my current world, I've mined several places for iron. The first 4 locations were extremely limited and tapped out rather quickly. Now, I did recently find the motherload of iron nodes, but that was quite a bit of luck. The difference is that I now have upwards of 140k of stone and about 45k or Iron. Stone simply is easier to get.
my 3 man game has that in reverse.

we have 110 bundles of iron. 1 guy does salvage. I mine with 4 in both perks. we have a reinforced concrete house, but limited sand, so stone has to be broken down for sand, then more stone needs to be smelted, then even more stone goes into the manufacture.

we still dont have stone back up. it is going as fast as I can bring it in as the 3rd person is a crafter pumping it all back out for building.

between salvage and mining, iron is not an issue.

 
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