PC Alpha 18 feedback and balancing thread

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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.
Salvaging can net alot of iron especially if perked into salvaging. 😎👍

 
Frames don't take a lot to make but then I use multiple forges. It's worth it for me especially when my build requires multiple layers of steel and waiting for cement to dry holds up my build. The other benefit is I can use frames to map out ideas and if they look good I just fill them in. You can't pick up flagstone if something isn't working for you.

 
Frames don't take a lot to make but then I use multiple forges. It's worth it for me especially when my build requires multiple layers of steel and waiting for cement to dry holds up my build. The other benefit is I can use frames to map out ideas and if they look good I just fill them in. You can't pick up flagstone if something isn't working for you.
Great point! Time is money friend!!! 😂

 
The problem with that is that you already had to wait for the materials to smelt, then for the frames to craft.
If you're waiting for smelting or crafting, you don't have enough forges and workbenches and mixers and such. One of each station is adequate for a sp game if you put some foresight into your crafting, but for instance having a second forge dedicated to cement making can be handy, I sink a 30-35m shaft for the workshop (depending on whether I start from a basement), start it with a forge on the second or third night, its rather-than-go-idle task is making cement for the first few weeks. That's deep enough that screamers never show up, getting interrupted isn't a problem.

The problem with [iron] is finding it in large quantities.
Finding more iron than I can use hasn't been a problem for me, could be I've just gotten lucky but exploratory tunnels from the workshop have been very very good to me. My early game is map exploration, home invasion and slaughter during the day, exploratory tunnelling and mining at night, a very simple defensible-weak-point bunker sees me easily through many horde nights. Somewhere in week 2 I add a chem station for molotovs and first aid, one good day's oil-shale mining can supply a month's defense needs and picking up enough aloe and yucca is a while-you're-there thing until the farm plots kick in. For some reason I resist going the pipe-bombs route, don't know why. But no vein I've found deep has run dry yet.

As the game stage gets higher I'm more and more able to explore and travel at night, which actually feels a little off to me. Zombies picking up some more of a Kingdom flavor sounds fun, maybe just make migratory minihordes more of a thing at night so you learn to be a little careful coming over a rise or going through a forest or whatever.

 
As the game stage gets higher I'm more and more able to explore and travel at night, which actually feels a little off to me.
I have found the same and had the same reaction. As soon as I have a firearm for point-blank defense against wolves and/or spider zombies I find myself traveling at night more often than not. It feels weird for a zombie game. It's partly because I can't see much so scouting is a non-starter at night. I haul an extra load of stuff from looting stash to a more central location, if not all the way "home." Once I get a head lamp I'll bike between known towns at night doing that, even, since otherwise that's a waste of perfectly good daylight.

 
I have found the same and had the same reaction. As soon as I have a firearm for point-blank defense against wolves and/or spider zombies I find myself traveling at night more often than not. It feels weird for a zombie game. It's partly because I can't see much so scouting is a non-starter at night. I haul an extra load of stuff from looting stash to a more central location, if not all the way "home." Once I get a head lamp I'll bike between known towns at night doing that, even, since otherwise that's a waste of perfectly good daylight.
As soon as the player has guns wandering around at night becomes significantly easier. One idea that pop into my head is to change how heat works.

For example...(numbers are fictional/hypotheical)

Heat Map Range (0 to 100)

15 triggers zombie spawn (normal type)

30 triggers zombie spawn (normal type)

45 triggers zombie spawn (hawiian/big mama)

60 triggers zombie spawn (cop)

75 triggers zombie spawn (feral)

95 triggers zombie spawn (screamer)

With this, it continues to be dangerous outside of POIs...

Books / Skills / Workstation Mods (wpn/armor mods that reduce noise already exist) can be added to make activities less noisy/HEAT generating.... :)

 
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Dear DEVs, in the 18.3 experimental, the cost of cartridge cases was increased from 2 to 6. This was done in order to add balance when remelting coins.

Don't you think that is not enough for a ballance? I think it’s worth increasing the amount of brass that we get when smelting other brass items, since now collecting brass does not make sense at all, even if you read all the books that give more brass in mining.

I play on insane difficulty, and now I feel that collecting brass does not make sense, it is a stupid waste of time. For me it is much more profitable to remelt coins.

 
As soon as the player has guns wandering around at night becomes significantly easier.
Yeah. I figure any weapon you've got half-perked will do, add padded armor and a bike and you sb good to go anywhere. There really should be wandering hordes (and POIs!) it's death to tangle with, especially at night.

 
Nights need to be a challenge but equal to daylight as we don’t want the challenge to out way the reward and then every player sits at base camp till morning else.

Dying light nights were frustrating due to the night crawlers. Fun at first like most things but for me just got restrictive and irritating.

With guns comes power so it’s inevitable we going to rip anything that comes our way a new one, may it be at night or daytime.

As said above the best threat in my mind keeping the balance would be wondering hordes at night. Maybe more so at night, as numbers are way more threatening even against guns.

 
As said above the best threat in my mind keeping the balance would be wondering hordes at night. Maybe more so at night, as numbers are way more threatening even against guns.
I wouldn't mind an XML setting for how responsive zombies are to light and sound at night. Being higher by default (I imagine this is already true of light?)

Or, while there's a max zombie spawn, maybe it has separate values for day and night?

 
I wouldn't mind an XML setting for how responsive zombies are to light and sound at night. Being higher by default (I imagine this is already true of light?)
Or, while there's a max zombie spawn, maybe it has separate values for day and night?
i just wished there was a easier way to Up the zombie spawns. i tried the XLM didn't work, and i don't know how to mod and i don't want to mess anything up on my PC. so yeah. maybe a Zombie spawn setting.

None , very Low , low , Normal , High , very high , Extreme (extreme is basically 6x or even 10x)

and at night zombies should spawn like zombies spawn in the wasteland

 
i just wished there was a easier way to Up the zombie spawns. i tried the XLM didn't work, and i don't know how to mod and i don't want to mess anything up on my PC. so yeah. maybe a Zombie spawn setting.
None , very Low , low , Normal , High , very high , Extreme (extreme is basically 6x or even 10x)

and at night zombies should spawn like zombies spawn in the wasteland
I can help you out with that. I modded the spawns.xml for my server. I increased the ammount of wondering zombies found out in the open. Increased animal spawn rate in order to balance it for dedicated server, as the game does not do that at this moment. I also made it so that at night you have 5x as many zombies wondering around so it makes going out at night extremely dangerous.

The biggest feedback I got from my players and new players that joined the server was, wow this feels a lot more like A16, whatever you did this is way better than vanilla settings.

So if you need help editing that specific XML shoot me a private message and I'll be more than happy to walk you through how to properly edit that file.

EDIT: or if you want I can write up a "modlet" for you. this way you do not have to mod yourself.

I can make "modlets" for z spawn rates like low, med, high, max etc.

 
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I can help you out with that. I modded the spawns.xml for my server. I increased the ammount of wondering zombies found out in the open. Increased animal spawn rate in order to balance it for dedicated server, as the game does not do that at this moment. I also made it so that at night you have 5x as many zombies wondering around so it makes going out at night extremely dangerous.
The biggest feedback I got from my players and new players that joined the server was, wow this feels a lot more like A16, whatever you did this is way better than vanilla settings.

So if you need help editing that specific XML shoot me a private message and I'll be more than happy to walk you through how to properly edit that file.
thing is through i just play Solo.

i don't have a server. and i just don't want to mess anything up on my PC.

but when i get home ill message you, kinda useless now sense i can't get on my PC

 
thing is through i just play Solo.

i don't have a server. and i just don't want to mess anything up on my PC.

but when i get home ill message you, kinda useless now sense i can't get on my PC
Then modlets would be best for you. If I have time today I'll start writing up the modlets for you so that you need not edit the xml files or make any permanent changes to the games files.

 
having played A18.2 for a while now some things that I think would be great.

1. Quest return to any trader - for example when I get a note and read it and finish it, it lets me take it to any trader.

Maybe reduced reward if returned to another trader?

2. Quest to find other traders - like when you get a note and do the quest you can return to any trader. maybe have it show you the closest trader?

3. some Rare skill/quest process to get T7 items - yes I kjnow T6 is tops and can only be found but how about an ability to find a rare T7 items that can't be sold and only traded that has a bonus random skill?

4. some quest that gives me an item to call in an airdrop (Rust has this - great feature) - it announces server wide - makes it fun!

In general I think the quest system is great and can be bigger!

 
I'm on A18.3 b3 exp.

I'm not a fan of all electrical devices using 1W, I found it convenient to bury my generator cause its loud as hell and use a switch as a buffer without draining fuel.

And can scope mods not be equipped to pistols anymore in the experimental? I swear that used to be a thing on stable.

 
I can help you out with that. I modded the spawns.xml for my server. I increased the ammount of wondering zombies found out in the open. Increased animal spawn rate in order to balance it for dedicated server, as the game does not do that at this moment. I also made it so that at night you have 5x as many zombies wondering around so it makes going out at night extremely dangerous.
The biggest feedback I got from my players and new players that joined the server was, wow this feels a lot more like A16, whatever you did this is way better than vanilla settings.

So if you need help editing that specific XML shoot me a private message and I'll be more than happy to walk you through how to properly edit that file.

EDIT: or if you want I can write up a "modlet" for you. this way you do not have to mod yourself.

I can make "modlets" for z spawn rates like low, med, high, max etc.
I would love to increase the frequency of wandering hoards, as well as the number of zeds wandering about. A18 feels really empty. I'm happy enough to edit the xml's but its not something I have done since about A16.

Would you have any tips on which lines to edit in the spawning.xml ?

Any help would be very appreciated.

 
thing is through i just play Solo.

i don't have a server. and i just don't want to mess anything up on my PC.

but when i get home ill message you, kinda useless now sense i can't get on my PC
Jax has a couple mods that increase the spawns by x3 and x5 respectively here. Just drop the folder you want into your 7 Days to Die/Mods folder and you're good to go. If you have trouble PM me or @ me on https://discord.gg/pv88RAf

 
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