PC Alpha 21 Dev Diary

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Crafting system progression is overall in line with the difficulty progression of the game.
It depends on which biome you are in and where your first trader is. In A21, the gamestage depends on the biome. The gamestage increases much faster in the desert, snow or wasteland but your crafting progress remains pretty much the same.

This is what they want for the game.
Have you asked the developers what they want? It is rather presumptuous to assume that you know what the desired end goal is.

Now Developers will need to apply this same line of balance to all the other parts of the game traders, loot and quest rewards for fix the unbalanced situation which is breaking the progression and making game too easy breaking the difficulty progression.
In my case, that would be to speed up the progress for looting and what the trader is selling. I did a T5 infestation quest in the pine forest this morning and found a Q2 Pump Shotgun but I can already craft a Q5 Auto Shotgun. My lootstage and traderstage is way behind my crafting skills.

 
In my case, that would be to speed up the progress for looting and what the trader is selling. I did a T5 infestation quest in the pine forest this morning and found a Q2 Pump Shotgun but I can already craft a Q5 Auto Shotgun. My lootstage and traderstage is way behind my crafting skills.
How'd you manage that?  Crafting is far slower than game progression for me.  At least after the first week or so.  But I also go up in gamestage very quickly.  Crafting definitely doesn't come close to keeping up for me.  Loot is okay even with the nerf to looting, though it can take a while to find things at times but I'm fine with that.  Quest rewards are too fast.  Trader inventory just varies so greatly that I can't even really say if it's too fast or slow.  By the time am maxed out on crafting and have a high gamestage, I'm still only seeing Q3-4 items for sale with only a rare Q5.  I'm not even sure that I've seen a Q6 yet from the trader.  Not that I'd buy those in most cases but I still look.  In the early game, the trader inventory is too high, though.  It seems like it starts too high and then progresses too slowly so you reach a point where it's even and then instead of being too much it becomes too little.

The biggest problem with trying to balance for game progression is that game progression varies greatly depending on what you do.  If you quest constantly, it'll go up far faster than if you almost never quest, for example.  Any progression method that isn't tied to game progression (or at least your level) is going to be unbalanced no matter how much they try to balance it.  It'll be balanced for some people who play in a way that allows it to be balanced but not for people who play in other ways. If you balance it to align with a player who does 5 quests a day, it'll be way too fast for the player who does 1 quest a week and too slow for the MP group that does 10 quests a day.  For the progression types tied to gamestage (or at least your level), those will at least have a chance to be balanced.

Let's say you want to have everything align with your crafting speed.  Sounds great.  But then you have people who want to craft and those who don't or rarely do so.  Not being able to progress well because you're not crafting (learning to craft) at a fast rate isn't balanced.  Not to mention that it creates even more problems for MP groups who would all want to read every magazine just to get their progression up for things like looting and questing.

Things like that are just not easy to work around unless every progression method is tied to the same things.  I'm not saying it's a bad thing to tie different progression styles to different things in the game to provide variety... just that it is very hard to get a true balance that way.  All you can really hope for is "good enough."  Still, as far as I'm concerned, these different progression methods don't have to be perfectly balanced anyhow.  As long as none are too far off from the others, I don't mind if one way is faster than the others or slower than the others.

 
Last edited by a moderator:
How'd you manage that?  Crafting is far slower than game progression for me.  At least after the first week or so. 
The question is difficult to answer since I don't know how you play.

I was lucky that my initial city is already very big with two Crack a Book POIs for which I even got some quests. I also didn't spread my points very far. I invested my points mainly in Pummel Pete, Miner69er and Shotgun Messiah. One point at the beginning in Advanced Engineering. No Points in Lucky Looter or Daring Adventurer and I limited myself to one quest per day.

You have to keep in mind that the lootstage is mainly defined by the biome and the POI difficulty. Accordingly, it is not surprising that I will not find particularly good loot in the pine forest. In the desert, the snow or the Wasteland, the lootstage is of course significantly higher. That is the point of the discussion. People do not take this into account when they complain about "too good loot".

For me, gamestage, crafting skills, lootstage, and traderstage are 4 different values that can match under certain conditions but can differ greatly depending on how you play.

To me, matching the progress of crafting, the trader's inventory, and what you find while looting is like trying to synchronize different clocks. No matter how precise the clocks are, the time displayed will differ sooner or later. And with various multipliers and bonuses in the game, crafting, looting and the trader usually diverge very quickly.

 
It depends on which biome you are in and where your first trader is. In A21, the gamestage depends on the biome. The gamestage increases much faster in the desert, snow or wasteland but your crafting progress remains pretty much the same.

Have you asked the developers what they want? It is rather presumptuous to assume that you know what the desired end goal is.

In my case, that would be to speed up the progress for looting and what the trader is selling. I did a T5 infestation quest in the pine forest this morning and found a Q2 Pump Shotgun but I can already craft a Q5 Auto Shotgun. My lootstage and traderstage is way behind my crafting skills.
Our game has all of our crafting WAY below what the trader is selling/giving as quest rewards.

 
Our game has all of our crafting WAY below what the trader is selling/giving as quest rewards.
I exclude the trader's quest rewards from consideration as they are solely based on the quest tier. A T1 quest will give the same reward regardless of your level, the gamestage or the traderstage. Quest rewards are about risk and reward. The higher the risk the better the reward.

As for the trader inventory, that's based on the traderstage and you can manipulate that by either doing a lot of quests or putting points into Daring Adventurer.

If you compare a trader where you have done many quests with one where you have not done any quests, you will see the difference.

One mistake many make is to spread points into too many perks. This dilutes the magazine boost of the perks.

 
Last edited by a moderator:
Our game has all of our crafting WAY below what the trader is selling/giving as quest rewards.
Is your team reading all of the books they find, or giving them to specialists?  We have 2 people playing on our server, and the crafting is about the same as questing/trader.

I had to insist on us specializing though lol.  But we agreed.  

 
Our game has all of our crafting WAY below what the trader is selling/giving as quest rewards.
 
Maybe the game needs just a simple check if this is the case when completing a quest of a given tier, and if the difference is too great, then increase the chance of another crafting mag as a reward choice.
I have no idea if that would screw something up or create something exploitable as I have not given it thought.

I guess I just don't understand how this can be unless you are always accepting something else.

 
Last edited by a moderator:
Good to all

First apologies for my generic English I'm using google translate.

Second France (Sorry it's a joke we make in Argentina post Qatar2022)
Now for real. I'm a server online gamer, SP game just bores me.
I don't distract them anymore. The code "the network code" has many errors on servers with many people.
It becomes impossible to play without reboots and role backs that destroy the gaming experience.
And it is impossible for the devs to recreate it on a server with 7/8 constant people and doing hundreds of different things.
Prepare a report of this? Brothers I'm just a man who wants to enjoy. Know how to understand, regards



Titulos interesantes 

Game Crash/Full PC reset/Reset character to lvl 1/Delete Save

Falling through world after accepting trader quest

Dedicated not closing connections, not disconnecting properly, ghos...

```
2023-07-08T21:25:43 1121.765 INF GMSG: Player 'Becker' left the game
2023-07-08T21:25:43 1121.765 INF GMSG: Player 'Becker' left the game
2023-07-08T21:25:43 1121.765 WRN OnEntityUnload already unloaded Becker 
2023-07-08T21:25:43 1121.767 INF Exited thread NCS_Writer_19_0
2023-07-08T21:25:43 1121.770 EXC Index was out of range. Must be non-negative and less than the size of the collection.
Parameter name: index
Parameter name: index
  at System.Collections.Generic.List`1[T].RemoveAt (System.Int32 index) [0x00009] in <b0b74789f1894dcc9a389d6f5a51da7d>:0 
  at System.Collections.Generic.List`1[T].Remove (T item) [0x0000c] in <b0b74789f1894dcc9a389d6f5a51da7d>:0 
  at DictionaryList`2[T,S].Remove (T _key) [0x00028] in <faea3a5b1cd24d60977fa28c6573de8f>:0 
  at World.unloadEntity (Entity _e, EnumRemoveEntityReason _reason) [0x001c3] in <faea3a5b1cd24d60977fa28c6573de8f>:0 
  at World.RemoveEntity (System.Int32 _entityId, EnumRemoveEntityReason _reason) [0x00017] in <faea3a5b1cd24d60977fa28c6573de8f>:0 
  at ConnectionManager.DisconnectClient (ClientInfo _cInfo, System.Boolean _bShutdown, System.Boolean _clientDisconnect) [0x00166] in <faea3a5b1cd24d60977fa28c6573de8f>:0 
  at ConnectionManager.Net_PlayerDisconnected (ClientInfo _cInfo) [0x00013] in <faea3a5b1cd24d60977fa28c6573de8f>:0 
  at NetworkServerLiteNetLib.OnPlayerDisconnected (System.Int64 _peerConnectId) [0x00014] in <faea3a5b1cd24d60977fa28c6573de8f>:0 
  at NetworkServerLiteNetLib+<>c__DisplayClass14_0.<StartServer>b__3 (System.Object _taskInfo) [0x00036] in <faea3a5b1cd24d60977fa28c6573de8f>:0 
  at ThreadManager.UpdateMainThreadTasks () [0x0006c] in <faea3a5b1cd24d60977fa28c6573de8f>:0 
UnityEngine.StackTraceUtility:ExtractStringFromException(Object)
Log:Exception(Exception)
ThreadManager:UpdateMainThreadTasks()
GameManager:gmUpdate()
GameManager:Update()
```

_The exit of a player, also with several errors "The game trying to remove it when it no longer exists"_ causing another state break

2.4.png

rubens9311 said:
Títulos interesantes 

Game Crash/Full PC reset/Reset character to lvl 1/Delete Save

Caer por el mundo después de aceptar la búsqueda del comerciante

Dedicado no cerrando conexiones, no desconectando correctamente, ghos...

```
2023-07-08T21:25:43 1121.765 INF GMSG: El jugador 'Becker' abandonó el juego
2023-07-08T21:25:43 1121.765 INF GMSG: El jugador 'Becker' abandonó el juego
2023-07-08T21:25 :43 1121.765 WRN OnEntityUnload ya descargado Becker 
2023-07-08T21:25:43 1121.767 INF Subproceso finalizado NCS_Writer_19_0
2023-07-08T21:25:43 1121.770 EXC El índice estaba fuera de rango. Debe ser no negativo y menor que el tamaño de la colección.
Nombre del parámetro: índice
Nombre del parámetro: índice
  en System.Collections.Generic.List`1[T].RemoveAt (System.Int32 index) [0x00009] en <b0b74789f1894dcc9a389d6f5a51da7d>:0 
  en System.Collections.Generic.List`1[T ].Eliminar (elemento T) [0x0000c] en <b0b74789f1894dcc9a389d6f5a51da7d>:0 
  en DictionaryList`2[T,S].Remove (T _key) [0x00028] en <faea3a5b1cd24d60977fa28c6573de8f>:0 
  en World.unloadEntity (Entity _e, EnumRemoveEntityReason _reason) [0x001c3] en <faea3a5b1cd24d60977fa2 8c6573de8f>:0 
  en World.RemoveEntity (Sistema .Int32 _entityId, EnumRemoveEntityReason _reason) [0x00017] en <faea3a5b1cd24d60977fa28c6573de8f>:0 
  en ConnectionManager.DisconnectClient (ClientInfo _cInfo, System.Boolean _bShutdown, System.Boolean _clientDisconnect) [0x00166] en <faea3a5b1cd24d60977fa28c6573de8f>:0 en ConnectionManager.Net_PlayerDisconnected ( 
  ClientInfo _cInfo ) [0x00013] en <faea3a5b1cd24d60977fa28c6573de8f>:0 
  en NetworkServerLiteNetLib.OnPlayerDisconnected (System. Int64 _peerConnectId) [0x00014] en <faea3a5b1cd24d60977fa28c6573de8f>:0
  en NetworkServerLiteNetLib+<>c__DisplayClass14_0.<StartServer>b__3 (System.Object _taskInfo) [0x00036] en <faea3a5b1cd24d60977fa28c6573de8f>:0 
  en ThreadManager.UpdateMainThreadTasks () [0x0006c] en <faea3a5b1cd24d 60977fa28c6573de8f>:0 
UnityEngine.StackTraceUtility:ExtractStringFromException(Objeto)
Registro: Excepción(Excepción)
ThreadManager:UpdateMainThreadTasks()
GameManager:gmUpdate()
GameManager:Update()
```

2.4.png
```
2023-07-08T21:05:59 7486.327 INF 7425.936 SleeperVolume 2592, 53, 3202: Spawning 2599, 53, 3209 (162, 200), group 'zombieSoldierGroupGS400', class zombieSoldierRadiated, count 44
2023-07-08T21:06:00 7487.448 INF 7425.936 SleeperVolume 2591, 48, 3205: Spawning 2592, 48, 3205 (162, 200), group 'ZombieSpecialInfectedGroupGS400', class zombieMutated, count 44
mmap(PROT_NONE) failed
Caught fatal signal - signo:6 code:-6 errno:0 addr:0x3ed0001ac4a
Obtained 15 stack frames.
#0  0x007f557b93c140 in (Unknown)
#1  0x007f557b78cce1 in gsignal
#2  0x007f557b776537 in gsignal
#3  0x007f55771d3772 in abort
#4  0x007f55771d36ca in abort
#5  0x007f55771d5424 in GC_merge_unmapped
#6  0x007f55771d5676 in GC_merge_unmapped
#7  0x007f55771db621 in GC_unmap_old
#8  0x007f55771d7a94 in GC_unmap_old
#9  0x007f55771db96d in GC_finish_collection
#10 0x007f55771a5cb3 in GC_finish_collection
#11 0x007f5577150be6 in GC_collect_a_little_inner
#12 0x007f5577150cec in GC_collect_a_little_inner
#13 0x00000041f9cc7f in GC_alloc_large
#14 0x0000004281eeb4 in GC_alloc_large
```

Code:
During zombie spawn, the garbage collector (GC) collected unused memory, and crashed
 
Good to all

First apologies for my generic English I'm using google translate.

Second France (Sorry it's a joke we make in Argentina post Qatar2022)
Now for real. I'm a server online gamer, SP game just bores me.
I don't distract them anymore. The code "the network code" has many errors on servers with many people.
It becomes impossible to play without reboots and role backs that destroy the gaming experience.
And it is impossible for the devs to recreate it on a server with 7/8 constant people and doing hundreds of different things.
Prepare a report of this? Brothers I'm just a man who wants to enjoy. Know how to understand, regards




Titulos interesantes 

Game Crash/Full PC reset/Reset character to lvl 1/Delete Save

Falling through world after accepting trader quest

Dedicated not closing connections, not disconnecting properly, ghos...

```
2023-07-08T21:25:43 1121.765 INF GMSG: Player 'Becker' left the game
2023-07-08T21:25:43 1121.765 INF GMSG: Player 'Becker' left the game
2023-07-08T21:25:43 1121.765 WRN OnEntityUnload already unloaded Becker 
2023-07-08T21:25:43 1121.767 INF Exited thread NCS_Writer_19_0
2023-07-08T21:25:43 1121.770 EXC Index was out of range. Must be non-negative and less than the size of the collection.
Parameter name: index
Parameter name: index
  at System.Collections.Generic.List`1[T].RemoveAt (System.Int32 index) [0x00009] in <b0b74789f1894dcc9a389d6f5a51da7d>:0 
  at System.Collections.Generic.List`1[T].Remove (T item) [0x0000c] in <b0b74789f1894dcc9a389d6f5a51da7d>:0 
  at DictionaryList`2[T,S].Remove (T _key) [0x00028] in <faea3a5b1cd24d60977fa28c6573de8f>:0 
  at World.unloadEntity (Entity _e, EnumRemoveEntityReason _reason) [0x001c3] in <faea3a5b1cd24d60977fa28c6573de8f>:0 
  at World.RemoveEntity (System.Int32 _entityId, EnumRemoveEntityReason _reason) [0x00017] in <faea3a5b1cd24d60977fa28c6573de8f>:0 
  at ConnectionManager.DisconnectClient (ClientInfo _cInfo, System.Boolean _bShutdown, System.Boolean _clientDisconnect) [0x00166] in <faea3a5b1cd24d60977fa28c6573de8f>:0 
  at ConnectionManager.Net_PlayerDisconnected (ClientInfo _cInfo) [0x00013] in <faea3a5b1cd24d60977fa28c6573de8f>:0 
  at NetworkServerLiteNetLib.OnPlayerDisconnected (System.Int64 _peerConnectId) [0x00014] in <faea3a5b1cd24d60977fa28c6573de8f>:0 
  at NetworkServerLiteNetLib+<>c__DisplayClass14_0.<StartServer>b__3 (System.Object _taskInfo) [0x00036] in <faea3a5b1cd24d60977fa28c6573de8f>:0 
  at ThreadManager.UpdateMainThreadTasks () [0x0006c] in <faea3a5b1cd24d60977fa28c6573de8f>:0 
UnityEngine.StackTraceUtility:ExtractStringFromException(Object)
Log:Exception(Exception)
ThreadManager:UpdateMainThreadTasks()
GameManager:gmUpdate()
GameManager:Update()
```

_The exit of a player, also with several errors "The game trying to remove it when it no longer exists"_ causing another state break


View attachment 28518

```
2023-07-08T21:05:59 7486.327 INF 7425.936 SleeperVolume 2592, 53, 3202: Spawning 2599, 53, 3209 (162, 200), group 'zombieSoldierGroupGS400', class zombieSoldierRadiated, count 44
2023-07-08T21:06:00 7487.448 INF 7425.936 SleeperVolume 2591, 48, 3205: Spawning 2592, 48, 3205 (162, 200), group 'ZombieSpecialInfectedGroupGS400', class zombieMutated, count 44
mmap(PROT_NONE) failed
Caught fatal signal - signo:6 code:-6 errno:0 addr:0x3ed0001ac4a
Obtained 15 stack frames.
#0  0x007f557b93c140 in (Unknown)
#1  0x007f557b78cce1 in gsignal
#2  0x007f557b776537 in gsignal
#3  0x007f55771d3772 in abort
#4  0x007f55771d36ca in abort
#5  0x007f55771d5424 in GC_merge_unmapped
#6  0x007f55771d5676 in GC_merge_unmapped
#7  0x007f55771db621 in GC_unmap_old
#8  0x007f55771d7a94 in GC_unmap_old
#9  0x007f55771db96d in GC_finish_collection
#10 0x007f55771a5cb3 in GC_finish_collection
#11 0x007f5577150be6 in GC_collect_a_little_inner
#12 0x007f5577150cec in GC_collect_a_little_inner
#13 0x00000041f9cc7f in GC_alloc_large
#14 0x0000004281eeb4 in GC_alloc_large
```

During zombie spawn, the garbage collector (GC) collected unused memory, and crashed

Server charged

2023-07-11T16:50:56 0.322 INF Version: Alpha 21 (b324) Compatibility Version: Alpha 21, Build: LinuxPlayer 64 Bit 2023-07-11T16:50:56 0.323 INF System information: 2023-07-11T16:50:56 0.323 INF OS: Linux 5.10 Debian GNU/Linux 11 64bit 2023-07-11T16:50:56 0.324 INF CPU: Intel(R) Core(TM) i7-4790 CPU @ 3.60GHz (cores: 😎 2023-07-11T16:50:56 0.324 INF RAM: 31999 MB 2023-07-11T16:50:56 0.324 INF GPU: Null Device (128 MB) 2023-07-11T16:50:56 0.327 INF Graphics API: NULL 1.0 [1.0] (shader level 5.0) 2023-07-11T16:50:56 0.327 INF Last played version: Alpha 21 2023-07-11T16:50:56 0.329 INF Local UTC offset: -3 hours 

 
Is your team reading all of the books they find, or giving them to specialists?  We have 2 people playing on our server, and the crafting is about the same as questing/trader.

I had to insist on us specializing though lol.  But we agreed.  
We are 3 players each specializing in different things.

 
You of all people want a bear rug?!?  Next you’ll be asking for a deflated blimp to drape across your wall. Oh the betrayal…


Hey, I got you a charm bracelet made out of authentic zip line!

Trader Rekt would never lie about an expensive keepsake. 

 
It depends on which biome you are in and where your first trader is. In A21, the gamestage depends on the biome. The gamestage increases much faster in the desert, snow or wasteland but your crafting progress remains pretty much the same.

Have you asked the developers what they want? It is rather presumptuous to assume that you know what the desired end goal is.

In my case, that would be to speed up the progress for looting and what the trader is selling. I did a T5 infestation quest in the pine forest this morning and found a Q2 Pump Shotgun but I can already craft a Q5 Auto Shotgun. My lootstage and traderstage is way behind my crafting skills.
If a player choice to start in advanced difficulty zone, is their choice.

For check if the balance is properly done, the comparison must be done with the starter difficulty zone.

Crafting progression is in line with the starter difficulty progression zone.

Trader/loot/Quests instead break the starter difficulty progression zone.

Developers stated what they want for the progression when they talked of magazine system, you don't trust them?

This is the problem you tried to speed up, breaking the normal progression, i played in normal way, only adding perks on the weapons of my choices(knife and pistol) and no perk will break the progression of traders/quests.

But the progression of traders/quests is broken by itself, there is no need to use perks or do anything else.

 
Maybe the game needs just a simple check if this is the case when completing a quest of a given tier, and if the difference is too great, then increase the chance of another crafting mag as a reward choice.
I have no idea if that would screw something up or create something exploitable as I have not given it thought.

I guess I just don't understand how this can be unless you are always accepting something else.
The problem isn't the magazine system too slow.

But traders/quests/loot progress too quickly or directly break the difficulty of the game, making the game too easy too soon on maximum difficulty.

Developers should block some quality/tiers of weapons/tools to appear too soon in trader list, quests rewards and even loot.

 
Developers stated what they want for the progression when they talked of magazine system, you don't trust them?

This is the problem you tried to speed up, breaking the normal progression, i played in normal way, only adding perks on the weapons of my choices(knife and pistol) and no perk will break the progression of traders/quests.

But the progression of traders/quests is broken by itself, there is no need to use perks or do anything else.
Developers say a lot, but so little. They are rarely specific and usually very vague. They want progress in the game, but you can get it in a thousand different ways. With the Learn by Reading system, they have chosen a progression system based on looting. This makes it hard to predict how the game will progress because looting involves a lot of randomness.

When they talk about balancing, it's unclear what they mean. After all, balancing is a very subjective thing. And they have never explained what "normal" gameplay means to them. Everyone claims to play normally, but everyone plays differently. So the term "normal" is meaningless.

As for quests, maybe you haven't noticed, but they have nothing to do with progression in the game. They are simply based on risk and reward. The greater the risk, the greater the reward. It's the same principle as going into a more difficult biome. If you only do low-risk T1 quests all the time, you will only get T1 rewards.

And one last thing. Your idea of balance is not necessarily the same as the developers'. Balancing is very subjective. So when the developers talk about balancing and you talk about balancing, you might be talking about two very different things.

 
Concerning the Dew collector, could we not have it collect rain as well, it would make sense to do so, it would give a bonus to fill rate. 

It seems to rain all the times in my world currently lol.

 
A nice idea to slow down trader advancement and add exploration to the mix would be that you need a different trader for each trader tier advancement.

Example: You would do 7(?) quests for trader 1 and would advance to tier2 quests with him. Then you need to find another trader and do 7 quests for him to advance to tier2 and do 7 quests at another trader to advance to tier3.

And there should be some mechanic to prevent doing lots of tier1 quests to advance everywhere. So either you need to do quests of the directly lower tier to advance to next tier or quests of higher tiers give you more "points" for the advancement. Maybe the latter is even already in the game? I did not check, but it would be sensible and still allow for lower tier quests to finally advance someone, but not in a fraction of the time.

 
Una buena idea para ralentizar el avance de los comerciantes y agregar exploración a la combinación sería que necesita un comerciante diferente para cada avance de nivel de comerciante.

Ejemplo: harías 7(?) misiones para el comerciante 1 y avanzarías a las misiones de nivel 2 con él. Luego, debe encontrar otro comerciante y hacer 7 misiones para que avance al nivel 2 y hacer 7 misiones en otro comerciante para avanzar al nivel 3.

Y debería haber alguna mecánica para evitar hacer muchas misiones de nivel 1 para avanzar en todas partes. Por lo tanto, debe realizar misiones del nivel directamente inferior para avanzar al siguiente nivel o las misiones de niveles más altos le dan más "puntos" para el avance. ¿Quizás este último ya está en el juego? No lo comprobé, pero sería sensato y aún permitiría misiones de nivel inferior para finalmente avanzar a alguien, pero no en una fracción del tiempo.
Code:
It wouldn't be bad if the game works fine in multiplayer first (:
 
A nice idea to slow down trader advancement and add exploration to the mix would be that you need a different trader for each trader tier advancement.

Example: You would do 7(?) quests for trader 1 and would advance to tier2 quests with him. Then you need to find another trader and do 7 quests for him to advance to tier2 and do 7 quests at another trader to advance to tier3.

And there should be some mechanic to prevent doing lots of tier1 quests to advance everywhere. So either you need to do quests of the directly lower tier to advance to next tier or quests of higher tiers give you more "points" for the advancement. Maybe the latter is even already in the game? I did not check, but it would be sensible and still allow for lower tier quests to finally advance someone, but not in a fraction of the time.


Something like this would be nice. 

 
I was thinking that adding a required side quest for advancement to the next tier might slow things down. The side quest would become active automatically and runs alongside your other quests. You must bring back a certain number of items to the trader. The higher the tier, the rarer the items and the more items to find (but not impossibly rare or ridiculously large amounts). These side quests are not restricted to a specific POI, so it is all up to you where to go and where to loot. They cannot be failed, but might take a few days to complete.
 
Alternatively, challenges were once a significant part of the game. They could be brought back into the light by having a required challenge presented by the trader for the next tier of advancement... but still active automatically and runs alongside your quests. With these required challenges for advancement, you could go beyond looting. It could be to retrieve x amount of fresh meat, x amount of clean water, x amount of crops, x amount of zombies killed, x amount of raw ore, x amount of wood, etc. Go a step further and make them themed for the specialty of the trader for a little depth.

 
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Revamp the first person everything. 

the bone work 

the recoil 

the running animation

the way your gun sways when moving the camera 

revamp all of that 

having more than one main attack melee animation 

I've been wanting to make a video but I'd just be pointing out the obvious to the animation team.

Joel needs to put them on that assignment

that's one of the main reason people look at this game and say "what a load of hot garbage" then the fans have to defend and cope about how the gameplay is fine enough. 

That issue is always in your face on every video at all times giving the impression that this is a game in early alpha stages.  

 
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