PC And now for something completely different..

For me, I think it comes when I place the Mini Bike down for the first time. For me, it opens the world up to so many possibilities, makes scavenging and exploring the map a thousand times easier and trips to the Traders are no longer a day long trip.

 
For me, I think it comes when I place the Mini Bike down for the first time. For me, it opens the world up to so many possibilities, makes scavenging and exploring the map a thousand times easier and trips to the Traders are no longer a day long trip.
Agreed, I don't even mess with the bicycle. It's good for those that like it, just not for me. I also love it when I build my 1st cement mixer, that's when I know it's about to get real in here lol.

 
I used to really enjoy permadeath server roulette in A16. Every new server was a completely new experience and I never knew what to expect. The thrill of early game was fantastic. I'd consider a server won if I reached level 200 and start the roulette all over again.

A17 removed this experience completely. What's worse, I actually hate the early game in A17. It's so formulaic and repetitive that once you've done it a couple times (which for me, happened during the rapid fire releases of experimental) you really don't get anything out of the experience anymore. As if that's not enough, level 300 is at 52 million exp on vanilla now? Even if I somehow did manage to enjoy the same repetitive experience every restart, that ridiculous grind ruins the win condition for me.

It's my opinion that A17 damaged the replayability of the game substantially.

 
hard to recapture the thrill when i first played in a15 and had no clue wtf i was doing. so of course i died a lot. i made the mistake of starting out by building a base at my starting point, rather than finding the nearest town first lol. this was back when 0,0 coordinate was the hub city, but of course i didn't know about it.

turns out i was in the middle of nowhere. in one direction was desert, the other direction was winter biome. both were brutal, and very scary treks as i ventured further and further out to explore, and sometimes i'd die and it was night time and it was scary for me (at the time) to venture out to retrieve my backpack. one such death i was in winter biome, exploring a cabin, triggered a bunch of zombies, jumped out the cabin to escape, broke ankle, then saw a supply drop, ran to supply drop, but lost track of it, with angry zombies still on my tail. i eventually died to lumberjack. it was night time and i said - nah - gonna wait until day time to go back.

eventually i started making outpost bases. at the outposts i'd do looting/wrenching runs on the nearby POIs, and then on horde night i'd run back to my main base, trying to squeeze out as much loot as possible from my outpost bases as possible before rushing back

took forever to craft a minibike but it was exhilarating to finally be able to explore the entire map.

 
It used to be cracking open my first gun safe, but now guns are fairly common. Now I honestly get a bit of a rush from a zombie drop because they are so rare and typically pretty decent.

Though the feeling of cresting a large hill is still awe inspiring though. Distant POI and trees changed this game so much. I remember running around in a silent hill like fog in Alpha 6.

 
Yes...cresting a large hill to the sight of dozens of radio stations and water treatment plants brings a lump of something to my throat... ;)

 
Yes...cresting a large hill to the sight of dozens of radio stations and water treatment plants brings a lump of something to my throat... ;)
With so many radio stations, it makes ya wonder why one of the "Trader" type npcs haven't set up their own Pirate Radio station.. Belting out old LP tunes to the airwaves, advertising for the Duke ect..

It sets up being able to construct AM/FM radios on the workstation that gives our bases some tunes to listen to and perhaps commercials for "jobs" from different locations.

(And in my new RWG build, I think I have found over 20 "Bob's Bakery" in the first week. )

 
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As I play, and the days go on, I eventually find that the Z-dogs are now more of an annoyance than a real threat, the Vultures are easy targets and the Zombies are EXP rather than a danger to avoid, and I realize.. "The thrill is gone.... " <insert BB King vocals here>

I think this game playthrough, I am going to try a "Nomadic" approach and not stay in one location more than 7 days. It means I will have to carefully select what I have room for to carry with me and make sure that as the weeks progress that I leave time to prepare a defense against the Blood horde. Just to see if I can keep that "Thrill" going longer
Well, Playthrough Number one of my "Nomadic" plan didn't go so well. I was on day 6 and looting a Gun safe I had just broken into. I had no room left so I decided to scan my bag for junk and saw I had some "Broken Glass". Thinking I would "Drop" it, I guess in my haste before the Z's Busted through the wall to get to me, I ended up "Using" it instead of Dropping.. Ugh.. Tummy ache.. Total Noob move

Not the "Thrill" I was looking for :p LOL

 
For me, I think it comes when I place the Mini Bike down for the first time. For me, it opens the world up to so many possibilities, makes scavenging and exploring the map a thousand times easier and trips to the Traders are no longer a day long trip.
Mini-bike is completely pointless imo. A total waste of resources. It has the same speed as the Cycle but uses Gas? No thanks. Cycle -> Motorbike -> Gyro for me, every time

 
With so many radio stations, it makes ya wonder why one of the "Trader" type npcs haven't set up their own Pirate Radio station.. Belting out old LP tunes to the airwaves, advertising for the Duke ect..
It sets up being able to construct AM/FM radios on the workstation that gives our bases some tunes to listen to and perhaps commercials for "jobs" from different locations.

(And in my new RWG build, I think I have found over 20 "Bob's Bakery" in the first week. )
Radios confirmed for alpha 18.

 
Mini-bike is completely pointless imo. A total waste of resources. It has the same speed as the Cycle but uses Gas? No thanks. Cycle -> Motorbike -> Gyro for me, every time
I never make it past bicycle. With gas being such a PITA to find and food being so trivial, I just go for calorie powered transportation. Small aside, why does every gas pump have exactly 32 gas to loot every time? Something seems broken there.

 
I love the first week's time, and the Alphas are before 13 :)

After the improvement of the base, i switch to build and also find a fun in this.

By the way:

Even Alpha 1, now playable and can bring new sensations to those who have not played it ;)

 
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I love the first week's time, and the Alphas are before 13 :)
After the improvement of the base, i switch to build and also find a fun in this.

By the way:

Even Alpha 1, now playable and can bring new sensations to those who have not played it ;)
I recently saw some alpha 1 gameplay. It has a couple mechanics that I liked that I wish were never removed. My favorite was zombies running in any dark place even if it was daytime.

 
I like to think of this Alpha as a "Lego set" still uncompleted as the devs grab and try things. Just because blocks were removed earlier, doesn't mean we wont see them again or in different versions of themselves. I am sure there are a few aspects you Colony founders recognize from past releases that have been tweaked or adjusted that were not in a few versions and suddenly reappeared.

It's once we officially get to BETA testing that things will become more "Firmly" in place and we can truly lament things not used.

 
I recently saw some alpha 1 gameplay. It has a couple mechanics that I liked that I wish were never removed. My favorite was zombies running in any dark place even if it was daytime.
That was probably removed because the people put up torches everywhere and so the zombies were always slow even at night.

We now have the ferals zombies and the radioactive ferals zombies. They always run no matter if it is day or night.

 
That was probably removed because the people put up torches everywhere and so the zombies were always slow even at night.We now have the ferals zombies and the radioactive ferals zombies. They always run no matter if it is day or night.
One does not preclude the other. They could get around that by making light by flame not bright enough to prevent running. You want to stop non-ferals from running, you better use electricity.

 
Very interesting topic. And here is my somewhat depressing answer....
Prior to A17....YES! The THRILL of the restart. Of having nothing and making do with what you picked up over the first few days. Crouching on a roof on the first day, keeping as quiet as possible. The rush to get my 10x10 Flagstone box up and functioning by day 7. Desperate for food and eating crap to survive. Pumping the air if I found a Shotgun! Making do with as many wood spikes as I could muster in the time, and standing ready on my box base with the scant few bullets I would have scavenged for the crappy Pistol I had - if I was lucky. LOVED IT. Absolutely my favorite part of any run.

Then A17 hit.

Now I cannot stand the first 2 weeks. I find them a real chore, and I have to force myself to keep playing. Especially in solo play. It is just a tedious nightmare of frustration, boredom and being out of stamina. It is also incredibly bland because I know the order I must put the first 40 points to avoid gimping myself even further, and therefore I know exactly when I will be able to craft all the initial early game stuff. So goddam boring to know that in advance every single run - the same stuff in the same order at the same level. Awful. Truely awful. What a step backwards for the game!

I hate the beginning now. And that is SO SAD.
I agree, Early game is still my fave but by level 25 I lose interest in playing for the most part, by then I have tier 5 tools (int+the goggles), some mods, a minibike etc, and usually have a farm going and such, so I virtually have no real challenge survival wise. The lack of rng that a16 had hurt the game a ton in my eyes. Every game I start is generally the same things now in the same order, as its optimal. Where as in a16 it varied a large amount based on what books I have found.

I also dislike how nerfed to hell the auger is, it eats far to much gas for how low its block damage is, yes I know mods yatta yatta, I feel they need to make its gas use work like the vechicles do, because it goes thru gas way faster than the motorcycle does in turbo mod.

 
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