OldManBrian
Refugee
I've gone back to a16.4 with my group and we immediately started having a ton of fun with the game again, so now I'm looking at analyzing the differences and mod in what is making that version so fun for us into a17 (which we bounced off of hard after trying for awhile).
Anybody interested or already working on this sort of thing?
So far, based on the first few hours of play I'd say there are the following differences that I'm thinking of bringing over:
Lack of Grinding:
Everything in a16 seems so much faster, from harvesting, block damage, leveling up, etc. It had a good balance of bursts of productivity followed by a recharge period where you run out of stamina that you can use for looting\crafting\menu time. I plan on documenting exact differences here so I can be subjective about it.
Immediate Positive Feedback:
You gain levels and xp for doing most things, these skill levels provide positive reinforcement that make you feel rewarded for everything you do. I was surprised by how much this made a difference, but it seems to be a subliminal thing.
Simplified Perks:
In a16 the perks are pretty straightforward and you don't generally need to invest in one thing to get another. Generally it's a balance of level gating / skill usage / perk buys that feels natural for us and is a gratifying balance.
Dumb Zombies:
We really like how the zombies get stuck and swarm buildings without knowing the exact weakness of things. We never exploited the AI in general so we never really had any problems with it. Right now the zombies look like enemies in a tower defense game, all in a single congo line breaching the same exact point. Not to mention the dmg multiplier they get from doing it.
Builder's Dream:
I didn't realize how much I hated the saw table till we went back to a16.4. Having to run back and fourth to a crafting station constantly while trying to build something takes a lot of the fun out of it. Between that, needing to grind for perks \ resources, and zombies being able to tear through buildings, we just ended up not having much fun with the building aspect of the game anymore. On the subject of crafting, I preferred being able to combine things for increased durability and having more slots in general for crafting and smelting. Just less grindy all around in a16.
Looting vs Perk Buying:
a16 seems to be balance towards looting. Schematics are found, key crafting requirements are found, etc. There's alot more unknown and randomness in each game, and that seems to be a key element in our fun factor. In a17 you can just level up unrelated things, buy everything you need through perks (vehicles, guns, block types, etc) There's TONS of perk choices in a17, which I thought was good at first, but after going back to a16 I just prefer to have to either hunt for them (minibike, schematics, etc) or just get them automatically for upgrading my skills (block types via unlocking concrete/steel). For us, the addition of all the perks didn't help anything, just seemed to exist to justify the grindyness of the rest of the balance changes, which we didn't care for.
Infinite Maps:
This is a big one. We like to explore and we kept hitting the radiation zone in a17, which completely shatters our enjoyment and makes the worlds seem super small. This might in fact be the modding dealbreaker because I don't know that it's possible to bring this back.
There's more I'm sure, but this was just what jumped out at me after playing a16 again.
Anybody interested or already working on this sort of thing?
So far, based on the first few hours of play I'd say there are the following differences that I'm thinking of bringing over:
Lack of Grinding:
Everything in a16 seems so much faster, from harvesting, block damage, leveling up, etc. It had a good balance of bursts of productivity followed by a recharge period where you run out of stamina that you can use for looting\crafting\menu time. I plan on documenting exact differences here so I can be subjective about it.
Immediate Positive Feedback:
You gain levels and xp for doing most things, these skill levels provide positive reinforcement that make you feel rewarded for everything you do. I was surprised by how much this made a difference, but it seems to be a subliminal thing.
Simplified Perks:
In a16 the perks are pretty straightforward and you don't generally need to invest in one thing to get another. Generally it's a balance of level gating / skill usage / perk buys that feels natural for us and is a gratifying balance.
Dumb Zombies:
We really like how the zombies get stuck and swarm buildings without knowing the exact weakness of things. We never exploited the AI in general so we never really had any problems with it. Right now the zombies look like enemies in a tower defense game, all in a single congo line breaching the same exact point. Not to mention the dmg multiplier they get from doing it.
Builder's Dream:
I didn't realize how much I hated the saw table till we went back to a16.4. Having to run back and fourth to a crafting station constantly while trying to build something takes a lot of the fun out of it. Between that, needing to grind for perks \ resources, and zombies being able to tear through buildings, we just ended up not having much fun with the building aspect of the game anymore. On the subject of crafting, I preferred being able to combine things for increased durability and having more slots in general for crafting and smelting. Just less grindy all around in a16.
Looting vs Perk Buying:
a16 seems to be balance towards looting. Schematics are found, key crafting requirements are found, etc. There's alot more unknown and randomness in each game, and that seems to be a key element in our fun factor. In a17 you can just level up unrelated things, buy everything you need through perks (vehicles, guns, block types, etc) There's TONS of perk choices in a17, which I thought was good at first, but after going back to a16 I just prefer to have to either hunt for them (minibike, schematics, etc) or just get them automatically for upgrading my skills (block types via unlocking concrete/steel). For us, the addition of all the perks didn't help anything, just seemed to exist to justify the grindyness of the rest of the balance changes, which we didn't care for.
Infinite Maps:
This is a big one. We like to explore and we kept hitting the radiation zone in a17, which completely shatters our enjoyment and makes the worlds seem super small. This might in fact be the modding dealbreaker because I don't know that it's possible to bring this back.
There's more I'm sure, but this was just what jumped out at me after playing a16 again.
Last edited by a moderator: