PC Anyone else think this version is a big pile of stinking Krap?

GS = (level + days alive) x difficulty multiplier

Also remember I am playing co-op so I leech exp off all zombie kills in the area.

Ghostlight doesn't seem to understand that MP is a whole different story. It should not even be close to SP difficulty.
I never said it should be the same so please just stop that crap. I simply said it should not be as much harder as it is.

Two players co-op should be roughly twice as hard as 1 player solo imo. It is in fact 3.2 times as hard (assuming GS scales horde difficulty linearly, I have no idea if that is the case). In simpler terms....

When I was GS 100, solo, day 21 horde took 200 rounds from a tier 2 Pistol to defeat. Base untouched, lost a few spikes.

When I was GS 100, but co-op with ONE ally, day 21 horde took 2000 rounds from a tier 6 AK and a tier 6 Pump. Base (which was identical to solo) breached. 90% of my spikes destroyed

Who thinks that sounds right?

And again to stress this is only horde night I am talking about. There are so few world and POI zombies now that neither GS nor difficulty matters a damn outside horde night.

And for the record, in every single alpha previous to this one, MP was considerably easier than solo.

 
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A18 is the best A of all! And you can mod the parts you find les attractive. I'm working on a OSRS style perk system for those who loves grinding, but I find the current perk system interesting and frustrating at the same time. My perks are usually all over the place.

BTW did they fix the smell system? I believe it was disabled in A16 and was supposed to be back in A17, but I never saw it. I really want all those little background systems.

 
A18 turned this into a FPS. From day one. That sucks. I´d rather have simple but effective traps than a M60. Things like a treelog hanging on ropes that swings down when triggered. Or spike walls that jump up if you step on them. You know more like an apocalypse than a freaking FPS game that has ammo everywhere.

 
to fuel the fires

from the xml

This is how the gamestage of a party is calculated:The gamestage of all (up to) 6 players is calculated.

The players are sorted by gamestage and only the 5 highest numbers go into the calculation.

The highest GS number is multiplied by "startingWeight".

This then loops down the list and "startingWeight" is reduced by "diminishingReturns" every time.

Example:

Players with GS 120, 30, 60, 91, 5, 80.

startingWeight= 1.7, diminishingReturns=0.22

So we get

120 * 1.70 = 204

91 * 1.48 = 134

80 * 1.26 = 100

60 * 1.04 = 62

30 * 0.82 = 24

5 (is ignored)

... or a total party GS of 524
 
Actually I hated 17. 18 is a huge improvement once you see what they are building. The books are there to drive looting so you dont have to go down multiple skill trees and dilute the fantasy of the class type you want to be.

 
I have 2.6k hours in and my playing has slowed considerably, but not for the same reasons as the OP. I became disinterested with all the very very poor optimization on multiplayer. I will ONLY play multiplayer EVER. The server size has had to be reduced CONSIDERABLY this alpha, and lag has gotten MUCH worse to the point of being nearly unplayable with any kind of server population over 30. When a company is developing a game, I expect optimization to improve, not get worse. I guess the TFP dedication to the single player game just got real, to the detriment of all other playstyles...all MP servers and especially to PvP.

 
Why this version "sucks". It is because this game lost its survival aspect. It is no longer about setting up a base in an iron node, find leather to craft a forge, find some very rare seeds ,craft a hoe and plant a farm while eating scraps of food and protecting your base. In A16 you usually had to either hunt a lot of animals or turn into cannibalism until the farm would give you crops. Of course turning into cannibalism would also mean having too few hit points and weakened you dramatically . The firearms were very rare, bullets were spare and you'd have to survive until mid-game with melee and bow weapons. Feathers were also very rare but at least the damage of the bow and its ranged headshot capability made it worth it even end game. Explosive arrows were fearsome even in A16.

With A17 half of the above was gone. Level gated forges, zombies that have path finding algorithmic sentience and everything from melee weapons to base building nerfed because why not. I got bored really fast in A17 but at least I could still level up and progress the game stage fast. A17 was somewhat salvageable for about 100 hours.

A18 arrives and it's turning into a mess. This version focuses solely on looting and not about preparation and base building as you can find almost ANYTHING from looting :

Have high enough looting perk and you find tones of food. No longer do you have to hunt, farm and scrap leftovers but you find food everywhere. No longer do you have to hold your base, protect your underground farms from zombies but just find canned food in perfect quality. Farms are no longer viable as you never have to worry about food and you'll eventually find schematics for crafting canned food out of ...corpses...

And the list of unrealistic things just grows:

Boiled food is poisoned but canned foods are perfect quality.

You somehow find endless amounts of ammo. In a zombie apocalypse. Which ravaged the world for decades.

Somehow you get to have a nuclear powered sentient turret that spits bullets made out of iron with your bare hands.

You are both a great blacksmith and a great warrior.

A knifed weapon and an axe are less efficient than a club.

Melee weapons have equal or less range than zombie hands.

You learn to craft items with perks but require the schematics to build them.

Point black headshots can't instantly kill zombies.

Zombies can somehow explode and damage items behind concrete walls and steel walls.

Somehow a bucket of water produces infinite water and is more efficient at stopping zombies than barbed wire.

Get tones of items that help you build an entire base. It's no longer about finding those few leather parts

Point black headshots can't instantly kill zombies.

Zombies , with almost perfect clothing, have a 2% of spawning an "loot bag" upon death.

Zombies are no longer harvestable but just poof out of existence. In previous versions you'd have to clear the corpses to build new traps which by itself was a challenge as only axes could clear out corpses and only from a close distance.

Structures can literally reconstruct themselves with the use of quests and are the main source of rare ingredients.

Those rare ingredients are also no longer craftable. Can you craft ELECTRICAL COMPONENTS? Sure. Can you craft literal ROCKETS? How about a 4x4 vehicle? But GOD FORBID if you try to craft mechanical parts and springs. Those things are just too tech savvy for the average joe to comprehend.

The reason the game now looks so unrealistic and imbalanced is this: The developers don't even know how to play their own game. You can see it from the total lack of melee or bow weapons, the horribly misplaced traps, the constant use of firearms and the lack of base complexity.

So when you say the game sucks you are right. It's somewhat salvageable because kids like shooting stuff. And this version disregards melee and bow weapons . And this is apparent from the fact you can bulk craft ammo for a cheaper price.. assuming you find the right schematics. It's all about guns and schematics now.

This game should probably have new tags: Zombie,crafting,looting,schematic reading simulator. And I'm not even sure about the zombie thing. In all the games I have ever played zombies die to headshots.

 
Why this version "sucks". It is because this game lost its survival aspect. It is no longer about setting up a base in an iron node, find leather to craft a forge, find some very rare seeds ,craft a hoe and plant a farm while eating scraps of food and protecting your base. In A16 you usually had to either hunt a lot of animals or turn into cannibalism until the farm would give you crops. Of course turning into cannibalism would also mean having too few hit points and weakened you dramatically . The firearms were very rare, bullets were spare and you'd have to survive until mid-game with melee and bow weapons. Feathers were also very rare but at least the damage of the bow and its ranged headshot capability made it worth it even end game. Explosive arrows were fearsome even in A16.
With A17 half of the above was gone. Level gated forges, zombies that have path finding algorithmic sentience and everything from melee weapons to base building nerfed because why not. I got bored really fast in A17 but at least I could still level up and progress the game stage fast. A17 was somewhat salvageable for about 100 hours.

A18 arrives and it's turning into a mess. This version focuses solely on looting and not about preparation and base building as you can find almost ANYTHING from looting :

Have high enough looting perk and you find tones of food. No longer do you have to hunt, farm and scrap leftovers but you find food everywhere. No longer do you have to hold your base, protect your underground farms from zombies but just find canned food in perfect quality. Farms are no longer viable as you never have to worry about food and you'll eventually find schematics for crafting canned food out of ...corpses...

And the list of unrealistic things just grows:

Boiled food is poisoned but canned foods are perfect quality.

You somehow find endless amounts of ammo. In a zombie apocalypse. Which ravaged the world for decades.

Somehow you get to have a nuclear powered sentient turret that spits bullets made out of iron with your bare hands.

You are both a great blacksmith and a great warrior.

A knifed weapon and an axe are less efficient than a club.

Melee weapons have equal or less range than zombie hands.

You learn to craft items with perks but require the schematics to build them.

Point black headshots can't instantly kill zombies.

Zombies can somehow explode and damage items behind concrete walls and steel walls.

Somehow a bucket of water produces infinite water and is more efficient at stopping zombies than barbed wire.

Get tones of items that help you build an entire base. It's no longer about finding those few leather parts

Point black headshots can't instantly kill zombies.

Zombies , with almost perfect clothing, have a 2% of spawning an "loot bag" upon death.

Zombies are no longer harvestable but just poof out of existence. In previous versions you'd have to clear the corpses to build new traps which by itself was a challenge as only axes could clear out corpses and only from a close distance.

Structures can literally reconstruct themselves with the use of quests and are the main source of rare ingredients.

Those rare ingredients are also no longer craftable. Can you craft ELECTRICAL COMPONENTS? Sure. Can you craft literal ROCKETS? How about a 4x4 vehicle? But GOD FORBID if you try to craft mechanical parts and springs. Those things are just too tech savvy for the average joe to comprehend.

The reason the game now looks so unrealistic and imbalanced is this: The developers don't even know how to play their own game. You can see it from the total lack of melee or bow weapons, the horribly misplaced traps, the constant use of firearms and the lack of base complexity.

So when you say the game sucks you are right. It's somewhat salvageable because kids like shooting stuff. And this version disregards melee and bow weapons . And this is apparent from the fact you can bulk craft ammo for a cheaper price.. assuming you find the right schematics. It's all about guns and schematics now.

This game should probably have new tags: Zombie,crafting,looting,schematic reading simulator. And I'm not even sure about the zombie thing. In all the games I have ever played zombies die to headshots.
Well I agree. But i love the base game. This is exactly the time when you start looking at mod overhauls. Find one you like and join in on the discussion. Suggest things, modders are less likely to flat out say no, we are open to all ideas.

This will help you enjoy the game much more. It does for me. At some point we have to realize the game isnt going where we want it to so we take it upon ourselves to offer the alternative, something which I am grateful the Pimps allow and help out on.

 
Well I agree. But i love the base game. This is exactly the time when you start looking at mod overhauls. Find one you like and join in on the discussion. Suggest things, modders are less likely to flat out say no, we are open to all ideas.
This will help you enjoy the game much more. It does for me. At some point we have to realize the game isnt going where we want it to so we take it upon ourselves to offer the alternative, something which I am grateful the Pimps allow and help out on.
I could do that.

Add a modlet which adds a basic GUI which would have been added 2 versions ago.

Add a modlet that decreases experience gain to normal levels from 5% to 1%

Add a modlet for animal herding because this is the apocalypse.

Add another modlet for dropping bag chance to increase from 2% to 15% or above.

Add a modlet that decreases the zombie's reach.

Add a modlet that balances perks not requiring schematics.

Add a modlet for making melee and bow weapons viable.

..a modlet for harvesting zombies.

..another modlet for fixing FPS issues.

And finally a modlet for adding uncraftable items in the game like the beaker,the engine and now the mechanical parts and the springs.

Sorry but I'm not going to fix their own horrible performance in their game nor am I going to stand idle and watch as a game turns from a survival zombie crafting game into a fortnite clone with zombies . When the developers belittle gamers for enjoying base building and forcing them to play the way they want which is bad. When the developers delete comments not for swearing the developers or other gamers but for suggesting they cheese the gamers into buying a product that takes a totally different direction from the one they paid for.

 
Why this version "sucks". It is because this game lost its survival aspect. It is no longer about setting up a base in an iron node, find leather to craft a forge, find some very rare seeds ,craft a hoe and plant a farm while eating scraps of food and protecting your base. In A16 you usually had to either hunt a lot of animals or turn into cannibalism until the farm would give you crops. Of course turning into cannibalism would also mean having too few hit points and weakened you dramatically . The firearms were very rare, bullets were spare and you'd have to survive until mid-game with melee and bow weapons. Feathers were also very rare but at least the damage of the bow and its ranged headshot capability made it worth it even end game. Explosive arrows were fearsome even in A16.
With A17 half of the above was gone. Level gated forges, zombies that have path finding algorithmic sentience and everything from melee weapons to base building nerfed because why not. I got bored really fast in A17 but at least I could still level up and progress the game stage fast. A17 was somewhat salvageable for about 100 hours.

A18 arrives and it's turning into a mess. This version focuses solely on looting and not about preparation and base building as you can find almost ANYTHING from looting :

Have high enough looting perk and you find tones of food. No longer do you have to hunt, farm and scrap leftovers but you find food everywhere. No longer do you have to hold your base, protect your underground farms from zombies but just find canned food in perfect quality. Farms are no longer viable as you never have to worry about food and you'll eventually find schematics for crafting canned food out of ...corpses...

And the list of unrealistic things just grows:

Boiled food is poisoned but canned foods are perfect quality.

You somehow find endless amounts of ammo. In a zombie apocalypse. Which ravaged the world for decades.

Somehow you get to have a nuclear powered sentient turret that spits bullets made out of iron with your bare hands.

You are both a great blacksmith and a great warrior.

A knifed weapon and an axe are less efficient than a club.

Melee weapons have equal or less range than zombie hands.

You learn to craft items with perks but require the schematics to build them.

Point black headshots can't instantly kill zombies.

Zombies can somehow explode and damage items behind concrete walls and steel walls.

Somehow a bucket of water produces infinite water and is more efficient at stopping zombies than barbed wire.

Get tones of items that help you build an entire base. It's no longer about finding those few leather parts

Point black headshots can't instantly kill zombies.

Zombies , with almost perfect clothing, have a 2% of spawning an "loot bag" upon death.

Zombies are no longer harvestable but just poof out of existence. In previous versions you'd have to clear the corpses to build new traps which by itself was a challenge as only axes could clear out corpses and only from a close distance.

Structures can literally reconstruct themselves with the use of quests and are the main source of rare ingredients.

Those rare ingredients are also no longer craftable. Can you craft ELECTRICAL COMPONENTS? Sure. Can you craft literal ROCKETS? How about a 4x4 vehicle? But GOD FORBID if you try to craft mechanical parts and springs. Those things are just too tech savvy for the average joe to comprehend.

The reason the game now looks so unrealistic and imbalanced is this: The developers don't even know how to play their own game. You can see it from the total lack of melee or bow weapons, the horribly misplaced traps, the constant use of firearms and the lack of base complexity.

So when you say the game sucks you are right. It's somewhat salvageable because kids like shooting stuff. And this version disregards melee and bow weapons . And this is apparent from the fact you can bulk craft ammo for a cheaper price.. assuming you find the right schematics. It's all about guns and schematics now.

This game should probably have new tags: Zombie,crafting,looting,schematic reading simulator. And I'm not even sure about the zombie thing. In all the games I have ever played zombies die to headshots.
Sounds like you hate just about everything about the game and are also unwilling to mod things the way you want. Is there anything you do like? If not perhaps it's time to take a break and check back in on A19, or move on and find joy/happiness with another game. Otherwise your just punishing yourself...

 
I could do that. Add a modlet which adds a basic GUI which would have been added 2 versions ago.

Add a modlet that decreases experience gain to normal levels from 5% to 1%

Add a modlet for animal herding because this is the apocalypse.

Add another modlet for dropping bag chance to increase from 2% to 15% or above.

Add a modlet that decreases the zombie's reach.

Add a modlet that balances perks not requiring schematics.

Add a modlet for making melee and bow weapons viable.

..a modlet for harvesting zombies.

..another modlet for fixing FPS issues.

And finally a modlet for adding uncraftable items in the game like the beaker,the engine and now the mechanical parts and the springs.

Sorry but I'm not going to fix their own horrible performance in their game nor am I going to stand idle and watch as a game turns from a survival zombie crafting game into a fortnite clone with zombies . When the developers belittle gamers for enjoying base building and forcing them to play the way they want which is bad. When the developers delete comments not for swearing the developers or other gamers but for suggesting they cheese the gamers into buying a product that takes a totally different direction from the one they paid for.
Whatever. Im only trying to help. I gave up on them going in any direction that fits my tastes 2 alphas ago. I may still get upset at some changes but I play daily and have fun doing it because I play how I want to with no restrictions.

Nothing is going to change here in any of those departments. They are set on their end game goals.

 
In A17, i modded the truck to actually be the fastest of the vehicles.

And guess what: It actually made ♥♥♥♥ing fun to ride it! Nothing better than flying over bumpy streets in a truck, from time to time going into a wild rotation and desperately trying to stabilize the thing, then sprinting away again. That was definitely one of the better aspects of A17 - after modding, of course. The original speed was ... pitiful.

What it looks like in A18, i cannot argue so far. I am curious, however.

 
I don't like, they have messed with the graphic engine and now it hammers my GPU, Ravenhearst mod runs better the vanilla. Having the crucible at lvl five engineering really gripes me and I find the whole balance crafting wise and game progress less finished then 17 like they started to change it and got bored and never finished it off. Like why have steroids so late in science by the time you can make them you dont need them.

 
Sorry OP, but A18 rocks, and beats all prior Alphas into a bloody stain on the floor.
A shame you're not enjoying it, but A18 is where I found I can really see TFP's vision coming together for making a great game in all aspects, where previous Alphas had some elements of hit and miss to them.
Yeah, I easily and completely disagree

There’s a long list of problems and steps back from A16, which for many many reason will always be s better version than A18

The hit boxes and utterly terrible melee alone disqualify it - it’s increibly terrible programming with the hitboxes. This is 10000% undeniable

There’s no zombies anywhere and A18 is a huge loot fest with terrible vehicles

A18 is a mess

 
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Whatever. Im only trying to help. I gave up on them going in any direction that fits my tastes 2 alphas ago. I may still get upset at some changes but I play daily and have fun doing it because I play how I want to with no restrictions.
Nothing is going to change here in any of those departments. They are set on their end game goals.
Who are you and what have you done to Jax? Or blink twice if Roland is bullying you.

You should still give feedback, TFP do listen to it more than the average game studio, from my experience at least.

 
A15.9 is still my favorite, as buggy as it is. Hub cities! Spam crafting! Working RWG for up to 20K worlds! AFAIC, TFP may be moving closer and closer to their goal, but the overall fun level of the game has been left behind...

 
People aren’t noticing how much of their time now is spent just cheesing the AI

Which has become part of the “gameplay” after a16 - kill corridors, etc

Zombie AI was better in 16 = they’re supposed to be dumb for the most part

 
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