Viktoriusiii
Refugee
Yes there are a lot of people who post stuff like this, but I feel a lot of this was not yet talked about (enough) and in the A17 feedback thread even a 10000letter post gets completely ignored (tested it)
so here it is. Nothing I like or dislike, just balance.
Do you have other balancing issues? Tell me. But PLEASE stay on topic.
-block hp/zombie blockdmg
-spawnrate of ferals in pois/quests (was already reduced but I still sometimes get the feral on day 2)
-spawnrate of zombies in pois/quests every trap contains zombies+ random zombies around every corner+ questzombies
-too many guns (and craftable guns later). I generally have a full weaponsshop on day 7. I should struggle to find a pistol by day 7, since I don't explore much. Also crafting guns completely removes the endgame struggle)
-nests are everywhere (900 feathers and 90+ eggs on day 9) burnt biome should not have any (or at least very very few) nests, because they all burnt and because you can see them so insanely well
-a "lucky gun find" early is worse then a crossbow. only perks make weapons viable. (has been somewhat improved, but if weaponspawn is decreased, a gun should be the nonplusultra against lowly zombies)
-running takes too much stamina. I get why mining should take a lot, but stopping every 150 meters (non desert) to get a breather (even with lvl 1 perk) is just not enjoyable yes lateron with perks you can run endlessly, but there are a lot of levels (100 currently, but even if thats lowered next patch) and there are other perks I'd rather put points into than a quality of life upgrade
-loot from zombies should be more frequent, and more specific to the killed zombie (hazmat guy dropped an ak... instead of hazmat clothes, nurse dropped water instead of healing...)
-loot in cars is absolutely insane. Got 20+ 7.65 bulltes on my very first car and more
-Traderprices are completly whacky. Yes gunprices for bad guns shouldn't be that high, but 700 is too cheap. Maybe keep the amount you get by selling but increase the amount you need to pay for a gun (everyone wants a gun! it shouldnt be cheap, even if the quality isn't that great. this only works with less frequent guns)
-questxp is laughable. Yes you generally do it for the items/dukes, but 1000xp for walking 2km, digging for half the day and walking back is just not in any way rewarding! Give us 10000xp at least. (depending on the Tier of the quest of course, but since a normal zombie still gives 500xp..., killing 2 zombies is equivalent to running for miles)
-levelgates are waaaaay too high (i hate levelgates, but if you really need them reduce them to level 30 max you are still bound by perkpoints)
Those are ONLY balance issues.
I have once created a post explaining all the issues with A17, some are actively beeing worked on so I'll wait to post that again after the next patch.
Do you have other balancing issues? Tell me.
so here it is. Nothing I like or dislike, just balance.
Do you have other balancing issues? Tell me. But PLEASE stay on topic.
-block hp/zombie blockdmg
-spawnrate of ferals in pois/quests (was already reduced but I still sometimes get the feral on day 2)
-spawnrate of zombies in pois/quests every trap contains zombies+ random zombies around every corner+ questzombies
-too many guns (and craftable guns later). I generally have a full weaponsshop on day 7. I should struggle to find a pistol by day 7, since I don't explore much. Also crafting guns completely removes the endgame struggle)
-nests are everywhere (900 feathers and 90+ eggs on day 9) burnt biome should not have any (or at least very very few) nests, because they all burnt and because you can see them so insanely well
-a "lucky gun find" early is worse then a crossbow. only perks make weapons viable. (has been somewhat improved, but if weaponspawn is decreased, a gun should be the nonplusultra against lowly zombies)
-running takes too much stamina. I get why mining should take a lot, but stopping every 150 meters (non desert) to get a breather (even with lvl 1 perk) is just not enjoyable yes lateron with perks you can run endlessly, but there are a lot of levels (100 currently, but even if thats lowered next patch) and there are other perks I'd rather put points into than a quality of life upgrade
-loot from zombies should be more frequent, and more specific to the killed zombie (hazmat guy dropped an ak... instead of hazmat clothes, nurse dropped water instead of healing...)
-loot in cars is absolutely insane. Got 20+ 7.65 bulltes on my very first car and more
-Traderprices are completly whacky. Yes gunprices for bad guns shouldn't be that high, but 700 is too cheap. Maybe keep the amount you get by selling but increase the amount you need to pay for a gun (everyone wants a gun! it shouldnt be cheap, even if the quality isn't that great. this only works with less frequent guns)
-questxp is laughable. Yes you generally do it for the items/dukes, but 1000xp for walking 2km, digging for half the day and walking back is just not in any way rewarding! Give us 10000xp at least. (depending on the Tier of the quest of course, but since a normal zombie still gives 500xp..., killing 2 zombies is equivalent to running for miles)
-levelgates are waaaaay too high (i hate levelgates, but if you really need them reduce them to level 30 max you are still bound by perkpoints)
Those are ONLY balance issues.
I have once created a post explaining all the issues with A17, some are actively beeing worked on so I'll wait to post that again after the next patch.
Do you have other balancing issues? Tell me.