Big catch up post because I’ve been busy jamming A16
You guys chat so much in 24 hours!!!
My first instinct was to leave this alone. I have a strong feeling on it but after reading here I think I'm wasting my time, as I think TFP have already made up their minds. But screw it, I going to say it anyway.
I absolutely hate the squeeze being put on skills and perks. I'm a mostly sp guy and this only hurts people going it solo. I'm not the kind of guy that needs all perks and skills maxed, there are lots of perks i don't take. But there are a group of perks I feel we should be able to get, if we work hard enough at it. The solution of just restarting is a really bad one imho. I work too hard, grind too much and put in too much time to be forced to start over because of that group of perks I never got to enjoy.
And don't think I missed that little tidbit about needing to put points to strength just to get bag space we already had in alpha 16. So you're limiting our bag space and requiring, very limited, skill points to get that bag space back? Please let me know if i'm missing something?
Now I'll admit I haven't played alpha 17 obviously but this concern is more than justified based off everything TFP have said.
The squeaky wheel gets the grease, that was proven with the removal of the zombie hp bars. Well I'm squeaking.
Please don't regard this post as hostile. I'm sure I'll love alpha 17 either way. Just voicing my concerns.
Not trying to disregard your concerns here but… In A17 (SP and MP) you will be able to make a new character profile and join the world of your old character and share the old characters base and probably even alternate between profiles. So it’s not really a full restart.
Maybe TFP will even make future NPC followers playable profiles that we can alternate between with their own levels and progression. Kinda like State of Decay. That would be interesting.
Can I just throw in my two cents here? As for me, i'm more MP rather than SP, and imho zombie hp bars were nice. First of all, from the beginning of the game it's very important to understand, how strong Z is, because nobody wants to waste time on strong bosses with axe and 5 arrows. But later, when you have good firearms, you and your server friends just want some fun killing stronger Z and getting better loot (on most servers there are customizable Z, so you can't learn all of the stats). So, imho, it will be perfect if devs give us a switchable option of zombie hp bars, so everyone will configure the game as he wants himself.
PS. Sorry for bad English, doing my best to explain
pps. Kage848, nice videos :cocksure:
You explained just fine. And I agree, the hp bars were awesome and I was looking forward to playing with them.
I still stand by the idea of having progress of damage shown on the zombie textures and models. Like dinos in ARK. They get progressively more wounds and blood on them as their HP gets lower.
7DTD semi already has model damage shown with limb dismemberment.
However, I like the point that Roland made in regards to HP bars here:
TFP have made changes such that all the cheesy ways that allowed you to know for sure that a zombie was finally dead are gone. You literally have no idea if it is going to stand back up or maybe take a swing at you if you come up close to bash its head a few more times. It is very creepy and one of my favorite differences between pre-A17 and post-A17.
I really like the sounds of this. Sounds great fun and hard.
I think those surprise “oh ♥♥♥♥” moments when the zombie you thought was dead isn’t would still happen plenty if we had cosmetic damage as an indication of HP but no HP bars.
MY preference would be to start out with only the top row available and then progress from there. Allowing 3 rows at the start is too much imho. Players should have to resort to using strategic stashes at the start until they progress to larger sizes. I also think a nice alternative would have been to purchase slots at the trader to represent buying a larger pack. That would free up skill points for other things as well. I'm likely going to learn how to mod the locked inventory slots so I can start at a much leaner inventory count and then change the number of slots that each point of strength will unlock so I can still get to the top if I wish. Others may want to change it so you start with more or maybe even start with the max if they don't enjoy inventory management and then they wouldn't even have to spend points in that area. I think TFP chose a good middle ground.
My preference would be to start with only 4 belt slots and no bag slots.
And the first priority would be to craft and equip a plant fiber belt and backpack.
Grass woven into a basket on your back lol, only 1 row of slots for that.
I really think inventory slots should be tied to equipment AND perks.
Nothing will be revealed about bosses. You will have to experience them for yourself. That is all.
Does that apply to my question
here which was missed?
ya, I expect every server to right away mod it so you can go past the level cap and get everything so there is longer term play. No one wants to stick around when they are maxed out and unable to further progress... since we sometimes plays hundreds if not thousands of hours on a map, getting to level 200 is easy, but now sounds like they are trying to limit things. Might not be what we want, or at the least would like to option to choose this for myself.
I agree. You’re right that people will max out and get bored. It’s the infamous end game fall off. The level progression isn’t going to solve the end game fall off. But don’t want to max everything either. What I want is for the game to never end lol.
I really like the premise of choices that matter like TFP are trying to achieve.
I liked fallout 4 because of choices that mattered. We were limited to what we were good and how we played. We had to make choices and specialize and it made every play through unique.
BUT, in fallout 4 you could gain unlimited levels. It just got slower and slower. As all xp/level curves should.
I would like it if the "backpack" was a piece of clothing you wear or carry. With a slight minimum if you have no backpack or belt on. Like you can carry whats in your hands, like the first row or something only. If you want a belt and backpad, make one from grass.... then equip it, then get a better belt and backpack in the long run. Like a webbing from the military might be even better than a tool belt from a workshop and a backpack from a survival camping kit might be the most modular. They could give different set of bonuses for each type of item equipped too. I would like this much better than what we have now. I think many would enjoy the more customization, and the visual changes it brings too.
You can see into my mind?
Let's not jump right to "The Sky is Falling!" assumptions.
A hint towards gyro copter behemoths!
I still maintain that the foreknowledge that you CANNOT get everything will result in more interesting choices than the foreknowledge that you can eventually max everything. It changes how someone approaches the game and makes choices and it makes those choices more agonizing.
An agonizing choice can be spotted when you have a segment of the community wanting to do away with it (give us enough points to max everything) or soften it (Let us respec).
I personally feel that agonizing choices make for better gameplay. I also know that others will not share this preference.
I agree.
I remember, in my fallout 4 playthroughs, my choices about player progression felt serious and it made for better gameplay. But no matter what build you go for, when you started reaching the end of the perks for the specialization that you chose, you would feel like a power house. Everything paid off and the perks that you didn’t get weren’t necessary after all. The choices felt serious and made for better gameplay and he game felt complete without maxing everything but the game didn’t stop you from maxing them all if you stuck around for 1000 hours. That extra mile is optional but it also felt good filling in those little gaps in the specialized build you started with.
Especially since people often don't look to see if a bug was already reported and discussed, but just post about it again.
I’m probably guilty of doing this without even knowing. I’ve read the sticky and know the bug report rules and I always search for reports when I post them. But the search on this forum isn’t very good or maybe I’m just really bad at using it.