Azmodeth
New member
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.Currently you start the game with 40 slots (including the toolbelt). In A17 you will start the game with 35 slots (including the toolbelt). By spending 3 points you will gain six slots and already be above what you are used to and the rest will be gravy. This is largely a preference issue and TFP can't solve for all preferences other than making the xmls available which they have.
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.
The HP bars for enemies are still implemented in the game as of now. If you go into debug mode they are there for every enemy. Now they might change this but I think they probably won't as it is a really useful tool for development. We will have to wait until people who know what they're doing take a look but it might be an extremely simple toggle to get them to appear again during normal play.
I do have to put in a plug, however, for my own preferences once again... Having played both ways it is much better without them. 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.
So to recap, you can press F1, type dm, and then ESC and play your game with HP bars if you want, possibly be able to mod them in, or play it like a survival horror game and just wonder if that zombie you "killed" behind you might possibly be standing up right now....
To be really fair, that 90% are usually happy to just play whatever automatically downloads onto their computer and consider playing a game in any way other than how the developers intended it as sacrilege....
Nothing will be revealed about bosses. You will have to experience them for yourself. That is all.
Here is the error in this argument. Just the knowledge that you can eventually get everything eliminates choices due to the fact that gamers will always gravitate to the most efficient and preferred pathway. They will always get their same favorites first because there is zero risk and they can get what they consider the lesser perks later on if they feel like it. Compare that to a game where there are several great choices but you can only be strongest in 3 of them and average in 4 but you are really curious how the game plays with some of those 4 maxed out. That means the next time you play because you know you can't have it all you will choose from the second set and settle for being average in the first set.
The knowledge that you can't get everything also makes each choice a more considered and tougher choice. Why spend more than a moment's thought on what you purchase if you can purchase everything eventually? Games with tough and interesting choices are better than games with weak or uninteresting choices and choosing (A or B) is always more interesting than (A then B) or (B then A).
Finally, this game is not, imo, about being the ultimate superman survivor. It is about surviving against the world presented by the game and having some weakness that you must deal with while surviving make the game way more interesting than having no weaknesses. Some people play with the creative menu enabled and have fun but I can't play that way. Giving myself a sniper rifle with five stacks of ammo is fun at first but it gets boring fast.
Again this is a preference issue so nobody is wrong about how they like to play. Thankfully the devs have given us the means to redesign it for varying play preferences.
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.
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