okay I'm back and not much talk on this thread
https://7daystodie.com/forums/showthread.php?74084-Developer-Diary-Alpha-17!!!&p=734430&viewfull=1#post734430
except a comment from Darkfoxx117 Thanks Darkfox
Well onto some other matters I have bolstered concerns about in other threads
4. balance balance balance.... okay I have changed more xml's in this alpha build than any other previously 36 different files and over 1,500 different xml's. mainly because of balance.
Lets start off with blocks the cost to make vs the cost to repair them.
I'll use flagstone and cobblestone as an example
flagstone cost 3 cobblestone to make to repair if damaged below 100% cost to repair 5 cobblestone.
upgrade flag to cobblestone block cost total 12 cobblestone if damage is lower than 100% cost to repair 15 cobblestone.
It should Never cost more to repair than to build a block so I changed my repair percentage from 100 per item to 300 per item.
Yes I know you can destroy it all the way and get some mats back than make it a new again but really this is just a time sink.
If this is the way you want it than remove repairing all together.
But since it is in the game it should remain cheaper to repair.
4.a. balance again what is going on with the skills vs tools vs mats return?
Can you all sit down figure out what it cost to make everything then figure that to be a 100% total of max tools and skills as a return.
After that work backwards and figure out the starting mats percentage and the increments per tool and skill.
We have had discussion's on this point over the past few months and figure it would provably be better to separate tools into speed and stamina cost and the skills as the material costs.
There seems to be too much cross over and the returns eventually become much greater the the cost to make the items.
4.b. Hordes and their progression being equal through out all (meaning wandering, screamer, Bloodmoon, and sleeper hordes)
Really it becomes ridiculous in later stages where it is all feral runners and irradiated everywhere.
I can see this being a major issue on servers for new players especially the sleepers, making it impossible to loot anything with just a bow and club.
The constant ramp up is a bit much in later stages of the game.
I understand wanting to make it harder as you progress but the predictable constant running bullet sponges does not seem to be the answer.
Here is something else I changed every single horde spawn in the game I gave percentages of being feral/irradiated vs normal and mix and matched them so that later stages weren't as predictable.
Bloodmoon and screamer horde settings changed to sometimes I would get walkers and a few runners or irradiated and sometimes I would get just runners sometimes I would get just walkers etc.
Sleeper setting mostly I edit out a lot of feral and irradiated and added more walker types throughout mid to late stages and I gave a .001% of a feral or irradiated being spawned inside a POI.
Who wants to go loot when every single sleeper spawn is either a feral or irradiated. It just doesn't work for looting purposes especially for servers. Lets give the new comers and weekend warrior players a fighting chance to get loot.
Plus there is always that 1 or 2 items you can never get and are searching forever to find. Atleast that is always the way it is for me.
4.c. Wolves (reg. and Dire) dogs and snakes and vultures Lets tone down the volumes they spawn in please I do not need to turn around every 2minutes and see one of these nearby.
I know they are new features and like all Dev's you want to say hey look at this look what we made cool right and then you go overboard and have them everywhere.
When in all seriousness these things should be fairly sparse to create a more "OH CRAP" moment instead of mass populating them to be a novelty and an annoyance.
So i changed the spawn rates I removed the invisible animal hack and added all animals to both friendly and enemy columns eliminating some from certain biomes and lowering percentages of them spawning. I raised the chicken and rabbit percentages throughout except for the snow biome. no chickens and very few rabbits here
Why? Because I hardly notice these animals unless they are on the roads or in the snow area and it was the only way to balance everything out with the way the xml is coded now.
Okay I rambled on as per usual and am once again going to leave you all to comment or not and chew on these things for a bit.
I'll return and add more later I do not want to write a complete list as it would provably take up 5 pages.