PC Feedback for The Fun Pimps on Alpha 17

However, I cannot imagine a way that removes some of impediments from playing solo that doesn’t, at the same time, make the coop game much easier & therefore possibly more boring.
Player Option: Scavenger or Adventurer difficulty

Player Option: Increased Player vs block damage percentage

Player Option: Decreased Zombie vs block damage percentage

Player Option: Decreased Zombie Max Alive per Player

Player Option: Decreased Frequency of Blood Moon or disabled

Player Option: Decreased Zombie movement speed

Player Option: Increased Day timer

Not so much a matter of imagination as it is a matter of choosing the options provided until the game plays the way a solo player needs it to play. I know suggesting to turn down difficulty dials is even a greater assault upon gamer ego than suggesting that a gameplay mistake is being made but I'll tag this post to make it all better.

#myopinion

 
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Player Option: Scavenger or Adventurer difficultyPlayer Option: Increased Player vs block damage percentage

Player Option: Decreased Zombie vs block damage percentage

Player Option: Decreased Zombie Max Alive per Player

Player Option: Decreased Frequency of Blood Moon or disabled

Player Option: Decreased Zombie movement speed

Player Option: Increased Day timer

Not so much a matter of imagination as it is a matter of choosing the options provided until the game plays the way a solo player needs it to play. I know suggesting to turn down difficulty dials is even a greater assault upon gamer ego than suggesting that a gameplay mistake is being made but I'll tag with post to make it all better.

#myopinion
Since you mentioned it, now that they added a more scalable speed option, it would really be great if zombies with a max speed setting could reach and damage players or even vehicles as well. And it would be even better if they could tweak it before A18.

 
Since you mentioned it, now that they added a more scalable speed option, it would really be great if zombies with a max speed setting could reach and damage players or even vehicles as well. And it would be even better if they could tweak it before A18.
Run! B4 the immuuurshion police comes and get ya. Run now!

Cheers

 
Run! B4 the immuuurshion police comes and get ya. Run now!
Cheers
But I am a member of the immersion police, like comrade Roland (he is mostly undercover), it's just that I also take part in the wantmeaningfulgameplay movement :p

 
Since you mentioned it, now that they added a more scalable speed option, it would really be great if zombies with a max speed setting could reach and damage players or even vehicles as well. And it would be even better if they could tweak it before A18.
+1

I hate being so much faster than the enemies regardless of speed setting.

 
Opinion: People crying over tough and tedious gameplay that can be solved 100% by spending some time developing their character first is ridiculous and I pray the devs don't take their complaints seriously.
No. We get it. We just don't find slowing the character progession down and upping the grind to be interesting or fun gameplay design decisions.

There are ~half as many people playing now 2 months after release and the steam reviews have turned to crap (55% approval rating from over 70%). I've yet to see any meaningful reversal on these types of things and only half measure compromises. At least they put the ability to have more than one LCB's back in, sort of. Now I'm at the whim of the server owner's idea of fun.

 
Player Option: Scavenger or Adventurer difficultyPlayer Option: Increased Player vs block damage percentage

Player Option: Decreased Zombie vs block damage percentage

Player Option: Decreased Zombie Max Alive per Player

Player Option: Decreased Frequency of Blood Moon or disabled

Player Option: Decreased Zombie movement speed

Player Option: Increased Day timer

Not so much a matter of imagination as it is a matter of choosing the options provided until the game plays the way a solo player needs it to play. I know suggesting to turn down difficulty dials is even a greater assault upon gamer ego than suggesting that a gameplay mistake is being made but I'll tag this post to make it all better.

#myopinion
Oh now you did it! I was trying not to mention the dreaded “editing xml” that seems to scare some people. More, I was referring to those wanting the vanilla game to change to fix this ‘problem’. I mean, why change the base game when it would have far reaching effects when a simple, and I mean really simple, edit fixes the problem? I do less editing & just adjust to the changes...not a big deal, makes the game more interesting. However saying something is a broken game mechanic that ruins underground bases is wrong....you must change either how you make or change the settings....easy peasy.

 
If you are solo, it’s quite difficult to get an above-ground blood moon horde-proof base by day 7 let alone an underground version.
Not really. Especially easy with default settings. Even on insane, the first blood moon is very easy, at least if the blood moon is set to only x8 enemies and you haven't power-leveled hardcore the whole week. All you need is like a simple 5x5 maybe even as small as 3x3 bunker surrounded by spikes, they can even just be wood spikes. Done.

However I wholeheartedly disagree that underground horde bases are impossible, just takes more work and more time.
Never said it was impossible. I am saying there is a severe imbalance between cost vs. reward.

Not so much a matter of imagination as it is a matter of choosing the options provided until the game plays the way a solo player needs it to play. I know suggesting to turn down difficulty dials is even a greater assault upon gamer ego than suggesting that a gameplay mistake is being made but I'll tag this post to make it all better.
That doesn't address fundamental AI problems like the one I have a major problem with. There is no dial or option for this as it is a hard coded functionality of the game.

 
No. We get it. We just don't find slowing the character progession down and upping the grind to be interesting or fun gameplay design decisions.
Player Option: Xp Multiplier 200%

Player Option: Player Block Damage 200%

There are ~half as many people playing now 2 months after release
Same as every alpha release before.

and the steam reviews have turned to crap (55% approval rating from over 70%).
RWG and performance. I don't see the reviews changing until those two issues are fixed and they are working on those as quickly as possible.

I've yet to see any meaningful reversal on these types of things and only half measure compromises.
A17.2 is still unreleased publicly but as soon as it is then many meaningful changes via the options menu will be in place. If you are looking for complete reversals and can't even be cool with compromises then you have unrealistic expectations. What complete reversals were you expecting?

At least they put the ability to have more than one LCB's back in, sort of. Now I'm at the whim of the server owner's idea of fun.
But you claimed the majority want multiple LCBs so no problem right? I'm sure most server owners will whim the way you want it if you are correct. (I believe you are)

 
Same as every alpha release before.
I don't know about that. Average players is on track to take the biggest nose dive in the history of the game during the shortest month of the year. Percentage loss doesn't look like it'll quite overtake all time high but it'll be close. Let's not forget this is an alpha that pulled less interest than A16 at its onset, which a break from norms in itself.

But sure, accept only the feedback you want to hear. I'm sure that'll work out great.

 
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I don't know about that. Average players is on track to take the biggest nose dive in the history of the game during the shortest month of the year. Percentage loss doesn't look like it'll quite overtake all time high but it'll be close. Let's not forget this is an alpha that pulled less interest than A16 at its onset.
But sure, accept only the feedback you want to hear. I'm sure that'll work out great.
We'll see. I'm open to the possibility I'm wrong. Everyone around here is interpreting the graphs and numbers the way they want. I'm hoping for the best but prepared for the worst. It is a bit sad that some around here seem poised to be gleefully smug in the failure of TFP. If A17.2 releases before the end of the month to the public and people return and try it out and love increasing their progression speed and having random horde nights it could rally but maybe it won't. Maybe there will be a spike when RWG is fixed and generating pleasing maps again.

Time will tell but I feel good about where my hope is placed even if it ends up being dashed.

 
We'll see. I'm open to the possibility I'm wrong. Everyone around here is interpreting the graphs and numbers the way they want. I'm hoping for the best but prepared for the worst. It is a bit sad that some around here seem poised to be gleefully smug in the failure of TFP. If A17.2 releases before the end of the month to the public and people return and try it out and love increasing their progression speed and having random horde nights it could rally but maybe it won't. Maybe there will be a spike when RWG is fixed and generating pleasing maps again.
Time will tell but I feel good about where my hope is placed even if it ends up being dashed.
I did notice an increase in the slide when 17.2 experimental released. It's plausible the RWG snafu temporarily sent more people away. Maybe they'll return if it gets fixed.

If I'm being real though, that's only a small part of the picture. The real problem with A17 is wholistic. The game has been simplified to the point that nothing feels random or rewarding anymore. Progression has become a tedious grind to the tune of 52,500,000 exp. And base design has finally begun feeling like an arms race, not against the zeds, but against the devs. Everything about it is exhausting and it shows in the numbers.

 
I did notice an increase in the slide when 17.2 experimental released. It's plausible the RWG snafu temporarily sent more people away. Maybe they'll return if it gets fixed.
If I'm being real though, that's only a small part of the picture. The real problem with A17 is wholistic. The game has been simplified to the point that nothing feels random or rewarding anymore. Progression has become a tedious grind to the tune of 52,500,000 exp. And base design has finally begun feeling like an arms race, not against the zeds, but against the devs. Everything about it is exhausting and it shows in the numbers.
You don't know it's a small part of the picture, indeed, none of us do. I played A17.0 a fair bit to test it out, then stopped due to RWG and haven't played it since. Once RWG is fixed, I'll put down my other steam games and try it out - but I have no idea whether there's other people like me, or if there are, how many of us there are.

All I know, is that, having tried Navazgane on 17.0, I know that for me personally, I can't play a static map whose contents I know in advance (nor one that is mostly radio towers either.. hehe).

 
You don't know it's a small part of the picture, indeed, none of us do. I played A17.0 a fair bit to test it out, then stopped due to RWG and haven't played it since. Once RWG is fixed, I'll put down my other steam games and try it out - but I have no idea whether there's other people like me, or if there are, how many of us there are.
All I know, is that, having tried Navazgane on 17.0, I know that for me personally, I can't play a static map whose contents I know in advance (nor one that is mostly radio towers either.. hehe).
Objectively, RWG is a small piece of 7DtD. There are a great many interacting systems in this game and the RWG is but one.

 
Objectively, RWG is a small piece of 7DtD. There are a great many interacting systems in this game and the RWG is but one.
Not for me. I was rather addicted to A16.4 RWG. Every new game felt pretty unique and interesting to me. I don't get that feeling from A17. To be sure, RWG isn't the most important aspect to some players, but to me it kinda is.

 
Objectively, RWG is a small piece of 7DtD. There are a great many interacting systems in this game and the RWG is but one.
True, but it is a very important one... after all, it's only the entire world you are playing in. Yes, there is Navezgane, but after test-playing every build in this Alpha, I don't even want to look at it.

I have only played a few hours of 17.2. I am one of the people who will return when RWG is improved. I do work in the prefab editor from time to time though.

It's not so much the landscape for me, as I actually like the islands idea... but it's the POI selection that is too heavy on a few variants. Although I do like the islands, I do hope that they will be a random map type and I hope for peninsulas, or the classic mostly-land style but hopefully with large rivers and/or lakes. This is much better than the 3-band map style we originally saw in the first A17 builds, but it's just not quite there yet.

Also, I am feeling that the game has become too reliant on the traders. I can play fine without dealing with them a ton, and I know that more economic adjustments are being done, but I am hoping that it continues to get toned down a bit. It's just not my thing. If the upcoming legendary loot and books can be obtained in any way other than the trader, I will be happy about it. Also hoping that the later game materials for maintaining reasonable arsenal becomes more reasonable (also without trader being a necessity).

Basically, the stats have dropped by at least one (me)... but it is indeed only temporary.

 
True, but it is a very important one... after all, it's only the entire world you are playing in. Yes, there is Navezgane, but after test-playing every build in this Alpha, I don't even want to look at it.
I have only played a few hours of 17.2. I am one of the people who will return when RWG is improved. I do work in the prefab editor from time to time though.

It's not so much the landscape for me, as I actually like the islands idea... but it's the POI selection that is too heavy on a few variants. Although I do like the islands, I do hope that they will be a random map type and I hope for peninsulas, or the classic mostly-land style but hopefully with large rivers and/or lakes. This is much better than the 3-band map style we originally saw in the first A17 builds, but it's just not quite there yet.

Also, I am feeling that the game has become too reliant on the traders. I can play fine without dealing with them a ton, and I know that more economic adjustments are being done, but I am hoping that it continues to get toned down a bit. It's just not my thing. If the upcoming legendary loot and books can be obtained in any way other than the trader, I will be happy about it. Also hoping that the later game materials for maintaining reasonable arsenal becomes more reasonable (also without trader being a necessity).

Basically, the stats have dropped by at least one (me)... but it is indeed only temporary.
Agreed on both points actually - the last couple of RWG's I generated were mostly radio towers (even tried some of the ones posted in the A17 seeds thread). I'd also like to see traders become much less prominent just personally.

The first is definitely temporary - I've no doubt TFP will fix RWG soon, and I'm happy to wait until they do and give some of my other Steam games a go. The second, hmmm, I hope loot hunting will become king again (by which I mean not only lessening the influence of traders, but of making less stuff craftable).

 
Objectively, RWG is a small piece of 7DtD. There are a great many interacting systems in this game and the RWG is but one.
RWG is huge!

Though...admittedly getting smaller with each alpha... ;)

 
You don't know it's a small part of the picture, indeed, none of us do. I played A17.0 a fair bit to test it out, then stopped due to RWG and haven't played it since. Once RWG is fixed, I'll put down my other steam games and try it out - but I have no idea whether there's other people like me, or if there are, how many of us there are.
All I know, is that, having tried Navazgane on 17.0, I know that for me personally, I can't play a static map whose contents I know in advance (nor one that is mostly radio towers either.. hehe).
*Raises hand*

Yeah me too, I haven't played since A17.0 stable came out.

 
*Raises hand*
Yeah me too, I haven't played since A17.0 stable came out.
Ayup, "The Joys of Alpha" as we used to say on my server. It's given me a chance to play an old game of Civ5 I had going, a new game of FortressCraft Evolved and a bit more Factorio. RWG will be fixed, I'm sure. (There's a modlet fix available for lack of POI variation, but I'm also waiting on roads to be fixed too).

 
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