PC Feedback for The Fun Pimps on Alpha 17

The game has lots of room for late game options they are just not in the game yet. There are no tier 4 or tier 5 schematics among other things that are in the game that can't be crafted.

The fist day or two in a fresh game is the best as you "need" stealth. Once you find a good ammo supply and some OK weapons it becomes a thing of the past and you start leveling quick. Toss a pair of nerdy glasses in the mix and you are making some really good stuff before the first 7 day horde comes along.

17.2 is if I am correct going to allow us to vary the horde night? Now that could be fun! I just wish the devs would give us a progress report.

 
For underground, not moving is usually not a good idea. But there are two underground Easy peasy's:
1) Exploitive.

With a tunnel at bedrock around a trader. Walk-run around the trader all night, little to no damage to surface.


2) Semi-Exploitive.

Long straight tunnel at bedrock, with an overhead tunnel with 2-3 block gaps. Player uses frames to cross. Player just walks the upper tunnel if end is reached turn around and repeat. Some damage to surface.
This is a dead-end and cycling problem, really.

Why player is doing that?

He doesn't want insane damage to his fort.

He doesn't want to spend 1 full game week just farming mats for repairs back-to-back with just another Blood Moon in repetitive cycle.

He does want to keep his carebear activities, exploring, looting, farming, mining, dealing with occasional wandering horde/screamer and in general having whatever fun he was having in the first place before the BM horde trashed his precious base to rubble.

So, as TFP keeps cranking up zombie block damage and super-intelligent base pathing/trashing AI, it only makes the problem more profound.

Maybe it's time to pull the head out of the sand, think about cause and effect, and actually balance out the situation so the wolves are fed and the sheep are relatively undamaged and more or less happy?

At the very least, take a deep look into current difficulty levels, and tie zombie intellect and sexual prowess to them directly in layers.

E.g. on Nomad, which is supposed to be the "default normal" setting, a zombie is not supposed to outdamage Auger-wielding player on a stone block, and is not supposed to act like a homing missile into weakest block of the entire structure.

 
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i honestly think that there are too many options for settings and too many play styles and not enough of people using their noodle.

i got caned good and proper, was suffering and grumping until i found the game settings i like. i am a causal single player. no mods. sounds like a tinder application!

for me max int is always goal #1. then i can pick up the level capped perks cheaply later on as they unlock. then again i play smart - get it? int = smart? nevermind...

ask yourself if you have tweaked all of the settings or not. i feel that there is enough lee way in the current options to tailor the game to most peoples liking - without mods. i would bet that once the new options become available in 17.2 we are going to have proportionally more complaints about balance.

remember also there will not only be more settings, ill bet more balancing has taken place to change some of the flavours as well.

excuse me, im going to get another vodka

 
I guess I am in the opposing camp on this subject. I think progression is too fast.
In my opinion the first experimental of alpha 17 was the best. I play with 2 others in my server and we end up resetting the server every 14 to 21 days because we are bored. I have started playing with mods to allow us more things to craft and more zeds to kill on horde night but by day 14 we are still just waiting around for horde night.
Have to agree with this. I double the xp needed to level and we zoom though the levels on our server. And to the post above mod it works quite easy even on a multi player server.

And I agree 17.0 was much better then 17.1 even from a bug standpoint. They put to much focus on the Trader and we don't even use them on our server.

 
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126 hours since 31.12.2018 where a friend told me of the game :)

i like it very much but it needs definitly some adjustments

 
Or not.

My friends and I just started a new A17 game, this time playing in Navaz because RWG misses out on so many of the new POIs. We're on day 12, we're almost level 50 (motorcycles YAY!) The level gating is NOT a problem. Nor have we felt the need to "grind" in any way. Besides the fact that if you really want to grind up levels all you need to do is mine. You don't need to just "grind and kill zombies."

 
Have to agree with this. I double the xp needed to level and we zoom though the levels on our server. And to the post above mod it works quite easy even on a multi player server.
And I agree 17.0 was much better then 17.1 even from a bug standpoint. They put to much focus on the Trader and we don't even use them on our server.
Traders are beyond worthless, and very alarming seeing TFP spending time on this feature on a whim.

Committing so much time and resources to this, when the game still has:

- no main storyline

- no bandits/raiders to keep bored/unstealthy players on toes

- terrible UI

- plethora of bugs ranging from minor into critical in single and multiplayer

- poor optimization on video engine, resulting in lower fps indoors than outdoors and reflection quality killing any videocard below Titan

- terrible character progression system balancing and gating, which is a current topic

If feels like random whimsical features at a request of MM (minibikes, traders, whatever) are being pushed forward in spite of current game state, and there is no clear roadmap even.

This trash (vehicles/traders/whatever) should have been a post-release DLC content, when the main game is polished and released, and you have part of the team working on support and part of the team digging new content.

I get it, the guy made good sales on consoles and does not give a ♥♥♥♥ anymore, but come on...

 
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If nothing else. If NOTHING else. Remove the player level requirement.

That way players can chose which skills/perks to invest in and it will make multiplayer more fun because there will be a division of labor instead of everyone being required to commit to zombie-killing perks exclusively.
Its not going away, deal with it already, you're not supposed to have end game items and steel before 1st horde night, not even before 2nd.

Also the ONLY perks in game which are limited by level are int ones and you don't have to be int.

main anymore.

 
RD, I don't think an auger is critical in the least. The guy from "J.C's Channel" digs everywhere using his steel pickaxe. His digs across the map, digs massive pits and is always building massive buildings. The one from bedrock to the top of the sky is several times bigger and better than I ever made. He doesn't have a lot of ammo, but has stopped dying for the last half of the game.

You've become lazy in your old age... or youth. :)

 
I guess I am in the opposing camp on this subject. I think progression is too fast.
Personally, every minute I spend in this game having to use Stone tools is a minute too many.

I just started another new run on A17.1 B9 over the weekend because my usual co-op partner was ill in bed. I found that I could not stand to play more than the first night. FIRST TIME THAT HAS HAPPENED IN THOUSANDS OF HOURS AND MANY PREVIOUS ALPHAS. I was shocked. Then I quit and played something else.

My friends and I just started a new A17 game, this time playing in Navaz because RWG misses out on so many of the new POIs. We're on day 12, we're almost level 50 (motorcycles YAY!) The level gating is NOT a problem. Nor have we felt the need to "grind" in any way. Besides the fact that if you really want to grind up levels all you need to do is mine. You don't need to just "grind and kill zombies."
It's a doddle playing co-op. The problem is almost exclusively with solo play.

Traders are beyond worthless, and very alarming seeing TFP spending time on this feature on a whim.Committing so much time and resources to this, when the game still has:

- no main storyline

- no bandits/raiders to keep bored/unstealthy players on toes

- terrible UI

- plethora of bugs ranging from minor into critical in single and multiplayer

- poor optimization on video engine, resulting in lower fps indoors than outdoors and reflection quality killing any videocard below Titan

- terrible character progression system balancing and gating, which is a current topic

If feels like random whimsical features at a request of MM (minibikes, traders, whatever) are being pushed forward in spite of current game state, and there is no clear roadmap even.
Amen. Electric doors and hatches, anyone?....jeezuz.

 
Traders are beyond worthless, and very alarming seeing TFP spending time on this feature on a whim.Committing so much time and resources to this, when the game still has:

- no main storyline

- no bandits/raiders to keep bored/unstealthy players on toes

- terrible UI

- plethora of bugs ranging from minor into critical in single and multiplayer

- poor optimization on video engine, resulting in lower fps indoors than outdoors and reflection quality killing any videocard below Titan

- terrible character progression system balancing and gating, which is a current topic

If feels like random whimsical features at a request of MM (minibikes, traders, whatever) are being pushed forward in spite of current game state, and there is no clear roadmap even.

This trash (vehicles/traders/whatever) should have been a post-release DLC content, when the main game is polished and released, and you have part of the team working on support and part of the team digging new content.

I get it, the guy made good sales on consoles and does not give a ♥♥♥♥ anymore, but come on...
Thank goodness that different people work on different things!

 
RD, I don't think an auger is critical in the least. The guy from "J.C's Channel" digs everywhere using his steel pickaxe. His digs across the map, digs massive pits and is always building massive buildings. The one from bedrock to the top of the sky is several times bigger and better than I ever made. He doesn't have a lot of ammo, but has stopped dying for the last half of the game.
You've become lazy in your old age... or youth. :)
Since the pickaxe cant oneshot stone anymore i will never again touch it

 
Since the pickaxe cant oneshot stone anymore i will never again touch it
Isn't it possible to not get the auger every game? I suspect "tampering". :)

If you do that, might as well mod the pickaxe damage until it does one-shot stone. Games should be fun, right?

 
Augers are craftable. Like everything else in the game*

* except Beakers

And due to the mining bug, the LAST THING you'd want is a pickaxe that one-shots boulders. That would give you less resource than a pickaxe that did not one-shot boulders. Details of this (long-standing) mining bug are:

There is currently a bug with mining. On the blow you destroy the mined block, you get ONLY the destruction bonus resources and you do not get the normal mining resources!! Put another way, you LOSE resources on the blow where you destroy a boulder, block or tree. The amount you lose is directly proportional to the HP the block had when you destroyed it. If it was on 1 HP, the loss is 0; but if it was on several hundred the loss is substantial.

This is why you may have noticed that the overall resource you get from mining blocks varies both up and down as you adjust things that affect it (like points put into Miner69er, or mods added to your tools) when common sense suggests it should only go up. It's all to do with the HP the block has on the swing where you destroy it. You MUST minimize that HP value or less you are losing resource every time you mine something.

 
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Personally, every minute I spend in this game having to use Stone tools is a minute too many.
I just started another new run on A17.1 B9 over the weekend because my usual co-op partner was ill in bed. I found that I could not stand to play more than the first night. FIRST TIME THAT HAS HAPPENED IN THOUSANDS OF HOURS AND MANY PREVIOUS ALPHAS. I was shocked. Then I quit and played something else.

I
What I get from this is maybe it's time to move on. If you got bored on the first night that is not the games fault. The game plays the same on day 1 with every build I have played. Maybe ask yourself if it's time to move on I have done all I can do with this game and then some.

 
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