50+ hours of A17 feedback
Started a new SP game in Navezgane, the last time I played there was A14 or something like that, all the other time played in RandomGen.
I guess, every building was renewed in A17? That was friggin much work to do! Looks like every house is unique, not a copy-paste as before. Really great.
Zed's AI - digging and pathfinding avoiding traps. Nice.
Transport.
Fine, but needs speed up. Didn't used jeep or heli yet.
Needs modding as weapons. In A16 i looked for better wheels or engine. In A17 - no point. Sad.
Weapon and gear customisation. It's nice in fact of existance, but have some flaws.
- no info in mod's description what it is suitable for.
- no info what mods are conflicting.
- all the mods increase all the stats equally, even the painting lifts the stats.
- some mods just don;t work - healing grip for melee and spotlight for headgear.
- mod's blueprint is a single use only. Ridiculous. That must be strong point of blueprint comparing with finding complete mod: you must have leveled Science and components, but in exchange you can build as much as you need.
Level up system
- very slow start and killing zeds is only way to level up as digging and trading is not an option.
- fine idea with points per level, but some skills are too expensive this way - Cardio or Hunter, for example. I'm 100+ level, still no points in these. You should give 10 points per level and rise cost more constantly, not only on top skill levels. This way i'd took 1-2 points of cardio or hunter, as it becomes relatively cheap.
- again, very slow start in digging - STR, 69er and block damage perk + INT ang many perks for crafting pickaxes. And on top, level requirements for all of these.
- one skill is defining quality of ALL crafting. In A16 weapons, armors, tools, etc were separate.
- no stats rising with items quality (not mentioning mod slots).
General idea: more points per level, more skills, skills getting expensive with every stage. So the player can easily get some stages in all the skils, but have to spend some time to master some skills.
Zeds leveling
Levelscaling - the curse of many modern RPGs. Remember TESOblivion with every single enemy in "very rare" top full Daedric gear? Ridiculous, right? The same here with green zeds. Totally agree with author of topic "game punishes me for levelling up". When you know there are 30+% greens on POI, you just lose interest in it. IF I see a green biker - i just turn around and go away. No point - very risky, very long time, very tiring.
THen, as in TESOblivion , no reward - loot in boxes on top floors is the same.
On top, very rare drop from all the bodies, liked drop in A16 much more.
Interface
- hunger and thirst have to be always on a screen
- no info about almost completely broken armor
- food, weapon, gear descriptions - constant choosing between stats and desc tabs. Have to be on a single tab.
- food descriptions - unclear, sometimes incorrect. Example - charred and grilled meat, no difference in stats
Bugs and imbalance
- power atack stops stamina refilling for a couple of seconds, that makes it expensive.
- illness - unclear "something is comming" and sudden infection with one moment complete demplishing stamina. A16 was much better.
- not sure, but Light armor perk seems not working. At least, not in stats.
- moded weapon shows different stats in inventory and modding screens.
- as mentioned before, some mods just don;t work - healing grip for melee and spotlight for headgear.
- mining helmet described as heavy, but uses mods as light
- crossbow - completely broken: non-cancelabe reload, second reload when zoom out, wasting stamina on zoom-in.
- no bones and fat from defeated zeds - makes you playing with a club for a very long time, as no bones for a shiv, and metal knife is a mid-game item. Also, torch and candle becomes super-rare.
- wood window - needs only wood in crafting, gives only glass on destruction.