Especially when it's posted in the wrong forum.Very well written feedback with very specific points. And I would agree with all of them. To bad no one will listen.
Thanks for the feedback. Correct me if I’m wrong but I think what you are referring to as level caps are what the devs refer to as level gates— the fact that you have to wait until you are a certain level to be able to purchase a perk. The good news is the TFP has listened and mostly agrees and plans to make changes to the progression in order to further facilitate specialization and two of those planned changes is to remove level gates and to decouple crafting quality tiers from intelligence.I love your game. I’ve played for over 3k hours. As much as I enjoy the game, recent design changes have very much diminished my enjoyment. Below I’ll attempt to explain the changes I’m objecting to and what effect they have on my experience. Please understand that this is just candid feedback, I still love the game.
Level Caps – I’ve played the game many ways. That’s one of the things I really enjoy is trying different approaches to surviving. Such experimentation often involves min/maxing along some specific path, like all armor/defense, all weapons/attack, all building/crafting, just run!!? The level caps pretty much kills this sort of experimentation. It forces me down path that the developer seems to want me to go. As much as I enjoy your game, I don’t care at all how you want me to play the game. By limiting my specialization and forcing me down specific paths, you’re simply removing my options and choice, which is what I value in an open world game in the first place. This is especially frustrating when I’m taking the builder/crafter path as by the existing level caps, my game doesn’t really even begin until level 10-15.
The only reason you would notice the difference is if you are speeding through the progression and power leveling. If you play organically and don’t try to level quickly then it still actually feels like the game just gets harder over time. Average Joe who just sets objectives such as “establish a base” “gather materials” “explore” “do a loot run” etc. and who has never read the forums or looked at the code would most likely just assume things are getting harder over time.Creature spawning/strength linked to level – In previous versions of the game, creature spawning, and strength was linked to time. The longer the game went, the more dangerous the creatures became. This created an engaging race against the clock. I needed to build and skill up as fast as I could to survive the coming threats. Further, this was customizable by the player. I could adjust the day cycle to introduce a more challenging experience, as with a reduced day cycle, I had less time to prepare. Or I could make the monsters and world conditions very unfavorable to me but increase the day cycle to give me more time to prepare. It was my choice and I could try different things. This also made a sort of sense in the world. I could believe that over time the creatures became stronger and more people became zombies, so life just got harder. This added to the immersion of a survival game. With the change of linking threat to level, I’m not racing against anything and there’s really nothing I can do to try to get ahead. It would probably be best if I just didn’t level up at all, as what’s the point. This also breaks immersion, as it makes no sense why creatures would automatically adjust to me. It feels like a game, not like an apocalypse.
It’s more than some people. Quests and vendors are considered to be integral parts of the game by the devs and it’s only natural that the devs are going to put rewards and incentives in for making use of those things. They aren’t going to walk back from making quests and vendors necessary for obtaining certain items that can only be had by participating in that part of the game and I really believe they do have the majority of the player base on their side in this case. The game didn’t used to have them, true, but they were always planned. Bandits will be the same case.Quest/Vendor – I get it that some people want quests and some signs of life in their apocalypse. I get it. It’s not for me, but in the past, I could just ignore it. I’d ignore/avoid the venders and scrap the quest. No harm, but with the recent level cap changes spending time near the vendor seems nearly mandatory. I just don’t have access to the things I need in the game any more without visiting the vendor. And of course, the game is a lot easier if one just takes the vendors quests. Once again, this feels like the game developers trying to force me down a path, trying to get me to play the game the way they want me to play it, rather than simply providing an apocalyptic playground I can enjoy as I wish. Again, I don’t mind the vendors and quests being there, It’s the changes that make the game near unplayable without interacting with them that I object to.
....overly quickly.I also dont like the gamestage system. It punishes player for progressing.....
If you need lvl 40 to get a forge and crappy iron tools then you must be very new to this game. Anyone who played this game with eyes open knows 3 ways to have most iron tools around lvl 10: trader, quest reward, svavenging. Take your pick.Not rushing for rushing's sake. You're rather forced to rush till at least lvl 40 to get basic things done like a forge and crappy iron tools now with perks and the level gating.
Here IS the point. There is living proof in the form of actual players playing the game and progressing and making choices that matter that shows that the game doesn’t have to be played in the manner in which you are claiming players are being forced to play.I know all that. That's not the point
Extreme seems to be a very subjective concept.Yes, almost everything you do adds experience and increases gamestage but not to an extreme degree at all unless....you are doing something extreme to ramp it up.
There was a bug in the A17 that got radioactive zombies in large numbers too early. In 17.2 this was fixed and it's not as bad as it was with 17.1. But the feral zombies can still make your life difficult if you don't have the right skills and the right equipment. It took me some time and some deaths to adapt.So, what do I get from this next time I dare to come too close to a poi? Most likely dozens of raging ferals and glowys who all want a tasty piece of my fat arse.
To add to this, zombie speed should also be affected by walking up or down (similar to the PC). Only then is height a tactical advantage and for example building a castle on a hill not counter-productive.About the character controller: I think the angle of the slope he is able to climb should be lower than now. Its still possible to walk up pretty steep cliffs. This makes the player be able to travel terrain that should not be that easily accessible. There is always the fallback to use frames for certain obstacles, or dig out steps with the shovel.
Limiting the ability to climb will make reaching certain high positions in the terrain more interesting.
(The zombies should then have the same limits as the player here)