PC How do you like A17 experimental NOW?

How do you like A17 experimental NOW?

  • It is the worst version yet. I hate everything about it.

    Votes: 0 0.0%
  • In general I hate it. The things I do like are overshadowed by the bad.

    Votes: 0 0.0%
  • In general I dislike it. It has good aspects but overall it is worse.

    Votes: 0 0.0%
  • In general I'm ambivalent. I have mixed feelings or am still unsure.

    Votes: 0 0.0%
  • In general I like it. It has bad aspects but overall it is improved.

    Votes: 0 0.0%
  • In general I love it. The things I don't like are overshadowed by the good.

    Votes: 0 0.0%
  • It is the best version yet. I love everything about it.

    Votes: 0 0.0%

  • Total voters
    0
If the developers solve the problem with AI zombies. And solve the issue with the magical disappearance, after killing zombies.

Then everything else is of little importance. You can simply add options to the game:

- for crybabies

- for " I'm just digging, save my base"

- for those who like to shoot and often run away from zombies

- for normal people who understand that this is a game about zombies and it should be scary and dangerous. Those who support the developers in this.

 
I couldn't continue after those stamina and rwg changes. I can't crawl around at a snails pace anymore. I did mod and change both issues myself but didn't play much longer than that.

In general I like the new content but not the balance. I liked the game best how it was when a17 fiirst launched, not a fan of any changes since. I liked being able to buy something with each lvl, now it's just too much of a grind.

I don't even care about grinding really, it's not being able to move that gets me. It literally pisses me off, I get frustrated and turn off the game. I'll grind..but let me run pls and don't make me eat every two minutes.

All in all I like the update though, so much cool stuff in there. I see the devs working hard, and listening to us. I hope they know we complain because we love the game. I spent 1000+ upgrading my pc for a17 so yeah it's pretty good. Balance takes work and I know it isn't easy but I trust they will nail it in the end.

 
Eh. I'm one of those level gate haters.

I thoroughly love the overall new build. All the work you did really shows, and I couldn't be more impressed or happier.

I will just share my opinion, and you can happily do whatever you're going to do. I'm really appreciative of the game you've given us.

My opinion is that I do not like level gating. I really really enjoyed the fact that you could specialize with one or two friends and everyone was something different and valuable. It really stressed team dynamics, and encouraged people to find a team if they didn't have one. When you make forge take level 10, and iron tools take level 20, you force people to spend their skill points in a more spread out and homogenized fashion. Meaning most people are probably picking up a lot of crossover perks. That's not terrible, but it wasn't my preference.

Anyway, just my two cents.

Thanks again.

 
I can't play this version until the whole mining/swinging a pickaxe is changed. Fine. Use stamina. Whatever. But if I have to pause and i can't at least mindlessly hold the button and make good progress, I actually have to engage thought... on mining... I'm done. Mining may seems like a relatively easy task to put as an after thought as it's not the most sexy of features and game play. But it's a feature/function used so much, it really needs to be either stupid fast so you're not mining forever OR it needs to let me completely disengage my brain. Making me pause and time my stamina regen doesn't accomplish either.

 
Wait. You can only have one active LCB? What about giant bases?
Here are the most common answers to that question:

1) too bad (paraphrasing)

2) xml edits (paraphrasing)

I agree, should be able to have atleast 2-4.

 
I haven't yet launched B238, but B233 just felt terribly tedious and grindy in the first few days. Constantly encumbered, constantly out of stamina, constantly hungry, and not enough points early on to make much of a difference. Just trying to get enough stone and mud to get enough cobblestone to fortify a POI and make a fighting platform for the first horde night took forever, and I hadn't even started on the spikes.
Yes, the early game should be challenging. No, it should not be a tedious, frustrating grind. Players new to the game would quit in frustration before they got to Day 7.

Pre-A17 - Start the game, rush your butt off trying to get setup for day 7. Felt like I was literally only naked. But functional.

A17 - Start the game. I'm apparently fat and stupid. Everything is an extra chore because of stamina. Everything is extra sluggish. Extra hassle. But at least I'm still naked.

Much more of a fan of 7D2D when Stamina didn't become the central focus of game play. Where it mainly was something I didn't pay much attention to except for running. Later in the game, I'd work towards better stamina management via skills so I could swing heavier pickaxes more consistently. But I could pretty much swing forever with a Stone Axe or Iron Pickaxe with very little pause if any and the pause was super fast. Even if I didn't pause, you could just go at zero stamina and still feel progress was being made.

 
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The rate at which zombies chew through blocks completely ruins the game for my play group, we have stopped playing. The only way to survive seems to be to cheat (Raised platforms).

This is completely the opposite direction to what we had hoped - what we wanted was to make it MORE viable to defend a base from the inside without cheese, not LESS. In just about every zombie movie ever, a staple trope is people inside a building trying to stop zombies from getting in, and for me this scenario should be possible in the game, but it just doesn't work without cheese.

The experience I want is a bunch of zombies trying to get through a door or window etc, and you are INSIDE, trying to stop them, but in 7DTD there are very few ways to attack from inside, only really from above.

You could have some mechanism where the Zs are trying to get through a door, and they gradually open it, giving you a chance to stab through the opening to kill them. You could have an option to let player(s) go into "brace" mode behind a door, to help keep the Zs from opening it any more, while another player stabs through the gap.

There should be more non-cheese (rows of pillars, or the stacked horizontal pole trick) ways of attacking from inside your base - sure you can use a hatch or whatever to make an open-able "window", but you can't lean through it to attack the crawlers below, so it just does not work.

Also, there is a distinct lack of stabbing attacks, and no spears etc, which further compounds this issue.

It seems to me that TFP have reacted to cheese designs by making the zombies more easily able to bust into a base, rather than addressing the issue of why people tended to make cheese bases.

The pathing is vastly improved though, so I hold some hope that if/when things are tweaked, zombies are at least now capable of behaving in a reasonably sane manner.

 
Here are the most common answers to that question:
1) too bad (paraphrasing)

2) xml edits (paraphrasing)

I agree, should be able to have atleast 2-4.
Ok I’ll look at the xml. Thanks!

My issue is zombies spawning in my base. If you can’t have more than one lcb that is totally whack.

 
My previous vote was "In general I love it ... " I hesitate to vote this time because I am finding the current (238) build too annoying to play. The food, drink, and stamina are non-stop annoyances. No one gets that thirsty and hungry! I had no problem finding plenty of food and drink, it was the constant hungry and thirsty messages and the need to dig out more food and drink that sucked the fun out of the game. On another front, I'm concerned at the bouncing around of the features and balance. I can only hope there's some real thought going in to all the on-the-fly changes. Time will tell, and I'll still be trying to put up with the food, drink, and stamina thing, because I still think there's a lot good in A17e.

 
Best version yet

After I got over my previous deaths don't matter and you needed death to thirty minutes we hot a good compromise. The level rates also messed my day up, but again, I got used to it and realized it wasn't bad. I enjoy that done things have been simplified and others make a more logically difficult change. The only thing that is a bit out of control is some of the ridiculous amounts of ferals in pois.

 
Honestly, I would have voted 'In general, I love it" until today. I've actually enjoyed a lot about this alpha despite the numerous restarts. I'd made it to day 14 twice. The 233 patch I only got two play two hours so I can't say if it was fine or not. Then 238. I play random gen. Every world I generated at 4096 seems to be mostly wasteland, desert and snow with very tiny patches of forest/burnt. After 2 hours of trying to generate something decent. I settled on 'Idaho' as the seed. Not great but at least there is a bit of green on the map. Start the game finish newbie quest and start getting some kind of console error, that I can close but comes back over and over.

Verify game files. Delete save. Regen "Idaho" Same thing happens. Scour the forums and discover it maybe the same error that someone else had where the trader doesn't spawn. Seem the fix is a new seed. Oh joy. Try a few more seeds. Finally say screw it and settle on one that is 25% waste, 25% desert, 25% snow, the rest is forest and burnt forest. Go for it!

After thinking about it, I set the game to the lowest difficulty. I spawn in the wastes. Yay! But I'll make it work. Do the newbie quest. No errors! Here we go. Start heading for the trader. Oh look a dog! Kill dog but I'm bleeding. Use the bandage that I made. Walk for another 2 minutes. Oh a car with a zombie. Kill zombie. Start looting car. Hear a howl. Blood splaters the screen. Kill wolf. Use starter bandage because I'm at 30ish hp and bleeding. Start chopping wolf for meat. Blood splaters the screen. Oh hell a buzzard! Buzzard dies. But now I'm bleeding to death. F- this. Exit game.

Honestly, I'm not sure if I'll start it up again when the next patch hits or wait until it's out of experimental. I have 626 hrs in game. I'm okay with hardship and even dying but today was just ridiculous.

PS: RWG needs some serious love.

 
Of all the changes in A17 so far two of them have made the game less interesting for myself and my players. This is just our opinion and we’ll likely continue playing as the game changes cause we overall enjoy the game (and it’s flipping beautiful right now) but these get pointed out often to me.

1) Learning by skill point discourages exploration. One of my personal favorite things about A16 was having to explore every nook and cranny for those skill books. Because it made you go out in your world, find towns and villages, scale those skyscrapers and seek out Crack a books cause you wanted to find that Cross bow book or that Minibike book or that hunting knife book. Now you just sort of just hang around your base area and get points by killing waves of zombies and boop! Now you can make a bike or a car or a crossbow. Less incentive to explore and more like a tower defense game. It’s a bit of a yawn really.

2) Those giant patchwork biome maps. RWG now is really bleh. You know where the biomes will be. But before, it was a gamble. The biggest issue is something I am sure will get worked out eventually and that is unless you play Navesgane, there aren’t any cities. No Higashi Pharmecuticals, no mega Crack a books. No giant half construction sits with ‘GO AWAY’ in giant red letters.

I don’t mind the zombies not dropping loot so much, I miss it but I don’t mind it. Never had an issue with latency due to bodies everywhere. The morning after horde nights did feel like christmas. Overall I’d say I like it, but it has bad aspects but its overall improved and add the addendum that exploring for books to learn how to make stuff was way more entertaining and gratifying than ‘hmmm I need a forge. I’ll kill a bunch of zombies and click the magic skill button’

 
Hi all,

Just want to say love this game. I am really impressed with it and its growth. but some things I have noticed and issues allot with melee weapons the pass threw zombies. I don't understand what the probability of getting bleed from animals is figured out. in week one on a random map I had plant fiber cloths and some clot armor and killed 50 plus wolves got bleed like a couple of times. In week two I have iron and higher armor and cloth and leather over coat. I went into one building that had wolves in it. I have gotten bleed every freaking attack from animals period but its been really bad in this house with wolves. just wondering how it is that iron armor protects me less to the bleed aspect of attacks less then cloth and plant fibers.

That being said I have had no issues in the Alpha 17. I don't mind the changes done to states and feats/ perks. I do like that some skills go up from 16 was nice. But Id like to see some recipe's come from perks/feats and most are learned from finding recipies. I really like that aspect of alpha 16.

I miss from the ps4 version the wave after wave after wave of zombies on blood moons. I DO NOT like the max zombies version I have turned up zombie toughness and added run to make it harder and its still blah after 2 am no zombies what so ever is really sad. feel blood moons should be harder. I feel the rest of the week screamers showing up is much harder to defend against then blood moons are you get three or four screamers showing up and getting screams off is tougher then blood moons. I feel blood moons are a joke. if your going to stick to max number zombies maybe add a number of waves you can have during blood moons and have 64 zombies per wave. be way better keep people on their toes even make waves come from different directions.

just my two cents thanks for putting so much time and effort into this game my friends and I play together 3plus times a week and we love the game and all feel it is the best zombie game and best sand box game hands down. thank you

 
For me, this version really is the worst version so far. On the one hand, because of things that we were told (*) while they were developing it, on the other hand because its so extremely streamlined(**), that its just lost all fun for me, and on the third hand, some things are just implemented really bad, even if they were a good idea(***). I thought i would never say this, but as it stands now, fallout76 is the better game. So i reverted back to a16.4 and i am playing the ravenhearst mod now.

(*) Told while watching mm play and yeah, might have understood it wrong, but:

a.) I assumed, that we would be able to tell if cabinets are empty or not, to save time. That means also in MP, its visible from afar, if someone else already has looted the cabinets. But what we got was only a visible hint if the cabinet was SPAWNED with loot in it or not. So you go there check it, and find out: Its Empty, but it doesnt show.

b.) Pallets. I assumed, that according to madmole in one of the earlier a17 videos, we would get pallets as craftable containers, which would show their fullness state in 4 levels (empty, 27% 50%, 75%, full) by showing the equivalent model in the world. What we got was just 5 different non-containers in the world...

c.) I thought that there now would be much more blocks to build, according to madmole. But in reality - at least in non-creative mode - it seems now less than in a17. Take lights for example. If i remember correctly, we had the simple light, 2 different round ceiling lights, 2 different square ceiling lights, and one outdoor ceiling light to build. Now we have 1 simple bulblight...

d.) I expected an addition to the clothes (in terms of more variety, maybe textureable for modders, and so on, but nothing...)

e.) i expected an addition to the new electricity system from a16.4 but again...nope.

**) Steamlined:

Quality System: effectively gone. The hunt for the ultimate 600 gun was fun. now, as guns no matter what quality only barely differ (mod slots and endurance), there is no real fun in scavenging anymore. mods are too little and too rare to make it fun. (just look at poe or diablo and you know what i mean)

Removal of building parts,

food and drink,

removal of recipes to find,

etc..

***) Bad

Color mods for example. Just tinting the whole model with a color is a really cheap and bad way to do it. If you want to see how this is done right, i recommend to take a look at destiny2. There they also have color mods, but those are done right. (Means: only color/material of plausible elements of the guns change, not tinting the model with #000000

The mod system itself: It has so much promise, but.... yeah. color mods do increase weapon damage, and so on.

The Paint System with the paint brush. You overdid all of the textures, so that they look better, and worn now. BUT you forgot about the paintbrush - tool, because now if i build myself a shelter i have not even ONE pristine (clear, nice looking) texture to choose from, only those 200 year old, rusty, moldy, walls. Why? And this is something that modders cant even change....

The more time i spend in a17, the more annoying things i seem to find, compared to a16.4...

 
Of all the changes in A17 so far two of them have made the game less interesting for myself and my players. This is just our opinion and we’ll likely continue playing as the game changes cause we overall enjoy the game (and it’s flipping beautiful right now) but these get pointed out often to me.
1) Learning by skill point discourages exploration. One of my personal favorite things about A16 was having to explore every nook and cranny for those skill books. Because it made you go out in your world, find towns and villages, scale those skyscrapers and seek out Crack a books cause you wanted to find that Cross bow book or that Minibike book or that hunting knife book. Now you just sort of just hang around your base area and get points by killing waves of zombies and boop! Now you can make a bike or a car or a crossbow. Less incentive to explore and more like a tower defense game. It’s a bit of a yawn really.

2) Those giant patchwork biome maps. RWG now is really bleh. You know where the biomes will be. But before, it was a gamble. The biggest issue is something I am sure will get worked out eventually and that is unless you play Navesgane, there aren’t any cities. No Higashi Pharmecuticals, no mega Crack a books. No giant half construction sits with ‘GO AWAY’ in giant red letters.

I don’t mind the zombies not dropping loot so much, I miss it but I don’t mind it. Never had an issue with latency due to bodies everywhere. The morning after horde nights did feel like christmas. Overall I’d say I like it, but it has bad aspects but its overall improved and add the addendum that exploring for books to learn how to make stuff was way more entertaining and gratifying than ‘hmmm I need a forge. I’ll kill a bunch of zombies and click the magic skill button’
Damn I swear when I read that, I felt like someone made a fake account just to mock me or whatever. Seriously I could have written that exactly this way ! We need to play together haha

 
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