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
Like most of it but still think running needs a stam decrease Imo stam should only run out when youre over acting and doing loads of stuff not just in general.

Vehicles are too slow but will edit on stable so do as you wish on this one

Harvesting too slow and you dont get enough mats now that imo you need them more than in a16.

Im ok with everything else just those things which i can get around later by mod but feel i shouldnt have too and should be better for vanilla.

 
Same was last poll, not voting cause there is no mentions of "Can't play game cause of poor performance".

These polls are only about features and omitting the huge bug in a17. Speaking of which, performance should be in the published "known issues".

 
Love it. I find the last RWG fantastic. I don't care about few bugs. I like building but never the first days, even weeks, so I'm happy with the new progession system. Exploration is my favorite activity and we are submerged by incredible POIs. Stealth is perfect. World is beautiful. I'm a happy dude.

 
This is my first post....in general I prefer to lurk. I've been playing all the a17e versions as they come out and the most recent (b238, already obsolete I know) is terrible. The stamina losses from running and harvesting are truly punitive. I barely made it to level 12 before I just gave up.

My relevant perks, 2 in slow metabolism, 2 in sextrex, 1 in cardio, 1 in master chef. I'd start the day eating all my food, to get stamina to max, and then by noon I would already be down 30%-ish. After spending 2 out of the first 7 days doing nothing but hunting and berry picking with little food stored to show for it.

Also, when i just got the forge and and iron tools themselves aren't useable, i just logged out. Why the hell are the level gates so nonintuitive? Does it make any sense at all to allow a forge but not allow it to create anything useful? I don't want to blaze through the game in one sitting but playing in slow mo with terrible crafting options for 7 hours is borderline sadism on the part of TFP. By hour 7, i'd hope to be hitting some kind of stride, not best in game items but upgrades from the items i made within 45 seconds of creating my character.

In general, I have made it through every version of experimental with a decent outlook. I could see the goals and the slow improvements and was content to remain in the silent majority....actually playing the game. These latest builds have broken my back, I "hate" the stamina system as it is in b238 and if I return to alpha 17 it will only be with this improved, either by TFP or on a modded game. B238 is missing the critical fun.

I understand this is experimental and this is my feedback. Dev's take it for what its worth.

-Garg

*edit I forgot to mention i'm and experienced player (but not pro) playing on nomad in a rwg game.

 
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Truly a Monkey's Paw of a game. I do miss A15 & 16, but my end-goal was to keep looting POIs and have a personal base within 4-5 towns. Sometimes I feel like I'm too fat to move and hit with the stamina in the very beginning. Having stamina degrade you down that you need the first 4 hours of patience to establish yourself isn't worth replaying new RNG maps.

I DID enjoy how fast the game boots up (b240), but I will wait for the major mods to come back, or to give life to Vanilla (Nuzlocke Challenge, anyone?) rules. If you're enjoying the restrictions, more power to ya.

 
Wow, what a mixed bag A17 is. There are definitely some amazing things in the game, but also we lost some great things. Let me give the good and the bad as I have seen it so far in experimental.

Good:

1) Vehicles. Love love love the bicycle, motorcycle, jeep, gyrocopter.

2) XP system. I love the fact that I want to kill zombies. Making zombies a key source of xp totally makes sense. I used to avoid them, now I seek them out. Hopefully you don't keep nerfing this. Beginning of A17 was better than current state. More wondering hordes please!

3) New POIs. The dungeons and interesting things that have been done on these is incredible. Lots of time and effort was spent here and it shows! Nice work. Love the exploration into tunnels and things you weren't expecting to be there.

4) Perk system overhaul. I wouldn't say this is perfect, but I do like some of the changes here. I think the amount of points you get and the pace of unlocking is pretty decent.

5) Quests! Amazing work on this. Love having these, keeps the game fresh and fun early game. See suggestions below

The bad:

1) Passive leveling gone! I love leveling up things passively by doing something. If I loot an empty cabinet at least I was leveling my scavenging. When I hit rocks over and over and over at least I'm leveling my mining. Taking this out of the game was a big loss imo.

2) Item quality. I get that making tools over an over just to level the quality up was dumb, but this change is way to far the other direction. Making item quality only a durability gain is bad. I want to see real improvement in an item when I can make higher level items. Yes the extra mod slots are there but mods are too rare at the beginning for it to matter. I literally don't want to use the iron or steel to make better tools because there is no benefit that matters to me. They should be better as they level, do more damage, protect more, etc.

3) Weapons. Finding weapons is too easy, and now they are almost worthless. One part of the "end game" would be to acquire the best weapons but now quality is pretty irrelevant and you find them everywhere that you have guns right away.

4) Looting items. It is disappointing to have things unlootable like open drawers or cabinets. I guess its more immersive and realistic to have things half looted already but it is not as interesting as it was before when I could open every cabinet. Not a major issue, just an unnecessary decline imo

5) Looting zombies. Why can't we loot bodies and break the gore blocks up? Part of the fun of horde night was going down and looting everything and chopping up all the bodies for fat and bones which were used in crafting. The loot bags are too rare and disappear too quick. They should never disappear, at least for hours. Loot bags vs looting zombies is an unwanted change and I don't know why it was made.

6) AI pathing. I was excited this was being overhauled but I'm disappointed. My first horde night they tore down so much of my prefab house trying to get me to fall which I thought was amazing, BUT they were too smart about it. Avoiding my spikes to funnel down the one path they broke out is too much. They should still take a direct path toward me or my supports. The cheese that is out there with the ramps is just embarrassing and honestly pretty game breaking for me. I can't ignore good strats and build things that get destroyed knowing I can avoid that pain of rebuilding by using a cheese strat. There shouldn't be obvious and simple exploits of the AI like that, it ruins the game.

7) End game - What is it? We get everything so quick now and as people complain they get things even quicker. To me the end game just seems like farming bullets for 6 days until horde night so we can kill the crazy waves of things that come. But to what end, there is no need for the xp when you have everything unlocked and you've presumably saved the least important perks for the end so you aren't even excited to unlock them. You've explored as much as you want, been to tons of traders so you have everything you want item wise. things don't really seem to keep getting too much harder. The ability to build a solid defense with traps overwhelms any horde after you are well established. I was really really hoping something new would be coming to this game to keep me playing. I'm not seeing it.

8) Quests - Cheesy to clear the building find the treasure spot, then start the quest and have zombies spawn. Letting you loot the house twice and kill the zombies twice like that is not good. Can you just have them active when the quest is picked up from the trader or something?

9) Traders are OP. Buying things at a trader is too cheap. The game gets ruined when you can just buy anything you want there at affordable prices. Prices should be outrageous. It is great if you are lazy or have bad RNG to be able to get something at the trader but it shouldn't replace looting buildings. Need duct tape for the mini bike crafting? cool they are 1000 dukes each then. Ouch! Guess I should go loot then. but paying 50 dukes or whatever they cost now is nothing and way easier than looting so why wouldn't I just buy them all then? This problem contributes to the lack of end game too early. When I have everything I want why tackle a hard poi?

10) Vultures and vehicles. When I'm on foot I can run out of range of a vulture usually and they piss off generally. When I'm on a vehicle they can catch me! How? They are so fast when I'm driving and they follow me for WAY too long. This doesn't make sense to me. Vultures should be basically irrelevant when I'm driving at top speeds on a road.

11) Crossbow fire rates make this basically useless and it was a go-to item. I don't have the points to spend on making this good early game. It should be a great replacement for a bow early - mid game and instead it is unusable it is so bad. Especially on a horde night when you have so many zombies destroying your base. No time to shoot once every few seconds like that.

Random suggestion

1) Please allow trader to buy everything, the limit of 3 (or less) is not helpful. definitely add some diminishing returns on it so you can't just get rich off all the pistols. But me holding on to tons of pistols is dumb. I want to sell them all even if the last couple i have are worth almost nothing. maybe reset the pricing each trader item refresh and have it go down each time you sell for those few days.

Wonder if anyone will read this wall of text! Ha Anyway looking forward to stable A17.

 
At the Pre-Stream it was one of the best Alpha I ever played since A8......

Why everything has been reverted and made much more worse?

.....

So meantime I have a quite bad feeling, not only for the A17, but for the whole developement of the game.

It could have been brilliant. But the last patches gave me the impression, that you are reacting to whiners instead of "doing your stuff and plan". This is what you should follow. Same thing with the difficulty. If the AI is too difficult, they should play on nomad with 240 minutes. Not on insane with 50 minutes. Problem solved.
Strongly agree with this. Early A17 had clear vision. It needed balancing, which everyone is ok with. Instead we get radical system overhauls in response to people spamming the forum with knee-jerk feedback. Kudos to TFP for showing that they listen and they care what people say. But now it's time to bestow Joel the iron fist and get back to making a great game.

Good job with bug fixing at least.

 
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A really bad decision to go back to A16 style RWG patchwork quilt style.

You really had something with the snowy north and sandy south style. The burnt biomes should be patchy and only in forest areas. The wasteland should be one area in a city hub that players go for in late game. It should contain best POI's and all late trade quests should be in the hub.

This makes the biomes work with the game more - 1) forest for early game, 2) Snow and desert for mid game, 3) Wasteland city hub late game.

You of course can go any area whenever if you want the challenge!

I really don't want to keep creating RWG until I find one that is vaguely playable.

If the only way you can think of making the game harder is to remove the fun then you should give up.

 
2) XP system. I love the fact that I want to kill zombies. Making zombies a key source of xp totally makes sense. I used to avoid them, now I seek them out. Hopefully you don't keep nerfing this. Beginning of A17 was better than current state. More wondering hordes please!
This shows just one thing: zombies are still WAY to easy to fight! In a SURVIVAL game, where SURVIVING is king, hence the name, the risk of fighting should always just be a last resort. Right now zeds simply aren't that dreadful as their influence in the world should make them.

"Yay, XP on legs!"... pretty much the most horrible thought in a survival game. It's fine for pure action-shooters like DOOM, no question.

Stranded in africa would people think first of strangling alligators with bare hands, catching deadly spiders, and "ohh there's that secret terrorist camp! Let them have it! Yeahh!!!!"...?

Can't help it, but a survival game should feel dangerous. And in such a case dealing with something doesn't solely mean killing it.

 
I would have liked it more if streamers didn't get it first?
:)

...day 2, died once to "Stupidity".
Is that a pet name for the zombie bears? Fixed it then. :)

Forgot my feed back:

1) Horde night is safe-ish so far. I use arrows because bullets are for the "Death Traps" and ambushes.

2) Early game is slow and routine, but if you role play, its OK.

3) Mid game (First ferial encountered) is full of Ambushes (remember saving bullets?) heavy armor begins to become important.

I haven't gotten to what I consider Late Game (numerous radiated) yet, so I have no opinion.

***Also I have found Al's Marina so everyone can stop looking. :)

 
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I understand that you are experimenting with the XP and skill system but you seem to be going in circles.

How about a hybrid of A16 and A17 - i.e. you learn experience linked to what you are doing and can only use the skill point earnt in the associated skill tree, for example if you got xp killing zombies you can spend in the strength tree, if you got it with stealth kills = agility tree, if you got it by crafting you spend in intelligence tree etc.

I would also like to see a sleep system (has to be on bed or bedroll) that replenishes health and stamina and 'unlocks' experience earned since your last sleep into skill points - similar to real life in how your brain processes what you learnt through the day. So you can earn say 6 skill points worth of XP during the day but cant actually spend it until after sleeping. This will also remove the boredom of nothing to do at night and is more realistic.

Also, consider diminishing XP gains through repetition per 24hrs rather than how it currently is. So zombie killing xp reduces until next day, and xp from making arrows or bullets etc resets every day rather than just ending after making a small number.

 
It's the same crappy RWG as in A16.
It's A16 RWG with a bunch of new POI and amazing graphics. As I never thought that A16 RWG was "crappy" as you definitely judge it, I enjoy my walks through this new landscape. It's a work in progress and your deep analysis should take this into account.

 
Random suggestion


1) Please allow trader to buy everything, the limit of 3 (or less) is not helpful. definitely add some diminishing returns on it so you can't just get rich off all the pistols. But me holding on to tons of pistols is dumb. I want to sell them all even if the last couple i have are worth almost nothing. maybe reset the pricing each trader item refresh and have it go down each time you sell for those few days.


Trader always had a limit of 3 so thats not new, but as you say not helpful either. I am not using the trader atm. He has been nerfed to hell and back and its just not worth the time to bother with him. Also the quests are so far away that for an early game its not worth doing. So trader...forget about him. Just another thing thats gone as far as im concerned.

 
Guns need to be harder to get

Stamina degradation needs to be slower, its way to crazy at the start of the game. where its at now i find it hard to play solo and find enough food to do anything else

RWG needs a lot of work, i'd like the biomes to be less patchy and more like navazgain, bigger and not mixed

overall i think your headed in the right direction, just for the love of god, fix the food things, its supremely annoying how fast you go through it.

 
I chose the worst version yet. I took 5 minutes or so to verify that the stupid death penalty still exists and stopped playing.

Taking away my character’s abilities for an extended period of time due to death takes the fun out of the game.

 
I chose the worst version yet. I took 5 minutes or so to verify that the stupid death penalty still exists and stopped playing.
Taking away my character’s abilities for an extended period of time due to death takes the fun out of the game.

I'm playing with a friend of mine ... still on A16. And the death penalty is just one of the many reasons for that.

She dies frequently (due to all kinds of stuff, its kinda funny at times ^^), and its frustrating enough for her to get her backpack back and loosing wellness - which is making her even more squishy. Introducing A17 to her would be a 100% rage quit after the third death - probably on day 1. Whereas in A16 she might die but still has fun playing.

I told her about the new zombie AI and increased wall damage, then asking her if she wants to try it. Her answer: "No, thanks."

Can't say that this came as surprise.

If she wanted to have enemies scan the environment for weaknesses and take the easiest path in, destroying everything she worked for in an instant and ruining her game experience, then she would play against other human players instead of mindless computer controlled zombies.

She got a point here, I guess.

 
In contrast to A16, I'm loving A17.

I love the new POIs.

I love the mod system.

I love the Trader Quests that take to places I wouldn't have gone to before.

I love reading Roland's salt.

I love the changes to challenges.

While the stamina thing is frustrating at first, after learning to manage it, it simply adds challenge (I love challenge).

I hate buzzards... F**k the buzzards.... Those sneaky s**ts!

Obviously, there are still bugs that need hammering out and balancing to be done. But overall, I'm on board with where the FunPimps are taking this game.

 
It is a game. Hubby and I are still having fun. We mod some things automatically, other things we deal with and give it the old college try. we have an ungodly amount of combined hours and still freak out when the horde comes. We love TFP. btw, I would do your voiceover for Jen for fricken free good grief. msg me the lines and the bit rate you want and I'll get hubby to record it. :)

 
Performance sucks. It looks super sweet but runs like dog ♥♥♥♥. And no I don't have a potato.

Zombies spawning in after you clear a building is stupidly overdone. Definitely second place after performance.

Layered biomes is horrible on random gen. Prefer the old style maps much more.

Other than those issues I think it's a big step forward. It looks really good with eye candy turned up. It dangerous to be looting and moving around again. Reminds me of back in A10 when I started playing with random running ferals. Those things were scary fast. Not sure how I feel about the "level gate" issue. I don't mind it overall. I like a challenge. I don't need level 6 gear on day 1 to have fun.

Scale of 0-10

I'll give it a 7. Fix the frames per second and I'll bump it to a 8. Fix the ninja zombies and I'll go 9. Fix the biomes and it's a 10.

 
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