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
RWG is pretty broken at the moment...biome distribution and size makes no sense and POI mix is strange. POI might be okay at later game levels with a good vehicle so I'm not too worried about it. But in terms of biomes almost all seeds are just garbage...would also help if the previewer wasn't so slow and clunky to use.

 
I was beginning to enjoy A17 until the latest update, the stamina drain is just ridiculous, I mean am I a 12 year old trying to swing a sledge hammer? I feel a grown person would be able to swing it more than just 2-3 times before needing to stop for 10-15 minutes to regain stamina. I really enjoyed the gates to the progression, made you slow down and enjoy the zombie kills, made you think on where to put that point to do the most good. But now you go kill, rest, kill some more and put your points into whatever line you want and done. I also don't like how almost all the houses and buildings are now pretty much a dungeon, I always started out in a prefab but finding one now is a chore. The temp changes are a little overboard, hot one second, take a step now you are freezing is just not realistic. To much burnt biome, it's everywhere, I started one world and spent 2 in game days running to get out of the burnt biome and when I did took another day to find a poi that wasn't a dungeon. The wasteland is another biome that is way to prevalent on most RWG, you are either lucky and get a good mix of all biomes or unlucky as I have been and get mostly burnt or wasteland biomes. Just wish the fun pimps would listen more to the community as a whole and not mainly to the streamers that got it first. I have almost 1000 hours into this game and I didn't start playing until about 9-10 months ago. I had the game for longer than that but I kept dying the first 5-10 minutes of the game so I gave up until this year. I do think with the stamina, the RWG and some of the rng most new players are playing for a short period, find it to hard, and quit and don't want to play anymore. As I stated first, the beginning of A17 was good, but the recent changes to points needed to get perks up and the stamina drain making the power move not worth using just makes the game not as good as it could be or was. That's my 2 cents.

 
In general I love it. The things I don't like are overshadowed by the good.

I like the new systems in place, though I do think they could use some additional balancing. The game looks so wonderful and I can't wait until optimization comes around. The game itself feels tense again, especially in SP. Even my friends who aren't big into horror games are enjoying it.

1.) The new leveling system. Overall, I think it feels pretty good. Zombie XP could still use a decrease and other XP sources an increase. I know the following has been mentioned elsewhere, but it's a sticking point for me - CRAFTING STATION XP AND TIME. I really hope it's possible to change it to where you still get the XP and the stations keep your crafting time once you exit. There are a couple of things that might (?) need some attention in the perks. For example, Leather Armor has to be made in a workbench, but you can unlock leather armor sooner than the workbench by 5 levels, iirc, that's just strange. I do wonder if all the perks should be attribute based. Some of them feel a bit weird, like cooking.

2.) Food and Drink. Not going to lie, I really thought that I was going to hate this system when it was first talked about/shown and yet, here I am, mostly pleased by it. Food and Drink feel necessary now instead of just a side system that I have to sometimes pay attention to in order to raise my Wellness. That said - and this ties in somewhat with cooking - I do think food might be too prevalent. I've had one game where I had to resort to eating raw foods (and damnit, yes, I got food poisoning TWICE) and generally speaking by the end of the first week, food is a non issue. Perhaps game should be more scarce? However, I would like a way to detect and track game if that is the way to go.

I do think the hunger/stamina needs a bit of tweak perhaps between 80-100% fullness, we lose 1/2 pt of stamina per pt of fullness and then transition to 1pt lose per pt of fullness between 60-80, then maybe higher if you drop below 60 with a bottom floor of say 30-40 stamina? The ability to 'overeat' should be clearly lined out and shown to the player though.

3.) Looting has been made great again. I know there's a lot of mixed feels about slower progression and such. However, I will say that it's nice to find iron/steel tools now whereas before, they were scrap/smelt. The new resource gathering items are fantastic (the piles of sand, blue tarps covering cobblestone, the cement bags etc) feel like a true alternative to investing early in intelligence - especially when combined with the trader. Speaking of our trader friends....

4.) Loving the changes overall from balancing to quests. I would suggest limiting T1 quests to a 500-600m radius from the trader for a couple of reasons - early game stamina can be difficult to manage and the further out you have to go, the more stamina you'll have to use and that begin to, IMO, severely limit the usefulness of the quests. Perhaps an XP or dukes reward bump would also be good. Rewards themselves - in the future, I think it would be nice to be able to ask for a specific reward or have the options be more general, say instead of 'here's your lvl 2 iron hoe', you get a choice of any lvl 2 iron tool. Basic things like forged iron, raw meat, etc should always be in the trader's inventory with the quantities varying (on the first day, the trader has 1 raw meat, on restock he has 10, on the next restock 3, for example.)

5.) Mods - definitely liking them so far. I would like to see the trader perhaps carry more T1 mods at least or perhaps containers where mods are more readily available.

EDIT: 6.) Dungeon POIs - generally like them but their prevalence early game can be a bit much. Also, still getting any where from 4-5 zombies in one room which makes clearing a house with more than one room super time consuming.

 
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Still hate the magazines, a lot. Just had my base completely crumble building 2 blocks out with wooden bars from the quad support frame, in the middle of the night. Been trying to give this a chance. A lot of glitches and balancing remain. Why would a base completely crumble over it's own support firmly rooted in the ground?!

Edit: I was distracted by the glitch-loss of my base and didn't really reflect on the state of the game as a whole.

Cons:

-Painfully slow leveling up.

-Everything locked in a skill tree without any 'learn by doing' is not fun for me at all.

-The lack of bug fixing from previous alphas before adding a ton more is starting to get annoying.

-Magazines instead of schematics is a terrible swap in the loot sense, magazines terrible idea in general.

-Stamina, health, hunger, thirst and weather all broken and not able to be addressed by player early on, ruins any fun the skill tree left in

-If you want to turn the zombies up in difficulty that's fine, give players a way to counter-act at the beginning.

-Clown-car POIs are terrible. How many zombies can come out of one room, answer: more than makes any sense at all.

-Random crashes. I just know the game will crash now. It's not a matter of 'if', it's 'when'. A lot of times around 10 min.

-No story, barely any lore, No bosses

-Hitting zombies almost feels like you're rolling a dice, you can swing right at them, but it all depends on the RNG of the animation frame.

-Really annoying futuristic 'xp' graphic

Pros:

-Purty

-Heavy attack on vulture most satisfying moment in the game

-New POIs have the potential to be neat to explore assuming clown car zed problem is addressed

If TFP hadn't gone to the trouble of making it purtier, I would assume they were actively trying to kill the game. A lot of the big changes need changes, not necessarily rollbacks, but replaced with something that fits the feel of the game and corrects issues of the past without being at all like the current changes (skill-tree, stamina, and magazines).

 
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Still hate the magazines, a lot. Just had my base completely crumble building 2 blocks out with wooden bars from the quad support frame, in the middle of the night. Been trying to give this a chance. A lot of glitches and balancing remain. Why would a base completely crumble over it's own support firmly rooted in the ground?!
No way of knowing unless you show it.

 
Still hate the magazines, a lot. Just had my base completely crumble building 2 blocks out with wooden bars from the quad support frame, in the middle of the night. Been trying to give this a chance. A lot of glitches and balancing remain. Why would a base completely crumble over it's own support firmly rooted in the ground?!
I've had that happen. It's like a kick to the nuts. There have been glitches like that forever. I've been told sometimes there are caves or spaces underneath that mess things up but who knows.

 
No way of knowing unless you show it.
Wasn't recording when disaster took place, but easy to visualize because there weren't many complications. This exact build worked fine in other recent experimental builds as well.

2x2 4 blocks high for support. 1 wooden block horizontal out from support on top vertical support blocks around the support column, and then 2 wooden bars out from that in a uniform square design. Upon completing the last of the WOODEN BARS on the second line (I was mistaken originally, with the 1 wooden block expansion, this would have brought me to 3 blocks horizontally) not only did the bars fall, but literally everything but the support column. This included the second story also built up directly over the support column and supported by an additional support on the support column 3 blocks high.

 
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his included the second story also built up directly over the support column and supported by an additional support on the support column 3 blocks high.
I'm going to guess this is what did it. The evidence is that the whole 2nd story came down. Coming off of the main support with blocks meant to support doesn't work very well. By making it three blocks high and attached to the main support definitely helps a lot, but it still is not as good as using the main support. Trying to support this way I have noticed can cause some collapses you would not expect, but it does happen. You should try planning designs so that, if you can imagine, the main supports through all stories are straight lines right to bedrock. These days with these zombies, I dig holes for my main supports so that they sit on the stone layer for extra measure.

 
I cant find a suitable answer, because the rwg is the most ultimative highest absolute bull♥♥♥♥ and i don't want to play after 1000 hours on nevazgne again. So basically absolutely unplayable for me right now, because rng is the worst i ever saw. (both b199 and b233)

But in general it might be good. I can't vote for other the changes, because rng makes the whole game unplayable.
fully agreed

 
simple fact from personal experience.

16.4 a - 1000 hours of play, creating a dedicated server, playing with friends for months.

out 17a, start the game, play for 3-4 hours, remove 7dtd. I have not played this anymore.

 
"Everyone" is talking about the "great improvement" of the AI... I dont agree, and what made me quit totally is this little atory.

Started a game and after a while found one of these steel mobile homes. I like em, small and durable. Took it over and started to make base. Started with making tripple walls of cobble, since you cant make anything stronger ian a while after starting. Obviously filled in the door and windows with the same. Upgraded as far as I could with cobble.

To the point, the whole outside of the base is the same material. No difference anywher. So what did all Z's, dogs and bears attack.... The exact spot of the former door on the inside of my outer casing. Even dogs can see through walls to find the weaker spot. It's a joke really, saying the AI is so good. It's just been programmed so all enemys know what materials are where no matter what.

TFP forgot one thing though, they missed to put into the AI that traps are dangerous. Enemies rather walkk over 10 spkes than break a wood frame. Really predictable and really bad.

So I've moved on.

 
"Everyone" is talking about the "great improvement" of the AI... I dont agree, and what made me quit totally is this little atory.
Started a game and after a while found one of these steel mobile homes. I like em, small and durable. Took it over and started to make base. Started with making tripple walls of cobble, since you cant make anything stronger ian a while after starting. Obviously filled in the door and windows with the same. Upgraded as far as I could with cobble.

To the point, the whole outside of the base is the same material. No difference anywher. So what did all Z's, dogs and bears attack.... The exact spot of the former door on the inside of my outer casing. Even dogs can see through walls to find the weaker spot. It's a joke really, saying the AI is so good. It's just been programmed so all enemys know what materials are where no matter what.

TFP forgot one thing though, they missed to put into the AI that traps are dangerous. Enemies rather walkk over 10 spkes than break a wood frame. Really predictable and really bad.

So I've moved on.
I agree, I don't see the AI as improved when it is far too predictable. I would much prefer the zombies to pick random parts of a base spreading out the damage, this forces you to defend your whole base, not just the side you stood at when the bloodmoon started.

Instead of the zombies going for the exact location of the player, have them head for a small zone around the player if possible. Spread out their spawns and have them attack whatever is in their way within the zone.

 
So I've moved on.
You can always check back after a few updates to see how the AI evolves from this first version that isn’t meant to be the end product if that’s the only deal breaker.

Or you can just enjoy your next game. :)

 
Not exactly 1:1, but this reminds me of EAs: "Accept it or just dont buy it" Which is not a good sign :D
It’s not even close to that. He said he was moving on. I said there will be adjustments and to check back and if not then enjoy the next game. What part of “this is the first version of AI and there will be adjustments if you want to check back later” means the same as “accept it or just don’t buy it”?

Go ahead. I’m waiting.

 
Have done that every update so far, now they call it stable.....
Stable simply means it runs for most players. It doesn’t mean “final version”

Thank you. Am doing just that and not looking back.
You’re Welcome. It’s a game and not a life sentence. Only do it if it’s fun and then move on to your next source of entertainment. Happy gaming to you. :)

 
I'll never understand why you choose to antagonize the base, but hey, whatever keeps you sane. :)
I don't see how this is antagonistic really.

Quite aside from the merits or otherwise of A17, at some point, the games direction is going to go in a way that doesn't tickle some players fancy. That's pretty inevitable. Hopefully it doesn't happen often, or to too large a section of the playerbase, but for those that it does, and specifically for those that it does to such an extent that they no longer play it, what else can be done but to wish them a happy game experience in their next game?

 
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