Yeah I don't think anyone should vote for "hate everything" even me... who has constantly hated on nearly everything they did... like the new vehicle system and that ressources finally drop a big amount on finishing it. Also the graphics are nice, when not counting performance and the weird graphic bugs.
Other than that... I really have problems though finding things I like. The perksystem was more fleshed out and had more promise (even if it was unbalanced) in A16 and A17 feels stale and handholdy (because of levelgating), the Zombie A.I. is good... but not realistic! They avoid traps and rather chew threw 10k+ hp to get to me... are they allergic to wood/iron or something? While I like the overall slowing down, it was completly overdone, a lot of actions become tedious instead of fun (upgrading blocks with a stoneaxe feels sluggish, digging and mining can only be done 5-7 hits at a time, you cant run more then 50m without needing to eat another meat...), POIs are designed deathtraps and not immersive spooky houses, treefalldamage was completely cut out (WHY? it was so fun killing a whole conga line with one tree), trading doesnt feel as rewarding, as buying stuff doesn't give xp (but thats a balancing issue, not a core change), locking certain things behind levelgates that only improve fun is INSANE! If I want a forge day 1 I just look for one of those boring ass POIs that have one. Boom done! If you absolutely want iron tools pre day 14 to be locked to traders and working stiff pois, then at least give us the forge on lvl 1! We still need the leather and the iron pipe! Same goes for limb explosion! I don't want instakill headexplosions! But give us at least the chance on lvl 1 to pop it when it would die anyways... or an arm if we constantly hit it... or the legs... WHY is fun levelgated? Its not like there is any purpose to targeting the limbs! Headshots always are preferable anyways.
Why did log spikes get removed? Yes they were kinda buggy, but at least they were a trap. Now we only have barbed wire, which doesnt do any real dmg and spikes which break AND dont deal real damage... not to mention that zombies try and avoid them no matter what! They rather chow down insane amounts of hp to get to you.
My feedback:
A17 is a dumbed down, slower (not in a positive way, more sluggish then rewarding), version of A16 that tells the player when he can do stuff he likes, instead of letting him chose! (If I want to have 10 str on day 4, why am I not allowed? I still have 0 fortitude, agility and all the other good stuff!) Not to mention that zombie pois feel punishing if you dont wake every zombie up by jumping and kill them first! (no counterplay only to get the player in trouble! BAD SYSTEM!)
There are countless things on the negative side... They sacrifice fun and immersion for some forced difficulty. And if you like it, that is fine. I don't. Not because I'm not good enough... I still play on insane and less loot and 64 bloodmoon zombies... It just doesn't feel rewarding, but punishing!
This playlist, and especially this video in particular (skip to 3:21 to hear about reward vs punishment in gamedesign) is something TFPs should REALLY take to heart! This one video alone details nearly ALL of the flaws in A17
(Roland please! If you read this! Take the time to watch these 10 minutes! I've never asked something like this! But do! And you might understand where I come from!)