PC How do you like A17 experimental?

How do you like A17 experimental?

  • It is garbage. 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 perfection. I love everything about it.

    Votes: 0 0.0%

  • Total voters
    0
random spawn modifier - so more or less spawns, more or less wandering hordes, blood moon + - 1-3 days.
He isn't focusing on the ways these can be done in the video, he just pushes a concept. Simplistic, but I wouldn't say it is obvious to most.

POI spawn numbers definitely need to be more random, blood moon randomness is something I really wish for in the future, and for the more distant future random events are a must.

 
I'm guessing all those posts complaining about zombie xp being the only good source of xp and the devs forcing people to become fighters must have been in my head. Silly me.
So there's your carrot, go fight zombies and you are rewarded with XP.

 
In general I like it. It has bad aspects but overall it is improved.

This was my vote as there are aspects of it I dislike. Some of them below

Inventory encumbrance system: what was the point in giving us a bigger inventory if your going to punish us for using it till whatyever level its fully unlocked

Armor Encumbrance: Movement speed reductions for armor I can see, currently they are piss-poorly balanced, gloves/boots/helm should in no way be hurting the player as much as a much heavier chest/leg armor. The stam regen penalty has to go as well. I know of the mods but i've never found one of the fitting mods ever.

Mods: Good idea, semi-flawed execution, if your going to make us rely on mods for a huge chuck of damage/block damage, they need to be more common in loot, I don't mind having to wait till higher level to craft them, but they need to be way more avail in loot than they currently are. Maybe have items you loot in the world randomly spawn with mods in them?

Item Tiers: I feel there should be a slightly better stat diff between the tiers, tier 1 is baseline, with tier 2 to 6 having higher stats other than durability. Currently I never upgrade my tools unless I need to put more than 1 mod in it, there is no real point to upgrading, as other than durability tier 1 is the same as tier 6. More mod slots are kinda pointless if you don't have any mods to put into them.

 
He isn't focusing on the ways these can be done in the video, he just pushes a concept. Simplistic, but I wouldn't say it is obvious to most.
POI spawn numbers definitely need to be more random, blood moon randomness is something I really wish for in the future, and for the more distant future random events are a must.
The other thing is that if bandits dont go the way of the behemoth, they are going to throw any balance way off again. Imagine the posts and tweaking about too uber - too easy - too much / not enough loot. Now if they were tweakable from the start (see dzai for dayz on github) then that would save a ton of development time, and posts would be about best settings, like RWG best seeds maybe.

 
I'm guessing all those posts complaining about zombie xp being the only good source of xp and the devs forcing people to become fighters must have been in my head. Silly me.
because it does the wrong sort of incentive. Its simply SO MUCH better, that doing anything else feels punishing.

You wanna know why? Because everything is gated behind levels. That is the main problem.

You are gated by levels and the only way to level (currently! they are balancing it) is to kill zombies... what am I supposed to get from that? That I should constantly let forges run to attract hordes? Because going in a poi gets me into a disadvantage! I'd rather just "farm" them outside.

Is that the intended playstyle? "Just farm zombies until you can unlock the fun part?" because that is not good gamedesign either.

 
I like A17 in general, but i feel it a bit too combat focused right now. I enjoy the combat but with the current spawn system it seems i spend almost all my time doing just that. Im more the builder type, wich is an aspect of the game that im not finding satisfiyng so far.

 
Buggy AF

i'm finding it really buggy once you're past the 2nd week. i keep getting these errors.

ConsoleErrors.jpg

Pathfinding stops, the zombies stop walking

And all these messages about a "very high penalty applied" which i have no idea what it's talking about

but overall I can't play this game anymore since after 2 or 3 weeks the zombies stop walking and this continues over and over and over every time I reload my game save.

 
Bugs bugs bugs bugs. 1 LCB issue, containers breaking characters so they cant open anything and the only way to fix is to wipe their characters, map size, no mountains, no rivers, only 50 blocks deep if that, radiation starting before the map ends, flat earth map, new zombie ai isnt that special, infinity trees are back, trees growing inside bases are a thing again and you cant destroy, the list goes on.

 
You'll be glad to know that in the next update there will be new options for zombie speed. Speeds can be selected for zombies during the day and night, for ferals, and for bloodmoon. Four speeds for now: Walk, Jog, Run, Sprint. All but Sprint are slower zombie speeds with sprint being the default run speed. They are planning a fifth speed which would exceed the player's speed for higher difficulty.
With these options you'll be able to have zombie walk all the time but ferals run but everyone runs on bloodmoon. Or Run during the day but walk at night. Or Everyone jogs to increase POI pressure. or whatever strikes your fancy.
I am fine with ferals sprinting they are bascally mutant zombies, but imo, the normal ones shouldn't just magically be able to sprint like a feral at night, so I'd turn it down to maybe jog or run, they still faster than during the day, but not so much as before. I can agree with the idea of special zombies running, but every common normal one shouldn't be running at full spritn speed just because its night. Going to be intersting especally when the 5th setting is put in so they can outrun the player.

Like others, I am basing my opinion on a71e in its "current" state, I understand alot of stuff will change so I am reserving final opinion/judgement for when stable hits at least.

 
i'm finding it really buggy once you're past the 2nd week. i keep getting these errors.View attachment 26012
The text in the picture is unreadable, maybe post it as text.

If you have started a new game with a new map in b208, report it in the bug thread. If not, it is entirely possible that playing a game from a previous build is producing this bug.

Bugs bugs bugs bugs.
To be expected . Experimental is opt-in exactly because it is bug-infested.

 
The text in the picture is unreadable, maybe post it as text.
If you have started a new game with a new map in b208, report it in the bug thread. If not, it is entirely possible that playing a game from a previous build is producing this bug.

To be expected . Experimental is opt-in exactly because it is bug-infested.
Its pretty gross how many people do not seem to understand that, about the experemental branch, and then you have all the ones reporting bug with a large portion of them using games from b197 or b199 when they are told to start a new game on the newest build. I usually continue my old game in the previous build on the new build just to see whats broke I don't bug report it though as it was using a old save. I then tend to start a new game after messing around in the old one for an hour or so. I also restart my game before generating said new world, as that can have issues at times.

My current biggest issue in a17e, is the AI, sometimes zombies seem to have a switch flipped at random times when they become bascally gpsing missles and will find you no matter how quiet you are or well hidden. Record is having a zombie 100 blocks outside of the poi I was in, start to just beeline it to me all of a sudden, when I was on the second floor of a poi in total darkness, with a stealth meter of 1, he literally bee lined it from 100 blocks away right smack in front of me, i was watching that zombie ignore me for 5 mins or so before it just had some sort of random flip switched to turn it into bascally a blood moon horde zombie.

 
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My main issue with A17 is that the game is still too easy once you know what to do.
This is one problem with games of any genre but especally with suvival games, once you know what your doing most of the challenge is gone, there really isin't any good way for a dev to counter this. Its why I dislike games like Ark survival evolved, or any survival game that uses a preset map, once you learn where things are it takes away alot of the challenge as you know exactly where to go to find what ya need. Its why I prefer random gen, as you never know what your going to find.

 
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This is one problem with games of any genre but especally with suvival games, once you know what your doing most of the challenge is gone, there really isin't any good way for a dev to counter this. Its why I dislike games like Ark survival evolved, or any survival game that uses a preset map, once you learn where things are it takes away alot of the challenge as you know exactly where to go to find what ya need. Its why I prefer random gen, as you never know what your going to find.
I only play random gen. I can't bring myself to play Navezgane for the reasons you mentioned.

 
Voted: In general I dislike it. It has good aspects but overall it is worse.

Pros:

  • I do like the graphical update to 7 days (with some fixes to come)
  • I do enjoy new POIs
  • I do like the general concept of encumbrance with a big but: I consider the current form of encumbrance as a quick win to a greater system. Rather than limiting the amount of slots that define if a player is experiencing encumbrance it should be defined by the sum of the item's weights the player is carrying and the ability to carry more. Thus, filling my backpack with 1 feather in each slot can't possible have an equal effect as putting 40 4x4 vehicles in it. But as a quickwin - i take it.
  • I do in general like the improvements to zombie AI and the fact that they are really a threat now - again with some fixes to come as I consider zombies to be irrationally smart right now.
  • I do like the ability to modify guns
  • I do like the movement of the player with slower strafing, and in general as a nude player carrying nothing - i do think the penalty for encumbrance impacts it a bit too harshly. I think shift should apply to going backwards and strafing (still at a reduced speed compared to running forward)
  • As admin of a server I can live with the reduced map size with some improvements to RWG which supposedly are to come.
  • I do like the stealth system with some improvements to the general stealth sensitivity of zombies.
  • I do like some schematics to be required in the crafting process - however, some basic ones should be a one-time learning effect.



Cons:

  • I do not like the current level gating. Learning by donig should be the main principle for many of the skills. Running around makes you become a better athlete, mining makes you better at mining. Shooting makes you pull the gun faster or have a more steady scoping experience or better at controlling recoil. In general I do think that A16 was pretty close to what I consider best practice for a game like this.
  • I do not like the imbalance in the gamestyle active hunter for zombies vs. passive survivalist. In my opinion only the active hunt for zombies gets rewarded - I don't think this behavior would be very rational in a survival scenario. Most likely, you would first try to acommodate, find a safe place, learn to defend, go loot for something to eat. Thus, by current balance, action-seeking players get rewarded more than those who focus on the surviving part.
  • I do not like to eat for stamina. I think that is somewhat irrational.
  • I absolutely hate the jumping perk. Especially since it has no relation to encumbrance. I feel like a rubber ball.
  • I do not like the missing XP gain from other playstyles like mining. And that being said, in A16 on my server we drastically improved the XP gain from zombies to somewhat make an equal balance between the two styles.
  • I do not like the double punishment of death trauma. My solution here would be to have a hit on the health -10, stacking and a timer of 10 minutes where you can't regain that health after latest death. Max health however remains untouched
  • I would change the zombie block damage
  • I don't like the amount of ressources being gathered for a relatively high effort.
  • I do not like the limited variety in items. How many times have I experienced players looting several towns because they wanted to have the sweatshirt in a specific color?
  • I do not like to have 4x4, bikes etc in my pocket and sell them like that. (edit: selling is not possible anymore, but i can still carry 20 4x4 in my pocket without encumbrance). I would rather have a big working station (like a garage). Like melting things in the forge, crafting e.g. the frame for a bike would go into the counter on the right. If the counter suffices, you can craft a car. That car spawns on top of the working station, you drive it around but can never put it in your pocket. Your player has vehicles bound to him such that selling at a trader requires you to park the cars in proximity of the trader, go inside, (without it in your pockets) and sell it off the parking lot.
  • I do not like that I can still not mod a block (e.g. a working station) that actually needs to be plugged into a generator and consumes electricity.
  • I do not like to find the same duping exploits and clipping possibilities every alpha.
  • I absolutely don't like to be limited to one claim block. It should be up to the server settings to define an amount.
  • I don't like to be able to craft guns.
  • I think the weapons parts system is missing - but i can live with it.
     

 
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I have 1000+ hours.

Always play single player.

Always Random Gen.

Usually default settings (maybe Air Drops ON)

I dislike more than what I like from A17 but many are balancing problems that I believe will be fixed before stable. Since there are 109234768712347858 post about them, I won't get into the specifics.

My biggest gripe is AI. I DESPISE "zombies" being "smart" enough to skip/evade traps. For me this is the deal breaker of A17.

The AI definitely needed a huge overhaul, which it got. (No more zombies running around in circles is great!)

Having zombies huddle before attacking to discuss a strategy for them to win, really disappoints me.

Spawning roaming horde your direction from time to time to "keep you on your toes"... whatever.

There is a TON of work remaining to balance the AI but for now I would say this is my biggest "why I don't like this Alpha" reason.

 
I opted for: In general I like it. It has bad aspects but overall it is improved.

I like the improved graphics, new game mechanics systems, melee combat, vehicles, zombie AI, new POIs, etc.

The bad aspects for me atm are:

- How it runs overall (FPS indoors)

- Slow / nerfed early game (no proper options between stone tools and iron before level 20)

- Stamina balancing (imo stamina cap should not be 1:1 tied to hunger)
I agree with all your points except I don't mind the early game all that much, although if it was a changed a little I also would be okay with that.

 
you could of just kept the zombies could get looted and don t remove it ...i played in a mooded server a pvp where everytime you loot a corp the corp will be gone to fix the duping that was going on with zombies

you could of just give some love to the pvp community who is getting destroyed by this update in every single way with this death trauma and zombies spawning out of no where while you 100% cleared zombies from POI without talking about all the glitching that people are using to not play fair and nice and most effected people are PVP because SP or PVE won t be effected by people glitching underground or duping

without talking about 1 LCB allowed in a base and no more digging at -x metter

i love the game and i truly do if just TFP would of asked the community that truly admire and have thousands of hours and believed in your project

i love a17 the graphics the optimizations ...the AI ...the quality of life.. the textures.... the vehicule

i just wanna say thank you and it s not too late a17.1 a17.2.3.4.5 is still coming try to lessen to your community and all of them PVE PVP and SP i find it hard now for people who are single player to play alone anymore because the word now is just to harsh and unforgiving

 
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Voted: In general I dislike it. It has good aspects but overall it is worse.
Pros:

  • I do like the graphical update to 7 days (with some fixes to come)
  • I do enjoy new POIs
  • I do like the general concept of encumbrance with a big but: I consider the current form of encumbrance as a quick win to a greater system. Rather than limiting the amount of slots that define if a player is experiencing encumbrance it should be defined by the sum of the item's weights the player is carrying and the ability to carry more. Thus, filling my backpack with 1 feather in each slot can't possible have an equal effect as putting 40 4x4 vehicles in it. But as a quickwin - i take it.
  • I do in general like the improvements to zombie AI and the fact that they are really a threat now - again with some fixes to come as I consider zombies to be irrationally smart right now.
  • I do like the ability to modify guns
  • I do like the movement of the player with slower strafing, and in general as a nude player carrying nothing - i do think the penalty for encumbrance impacts it a bit too harshly. I think shift should apply to going backwards and strafing (still at a reduced speed compared to running forward)
  • As admin of a server I can live with the reduced map size with some improvements to RWG which supposedly are to come.
  • I do like the stealth system with some improvements to the general stealth sensitivity of zombies.
  • I do like some schematics to be required in the crafting process - however, some basic ones should be a one-time learning effect.



Cons:

  • I do not like the current level gating. Learning by donig should be the main principle for many of the skills. Running around makes you become a better athlete, mining makes you better at mining. Shooting makes you pull the gun faster or have a more steady scoping experience or better at controlling recoil. In general I do think that A16 was pretty close to what I consider best practice for a game like this.
  • I do not like the imbalance in the gamestyle active hunter for zombies vs. passive survivalist. In my opinion only the active hunt for zombies gets rewarded - I don't think this behavior would be very rational in a survival scenario. Most likely, you would first try to acommodate, find a safe place, learn to defend, go loot for something to eat. Thus, by current balance, action-seeking players get rewarded more than those who focus on the surviving part.
  • I do not like to eat for stamina. I think that is somewhat irrational.
  • I absolutely hate the jumping perk. Especially since it has no relation to encumbrance. I feel like a rubber ball.
  • I do not like the missing XP gain from other playstyles like mining. And that being said, in A16 on my server we drastically improved the XP gain from zombies to somewhat make an equal balance between the two styles.
  • I do not like the double punishment of death trauma. My solution here would be to have a hit on the health -10, stacking and a timer of 10 minutes where you can't regain that health after latest death. Max health however remains untouched
  • I would change the zombie block damage
  • I don't like the amount of ressources being gathered for a relatively high effort.
  • I do not like the limited variety in items. How many times have I experienced players looting several towns because they wanted to have the sweatshirt in a specific color?
  • I do not like to have 4x4, bikes etc in my pocket and sell them like that. (edit: selling is not possible anymore, but i can still carry 20 4x4 in my pocket without encumbrance). I would rather have a big working station (like a garage). Like melting things in the forge, crafting e.g. the frame for a bike would go into the counter on the right. If the counter suffices, you can craft a car. That car spawns on top of the working station, you drive it around but can never put it in your pocket. Your player has vehicles bound to him such that selling at a trader requires you to park the cars in proximity of the trader, go inside, (without it in your pockets) and sell it off the parking lot.
  • I do not like that I can still not mod a block (e.g. a working station) that actually needs to be plugged into a generator and consumes electricity.
  • I do not like to find the same duping exploits and clipping possibilities every alpha.
  • I absolutely don't like to be limited to one claim block. It should be up to the server settings to define an amount.
  • I don't like to be able to craft guns.
  • I think the weapons parts system is missing - but i can live with it.
     
i totally agree with this gikon as a player in your server AKA salim i understand how it is painful to find glitchers and dupers with this update without talking about the amount of time you and admin team will spend trying to balance things for both farming looting and gathering resources the leveling depends now only on killing zombies and you can t even loot them sometimes i feel sad about killing feral who will take me 50 arrow to the head without getting rewarded by something other then 1500 xp

 
It's not that great. There really is no good progression. Just feels like a zombie shooter. I'll be sticking with A16.

 
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