Hek Harris
New member
Hello
Despite its length, this text is absolutely not a long cry screamed at the face of the world... Personally, I play for 4 years at this amazing game, I love it and am fully satisfied with its current state. The new POIs delight me, the skill system is impeccable because rich and easily modifiable, the buffs are the gateway to an infinity of recipes and I enjoy the mods system for weapons, armors and tools. And I bless the improved graphics that increase immersion so much.
The problem comes from a certain category of players and from there actual and future reproaches.
When the A17 Experimental came out, the reviews on Steam were very favorable. Essentially because only fans of the game had launched the experimental version. These are looking for increased difficulty and usually own good computers to run a game that is relatively resource-intensive. Of course, on the forum, we saw many posts complaining about this version, but everybody knows that discontented players always rush to express their disappointment, while the others are content to play.
Now that the experimental has passed stable and the update is available to all, we will see the game being slaughtered because it is now the general public who is concerned. The game is usually bought between 5 and 10 bucks, on promotion or with keys. Many players possess it, without having the necessary configuration to make it work, let alone patience and intelligence to discover its richness and depth.
There are 3 things to consider before looking for solutions to the problem of bad reviews.
- All fools play video games. And fools are legions. They will not buy a complex strategy game, a chess game or a design software and so will not come to say of them that "it's sh*t". But they will all buy a game where they can explode zombies and stack cubes.
- Video game players are lazy. They like to have everything right now. For many, the concepts of "developing game" or "early access" are unapproachable. Most will launch the game with the default settings. The vast majority will not even try to look at xml files when some settings will displease them.
- Video game players are mostly young, socially inexperienced and therefore tend to express themselves very discourteously. Their opinion is often very crude and without nuances.
Reading the bad reviews, we can group them into different types :
1) The user is disappointed with the performance of the A17. His computer can not run the game properly (FPS drop).
2) The user judges the game too hard, and no longer finds pleasure because his usual activities are no longer doable in early game.
3) The user does not like the skill system and generally regrets the missing learning books.
For the first point, unfortunately devs can't do much at the moment. Maybe a pop-up by launching the game to advise to lower the resolution of the game by reminding that it's in the development phase. Or advice people to clean their computer by killing unnecessary processes. I don't know. Some people really can not run the game, others maintain so badly their hardware and software that, even having a good basic configuration, they get a poor result.
For the second point, and this is the purpose of this (already too long) post, I think it is essential to review - and quickly - the levels of difficulty. There is no need to have 5 or 6 levels : other settings like the z running or not, the loot rate, the duration of the days or other parameters that will be or could be added are real difficulty modifiers. But new players - and sometimes old ones, because some have thousands of hours of play and continue to do crap ("I used to do crap before, why isn't it possible anymore ?!!") - can start a game where they have fun without having to mess with settings that they only half understand (Who uses, when setting a game, the blocks solidity modifier, which is a great parameter to get ressources faster early in the game and to be forced to build stronger bases? Not many people, I think …)
I therefore suggest levels of difficulty expressed differently :
1) Builder: the easiest, for players who like to build and play easy games. The z are in minimal difficulty (really weak constitution and ridiculous damage). The player receives 10 skill points at the beginning (before the quest-tutorial which should be optional and therefore give no point). The loot rate is 200%. Infection and diseases are very rare (as currently ^^). The player receives 2 skill points per level. By default, zombies walk during the day and jog at night. No penalty of death. And whatever makes the game easier.
2) Adventurer: for players who like challenge. Corresponding to the current "Nomad" difficulty. The player receives 5 skill points. The loot rate is 100%. Infection and diseases are more common. The plants grow 2 times less quickly, the trees 5 times less.
3) Survivalist: The player does not receive any points. The loot rate is 50%. Zombies are extremely painful, but they are not hit points bags. Infection and diseases are very common. The plants grow 4 times less quickly. Trees 10 times slower.
Once the player has chosen his mode of play, the parameters are defined according to his choice. He can then modify them individually if he wants to.
Why include the loot rate ? Because it is absolutely necessary to satisfy the players who regret the learning books and thus put them back in the table of loot.
All these books already exist : these are magazines whose usefulness is very questionable. Let's make existing books each in several versions. Example: stealth level 1, very common. Stealth level 2, current. Stealth level 3, rare. Stealth level 4, very rare. Stealth level 5, only in the market, very expensive. With a high loot rate, the novice or casual player should find them easily. Conversely, those who like to explore, search, fight for a powerful character should find satisfaction.
When players find a book, they can read it and then assign an available skill point to the unlocked skill.
Visually, they just need a different color depending on the ability they depend on and a number from 1 to 5 depending on their level.
(The system of current magazines could be replaced by potions, why not only on the 5 characteristics (+1), and still for half an hour. But it's not very important.)
No matter how all this is ultimately proposed, the bottom line is that players who don't want a challenge (but who will never admit it) can start a game and be served copiously. This is the only way to prevent a majority of players investing less in a game for their taste than writing insulting and very negative comments.
In short : first and foremost, it is necessary to satisfy casual or impatient players. Those who love the challenge and which I am part of know perfectly how to modify xml. We just need the mechanisms in place, then we have fun with them.
I know that Pimps always do exactly what they want, and I'm fully satisfied of that. But I think they must take care of casual players or those who don't like difficulty, because they are definitely the most numerous and the quickest to ruin the reputation of a game.
I'm glad I took the time to express my opinion, even if everyone does'nt care
Sorry for my english and happy ultimate week before the end of the w... year !

Despite its length, this text is absolutely not a long cry screamed at the face of the world... Personally, I play for 4 years at this amazing game, I love it and am fully satisfied with its current state. The new POIs delight me, the skill system is impeccable because rich and easily modifiable, the buffs are the gateway to an infinity of recipes and I enjoy the mods system for weapons, armors and tools. And I bless the improved graphics that increase immersion so much.
The problem comes from a certain category of players and from there actual and future reproaches.
When the A17 Experimental came out, the reviews on Steam were very favorable. Essentially because only fans of the game had launched the experimental version. These are looking for increased difficulty and usually own good computers to run a game that is relatively resource-intensive. Of course, on the forum, we saw many posts complaining about this version, but everybody knows that discontented players always rush to express their disappointment, while the others are content to play.
Now that the experimental has passed stable and the update is available to all, we will see the game being slaughtered because it is now the general public who is concerned. The game is usually bought between 5 and 10 bucks, on promotion or with keys. Many players possess it, without having the necessary configuration to make it work, let alone patience and intelligence to discover its richness and depth.
There are 3 things to consider before looking for solutions to the problem of bad reviews.
- All fools play video games. And fools are legions. They will not buy a complex strategy game, a chess game or a design software and so will not come to say of them that "it's sh*t". But they will all buy a game where they can explode zombies and stack cubes.
- Video game players are lazy. They like to have everything right now. For many, the concepts of "developing game" or "early access" are unapproachable. Most will launch the game with the default settings. The vast majority will not even try to look at xml files when some settings will displease them.
- Video game players are mostly young, socially inexperienced and therefore tend to express themselves very discourteously. Their opinion is often very crude and without nuances.
Reading the bad reviews, we can group them into different types :
1) The user is disappointed with the performance of the A17. His computer can not run the game properly (FPS drop).
2) The user judges the game too hard, and no longer finds pleasure because his usual activities are no longer doable in early game.
3) The user does not like the skill system and generally regrets the missing learning books.
For the first point, unfortunately devs can't do much at the moment. Maybe a pop-up by launching the game to advise to lower the resolution of the game by reminding that it's in the development phase. Or advice people to clean their computer by killing unnecessary processes. I don't know. Some people really can not run the game, others maintain so badly their hardware and software that, even having a good basic configuration, they get a poor result.
For the second point, and this is the purpose of this (already too long) post, I think it is essential to review - and quickly - the levels of difficulty. There is no need to have 5 or 6 levels : other settings like the z running or not, the loot rate, the duration of the days or other parameters that will be or could be added are real difficulty modifiers. But new players - and sometimes old ones, because some have thousands of hours of play and continue to do crap ("I used to do crap before, why isn't it possible anymore ?!!") - can start a game where they have fun without having to mess with settings that they only half understand (Who uses, when setting a game, the blocks solidity modifier, which is a great parameter to get ressources faster early in the game and to be forced to build stronger bases? Not many people, I think …)
I therefore suggest levels of difficulty expressed differently :
1) Builder: the easiest, for players who like to build and play easy games. The z are in minimal difficulty (really weak constitution and ridiculous damage). The player receives 10 skill points at the beginning (before the quest-tutorial which should be optional and therefore give no point). The loot rate is 200%. Infection and diseases are very rare (as currently ^^). The player receives 2 skill points per level. By default, zombies walk during the day and jog at night. No penalty of death. And whatever makes the game easier.
2) Adventurer: for players who like challenge. Corresponding to the current "Nomad" difficulty. The player receives 5 skill points. The loot rate is 100%. Infection and diseases are more common. The plants grow 2 times less quickly, the trees 5 times less.
3) Survivalist: The player does not receive any points. The loot rate is 50%. Zombies are extremely painful, but they are not hit points bags. Infection and diseases are very common. The plants grow 4 times less quickly. Trees 10 times slower.
Once the player has chosen his mode of play, the parameters are defined according to his choice. He can then modify them individually if he wants to.
Why include the loot rate ? Because it is absolutely necessary to satisfy the players who regret the learning books and thus put them back in the table of loot.
All these books already exist : these are magazines whose usefulness is very questionable. Let's make existing books each in several versions. Example: stealth level 1, very common. Stealth level 2, current. Stealth level 3, rare. Stealth level 4, very rare. Stealth level 5, only in the market, very expensive. With a high loot rate, the novice or casual player should find them easily. Conversely, those who like to explore, search, fight for a powerful character should find satisfaction.
When players find a book, they can read it and then assign an available skill point to the unlocked skill.
Visually, they just need a different color depending on the ability they depend on and a number from 1 to 5 depending on their level.
(The system of current magazines could be replaced by potions, why not only on the 5 characteristics (+1), and still for half an hour. But it's not very important.)
No matter how all this is ultimately proposed, the bottom line is that players who don't want a challenge (but who will never admit it) can start a game and be served copiously. This is the only way to prevent a majority of players investing less in a game for their taste than writing insulting and very negative comments.
In short : first and foremost, it is necessary to satisfy casual or impatient players. Those who love the challenge and which I am part of know perfectly how to modify xml. We just need the mechanisms in place, then we have fun with them.
I know that Pimps always do exactly what they want, and I'm fully satisfied of that. But I think they must take care of casual players or those who don't like difficulty, because they are definitely the most numerous and the quickest to ruin the reputation of a game.
I'm glad I took the time to express my opinion, even if everyone does'nt care

Sorry for my english and happy ultimate week before the end of the w... year !