PC Is alpha 17 hardcore, unbalanced or boring ?

...let me explaine in a few words why I put this title, I don't believe the alpha 17 is that hard (for what I have seen so far ) but its is defiantly unbalanced to the point it gets boring and frustrating !
Hey OP, I agree. I have about 1400 hrs in the game, the game is not particularly difficult, its just monotonous. Its a re-roll of the same content but with different rules.

I was surprised with the direction the devs went with A17. I remember Ark becoming popular during A12 and when the A13 overhaul was released we saw a game which used many Ark-style mechanics. And while the devs tried to be more like Ark, they didn't fully grasp what gave Ark its longevity(even in single player or co-op).

Many of the updates we've seen over the last few years seem to be based around a central goal of making the game last as long as possible before you get bored. That's a good thing, but there's a couple ways to go about it:

1. Don't expand the content and instead put everything behind level gates and reduce loot and add new debuffs, therefore making the same game take longer.

2. Expand the content, even presenting near-impossible challenges. The devs seem to like Ark, but missed the whole part where Ark's longevity isn't based on level-gating, its based on having certain areas of the map occupied by things you could never overcome without spending days, weeks, or sometimes months preparing. You could still visit those places and get a few things if you were cautious and lucky, but you experienced real fear knowing that something vastly outleveling you was around the corner.

A16 was a good game, but I guess I hoped for longevity in the form of difficult challenges....I dunno, maybe bandit hideouts where the further away from 0,0 you got, the more powerful weapons they would use and the better loot you could get. Or the more powerful and mutated the zombies would become. I feel like instead the game is in a perpetual state of receiving graphical updates to keep up with the current year, as well as level gating existing content, and introducing old bugs.

In other words I don't see them moving forward, I see them rolling the dice over and over, reinventing themselves instead of building on what they had, while breaking and changing things that weren't broken or didn't need to be changed, but ultimately not making much progress. Imagine if they stuck with the A13 or even A12 foundation, fixed the bugs, and focused only on new content and challenges.

Maybe we can wait another 1.5 and see "Hey, get ready for A18, we rolled the dice again and changed the mechanics, get ready to do the same things but in a different way, you get a diabetes debuff when you drink a jar of honey, btw the game is only $4.99 this time."

 
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Isn't it the job of the moderator to ban trolls, not to actually be a troll?
relax man the guy was making a joke and i was making a joke in the first place so no harm done !

 
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The answer to the title is all 3. It depends on your playstyle and settings. The thing Im hoping will happen in gold is that the issues that affect gameplay style will all be changeable in the options page. Eg. Zombies dig - Zombie Block Damage % - Zombie Aggro Range etc.

That way we can tailor the world to our particular game style - underground bases - run and gun - Fortress bases - stealth nomad - etc.

 
This

The answer to the title is all 3. It depends on your playstyle and settings. The thing Im hoping will happen in gold is that the issues that affect gameplay style will all be changeable in the options page. Eg. Zombies dig - Zombie Block Damage % - Zombie Aggro Range etc.
That way we can tailor the world to our particular game style - underground bases - run and gun - Fortress bases - stealth nomad - etc.

I agree. To me it is easier at the start because melee works for me in A17, I never could get it to work right in previous alphas. When your gamestage gets really high, most enemies are feral and irradiated, more so than A16 it seems.

I have over 1200 hours in the game, so I think A17, is challenging, but not to hard. A new player would probably wildly disagree. So it really is all subjective to the player.

 
relax man the guy was making a joke and i was making a joke in the first place so no harm done !
Even with explanation it took me 30 seconds to get it. Perhaps I am lacking in the humor department. Unfortunately picking up tone from text is nigh on impossible and given the tense atmosphere on these forums I interpreted it as snarky. If you read this Roland, I apologize for leaping to the wrong conclusion.

 
what i am hearing here is a noob that doesnt know how to play video games ...
Better dont know how to play video games as not knowing how to act social and the inability to understand threads.

Maybe one day you will no longer be a noob at the social part of your life.

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Ontopic

The nice is that all i perceive as issues we can easy mod in a other direction

(As example it was much much much more problematic to make Zombies dig in A16)

 
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An other thing is that I have to wait for 0,5 seconds or so that the stone axe hit the target again. Why

would you do that ? Let me get this straight, you had to made a repeatedly task more time consuming and that its supposedly make the game hardcore and not boring, realy ?
I get why this was changed. The stone axe is supposed to be super poopy and TFP want to encourage the player to upgrade as soon as possible. In A16 I found the stone axe was viable even late in the game, I tended to use it even at max level as it broke down barriers & did repairs adequately and just needed ta single stone to repair it.

But I agree that it feels really horrible to use now. Maybe increase the swing speed at the cost of damage? I could probably live with that a bit better. What do peeps think?

 
A16 was a good game, but I guess I hoped for longevity in the form of difficult challenges....I dunno, maybe bandit hideouts where the further away from 0,0 you got, the more powerful weapons they would use and the better loot you could get. Or the more powerful and mutated the zombies would become. I feel like instead the game is in a perpetual state of receiving graphical updates to keep up with the current year, as well as level gating existing content, and introducing old bugs.

In other words I don't see them moving forward, I see them rolling the dice over and over, reinventing themselves instead of building on what they had, while breaking and changing things that weren't broken or didn't need to be changed, but ultimately not making much progress. Imagine if they stuck with the A13 or even A12 foundation, fixed the bugs, and focused only on new content and challenges.

Maybe we can wait another 1.5 and see "Hey, get ready for A18, we rolled the dice again and changed the mechanics, get ready to do the same things but in a different way, you get a diabetes debuff when you drink a jar of honey, btw the game is only $4.99 this time."
While it is a bit overtoned, I wholeheartedly agree with this. Content-wise, A17 is very far from what I expected. I don't dislike early game being slower, but besides the new dungeon POIs, I don't really see what new "end game" challenge there is. Like you, I was really hoping for bandits, and not "make zombies hit harder so you need to build differently".

 
The thing Im hoping will happen in gold is that the issues that affect gameplay style will all be changeable in the options page. Eg. Zombies dig - Zombie Block Damage % - Zombie Aggro Range etc.
In the end the devs will just end up sending us the unity package so that we can change every value, compile it ourselves and play :p

 
The answer to the title is all 3. It depends on your playstyle and settings. The thing Im hoping will happen in gold is that the issues that affect gameplay style will all be changeable in the options page. Eg. Zombies dig - Zombie Block Damage % - Zombie Aggro Range etc.
That way we can tailor the world to our particular game style - underground bases - run and gun - Fortress bases - stealth nomad - etc.
A17 only lets you have one playstyle. What ever the levelgate decides.

 
A16-Bookstore, mini bike, auger, and game is 75% done by day 5. Everything else was just exploring and creative building. Zombies were dumb (borderline annoying) and poi's were fairly easy. A17 is still early so I am hopeful for tweaks. The worst thing in 17 is not doing anything. The main culprit is stamina and food consumption which are a pita. Moving around the map is horrible.. especially with the smaller random gen towns and the carrying capacity. A bicycle at 5 or 10 would add so much along with some tweaking to food/stamina consumption. Before it was bookstore bookstore bookstore. Now it's kill as many mobs as possible to get to iron and mobility with as little farming as possible. The plus side is pois are interesting dungeon crawls and the zombies really have it out for you. I think the vultures are a great addition as well. Got to stay on your toes!! It's still early so hopefully it improves to a balance. If not, F1, DM, bicycle. Life is a lot better with just some mobility.

 
A17 is much more of a MP game. I found playing with my friends was a way better experience than playing solo. It took a lot of tedium away and the added difficulty is balanced by having more arrows flying.

 
I get why this was changed. The stone axe is supposed to be super poopy and TFP want to encourage the player to upgrade as soon as possible. In A16 I found the stone axe was viable even late in the game, I tended to use it even at max level as it broke down barriers & did repairs adequately and just needed ta single stone to repair it.
But I agree that it feels really horrible to use now. Maybe increase the swing speed at the cost of damage? I could probably live with that a bit better. What do peeps think?
I think if they want people to stop using the stone axe in late game they need to enable upgrading via the other axe variants. The only time I carry a hammer is when i loot one and take it back to my base to live in a box until I need to do a bunch of upgrading. If they want the player to stop using 1 tool that does 3 jobs(Harvesting wood, destroying wood, upgrading) then they need to give us a better 3 job tool. The hammer is a joke, and the nailgun is just a waste of an inventory slot.

 
A17 only lets you have one playstyle. What ever the levelgate decides.
More and more people are discovering that this isn't true as they put more time into A17. I too would be happy without level gates but there is still a lot of different playstyles and pathways one can take within them. Even with the perk system you can pick two primary perks and only spend points in those two. The next time you play pick two others and only spend points in those. Your two games will be distinctly different. I've gone underground, nomad, overland base, and upgraded POI in different games and had success in all of them. If you can only play one playstyle you aren't looking very hard.

 
WTF, you ever upgraded 10 000 Blocks from Flagstone to Reinforced Concrete ?
I was talking about daily carry gear. The hammer and nailgun just live in a box at my base waiting for that 1 time I might need to use it. But, when I am out and about looting/exploring and I need to seal up a hole in a wall with some frames, I am not busting out a nailgun or hammer, it's always the stone axe in my #2 slot.

 
I cant agree with that statement. The only issue is that ppl still play A17 like A16 and thats the problem. When you start approach to A17 as a "new" game you will fint out that A17 is easy...just to learn use proper skill and perks. Now you are able be lvl 50 in day 7 without problem. Default setting 90 min day and you can do this.
"Try use your club and smash those zombies into head. Just 2 power hits and they are dead. Loot only food and water, thats not hard too. Just quickly run from poi to another and thats it. Zombies didnt act same as A16 so you can go closer and hit them. They will not hit you back for miles away like in A16...Just try to adapt and learn a new way."

Ofc some features need tweak a bit, for example dogs and silent killers from behind, but game is fine and better in overall point of view
The emphasis in the above quote is the problem. The game is now about running from one poi to another to bash zombies with a club. Or with stone arrows.

Caveman Simulator 2018.

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what i am hearing here is a noob that doesnt know how to play video games min ma, i only hear i cheated stats and only on day 6 and i dont know the full scope of whats gonna happen so therefore i got bored so i made this whole useless essay on the forums without any knowledge on how the game is played, btw not a hardcore player btw.. so whats the point in making the post?

The game isn't for only hardcore players, and you are acting like a ♥♥♥♥.

 
frustrating becus u lack skill and knowledge and wenting on forums without diciplining yourself.. lol it isnt hard but ♥♥♥♥ ME LET ME MAKE THIS POST! xD
My friend let me get this strait, Just because same people luck skills (witch you don't now but assume so) you believe they must shut up, not complain about it because you like the game that way. I never said is hard, i only said why do i have to deal with this type o zombies in the first days that's all (aka the game is unbalance) now about why i rote before day 7 you do have a point but i clearly stayed i got bored !

------Update------

Oh also the game isn't fun if you must struggle to survive before you even know your surroundings!

 
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