PC My big list of 13 random negatives with A18 (which is otherwise great)

I still will be using stone axe for quite some time. I find it good to prolong a bit "the stone age". Everyone is always so eager to get iron, while i was able to steadily gather a lot of wood, stone, iron and other things without iron tools.

Recently crafted T2 iron pickaxe and use it mostly on tough metal objects, bricks or concrete. No sense to use a cannon against a fly, ergo using stone axe feels better than in A17.

 
Surviving during first days in 7dtd is the most difficult thing in A18 so far, especially for newcomers. Its a pity there is no system that would allow to choose some basic equipment for players who could enter the game with. Players are only bound to 1 chillies can etc... in this aspect more could have been done. Spawning with a basic pistol and 30, 9mm bullets on Nomad or higher difficulty level would be a game changer, not necessarily a punishing experience.

I feel like a character runs quickly out of stamina while spear or club is being used on zeds. I spend all my points on stamina day one. It seems for me like there is no chance of winning on your own against 3 zeds in a room, because stamina just goes down to zero in a middle of the fight. I feel like stamina should be depleted faster only with high tier clubs etc. Now I feel there another stopping power, especially for newcomers.

I wouldnt say that the malee attacks are fluid enough and I miss some of the hits. I believe that attacks currently could have costed at least 30% less stamina and be faster by 15%, but this is what I think with my mates. Idk how the situation might look like in higher game stages. Im here since alpha 11.

Its a problem while I cant spawn with mates in proximity of 300m. Some of us have to run like 2 miles and die 2 times before finding each other.

This is my impression thats all.

 
I have a few counters. Not saying you're wrong, just that I disagree.

1) All of us are afflicted by a bug that makes everything too bright at night. We can see quite plainly when it's meant to be dark. Going to options and flipping Reflection Quality from Off to Low (hit Apply) then back to Off (hit Apply) fixes this, but we need to do this each time we log in.
I'm not sure what you mean. Sure, there are a few hours of the night were it is fairly bright, but it gets darker the deeper into the night time goes until it's all but impossible to see without a torch or flashlight. Maybe you all have your gamma turned way up?

2) There's far too few zombies now, specifically out in the world. [Although I have a gut-feeling that increasing GS might remedy this]. Nevertheless, this is the first alpha where I am venturing out at night to do stuff, with little to no fear.
I've found that there's roughly the same amount, they're just spread out a bit more evenly. Also, since they're tougher to fight (that enrage mode can be fatal!) I think it balances out.

3) Put points into Intellect 3 so I could get Grease Monkey and make a Bicycle. Then found out I needed Intellect 4 and Advanced Engineering 2 to build the Workbench I needed to make the Bicycle with. Very annoying.
This one I actually agree with. If the tools *required* to make something is locked behind a skill level, then that something should be unlocked after. I mean, I -guess- it works out in a multiplayer setting, where one person is going down Adv. Eng. and so others can use the workbench they made, but...Yeah, it's annoying.

4) Birds Nests heavily nerfed, especially the eggs. We were a Bacon and Eggs colony, so this is a pain.
I also agree with this one. There are 2 others on my server, one of whom has a perk that increases the food loot rate. We all are complaining about the lack of eggs. For us without the perk, we've found maybe 5 eggs since we started playing. The one with the perk has found only a few more than that.

5) Melee is different. Cant put my finger on it. As a Club-user with 2000+ hours in this game, I am/was quite good at melee combat. Basically if fighting versus walking daytime zombies, I *never* get hit. Never. Not so in A18. They seem to somehow sneak "unfair" hits on me as I melee. Not sure how or why, but it's different and not as fluid as it used to be.
I'll be honest, I've never much liked melee in 7DTD. It always seemed that, despite having a weapon in my hands, I have a shorter reach than zombies not wielding anything. However, the new spear seems to fix that, though I still prefer throwing the spear or shooting my gun over getting into actual melee.

6) Having to spend 20 Stamina to jump up one block is ridiculous. This is one Stamina balance change I think you got badly wrong in A18. Since we can't make ramps until Table Saw is unlocked, people are going to have steps leading into their base, probably with jumps at the top to stop the zeds getting over. Our base had 5 steps then a 2-block jump. 5 steps = 100 Stamina = I need to stand and wait for Stamina like an idiot at the top step before I can make the last jump. Or I forget and fall onto the spikes below.
I think this is affected by the armour you wear. I have mostly light armour, and only use 10 stamina to jump. Also, what ramps are locked behind the table saw? You can place wooden ramps (both 1:1 and 1:2) with just the basic wooden frame.

7) Not enough Bones. So now everything needs a Repair Kit to be repaired. Everything. Kits require Duct Tape which requires Glue which required Bones. Since the need for Repair Kits has exploded through the roof in A18, so has the need for Bones. There are simply not enough of them. This is, without a doubt, the main bottleneck in the game, especially in a multiplayer situation. For the record, a level 2 Pick being used to Mine for an entire day will burn through 12 Repair Kits. We need either more Bones (a LOT more), or a second recipe for Glue.
Phew, we have a LOT of bones. Those corpse piles on the road and in POIs are FILLED with meat and bones - as they should be. I found this out on Day 1. Plus, I've been getting a lot of bones from animals (vultures, rabbits, dogs, etc), more than leather or meat.

8) Some of the roads textures are not being displayed properly (I can see a 'texture failed to load' error in consol. Everythig else looks wonderful in A18, except my roads which looks garbage, low-res placeholder textures. Please fix.
I've personally not encountered this, but I won't say you aren't experiencing it. Have you posted in the bug reporting thread?


9) RWG. Still garbage. Vertical roads all over the place, and not enough water features.
RWG. Still amazing. I haven't seen vertical roads (but then, I haven't travelled much, and I'll tell you why) and the town I'm in is chaulk full of stuff to do. We got a Shotgun Messiah factory, and Shamway Foods factory, a military bunker, 2 oil refineries, lots of apartment buildings, 2 skyscrapers, and I don't know what else. This town is HUGE.

10) Food poisoning mechanic. Get rid of it. It adds nothing. Players only eat at their base. And always have yellow tea. So if I eat something that gives me poisoning, I simply get a yellow tea from the very same chest and cure myself. What did that add to proceedings? Lose this mechanic, it's garbage.
I understand why it's in. The point of it is to make food actually valuable, so players will ration the good food (canned food), get Iron Gut, and/or push hard for the high-end craftable foods like stew where you only eat one every other day or so (depending on settings) so getting sick is a rarity.

11) Farming got screwed. The new Plots are a pain to build and limited in use (can't mix seed types in large co-joined plots). Farming with the Hoe etc was a fun part of the game, and its replacement is poor. If Hoe farming was deemed OP, then there are a ton of other ways it could have been fixed that are far superior to this nonsense.
My group has only just started farming, but so far I don't understand the complaint. Hell, with these new plots, we can actually have a rooftop garden without worrying it'll collapse on top of our heads. And why can't you mix seed types? You could only ever place one seed per block. We haven't had a problem placing, say, aloe next to corn. I'm honestly happy about these changes. You know how much fertilizer we lost before because of entities (players and zombies) hitting the soil? A lot. More than I'd like.

12) Pointless Magazines. So the magazine allowing me to create the Bicycle Chassis dropped. What's the point of reading that without the Handlebar one? Even if both dropped I'd still need to put the point into Grease Monkey to assemble the actual Bicycle. Some mags are great but the ones that let you craft one aspect of a thing that you will still need to spend perks on to fully assemble, are pointless.
Lets start off by differentiating magazines from schematics. Magazines give bonus perks that can drastically improve certain playstyles. Schematics allow you to craft things without spending points. I could be wrong, but I don't think that a single player can buy 100% of the skills. Schematics can make up the difference. Any bike is better than no bike.

13) And now my BIGGEST hate of all....the changes to mining. Surface boulders no longer produce Iron, Nitrate and Coal. I have been playing with the same group since A14, and I have always been the group's miner. I have perfected the art. I know for example that flitting from boulder to boulder was BY FAR the best way to mass mine Iron, Nitrate and Coal for 4 people. I never (or rarely) dug an actual mine as it was so inefficient in comparison to boulder mining. Plus moving across the boulder fields meant I was exploring the map at the same time, which made it practical, and also great fun as you never knew what you'd encounter). Now I am forced to mine downwards when I find a surface node. I hate this change. I hate having to dig mines underneath all the surface nodes. It has seriously killed a lot of the game for me. With a co-op group of 4 to supply with gunpowder, I need to mine 3 full days in every 7. With boulder mining, that was fine and fun as I explained. With underground tunnel mining, do you know how BORING three full days of it is? I want my boulders back.
Surface boulders is how you got your iron and coal? Poor sap. I usually am my groups miner as well, but my big gripe before was that it was such a pain to actually find an ore vein. Those boulders were only if I couldn't find a vein of that resource and needed some right away. It's easy mode now with the surface boulder of a certain type marking what's below. It's especially fun to find another vein of a different ore right next to the one you were digging for (like coal and nitrate next to each other). Just wandering around, within a few hundred meters of each other, I found at least one vein of every mineable resource.

Not to mention that underground mining is safer, and WAY more lucarative that smashing surface boulders. Just build a platform and place a hatch. You get down far enough and no zombie will ever come after you (unless it's horde night, obv.)

 
Surviving during first days in 7dtd is the most difficult thing in A18 so far, especially for newcomers. Its a pity there is no system that would allow to choose some basic equipment for players who could enter the game with. Players are only bound to 1 chillies can etc... in this aspect more could have been done. Spawning with a basic pistol and 30, 9mm bullets on Nomad or higher difficulty level would be a game changer, not necessarily a punishing experience.
I feel like a character runs quickly out of stamina while spear or club is being used on zeds. I spend all my points on stamina day one. It seems for me like there is no chance of winning on your own against 3 zeds in a room, because stamina just goes down to zero in a middle of the fight. I feel like stamina should be depleted faster only with high tier clubs etc. Now I feel there another stopping power, especially for newcomers.

I wouldnt say that the malee attacks are fluid enough and I miss some of the hits. I believe that attacks currently could have costed at least 30% less stamina and be faster by 15%, but this is what I think with my mates. Idk how the situation might look like in higher game stages. Im here since alpha 11.

Its a problem while I cant spawn with mates in proximity of 300m. Some of us have to run like 2 miles and die 2 times before finding each other.

This is my impression thats all.
uuh are you sure about that? i dont think ive ever ran out of stamina using a regular club unless ive been sprinting the entire fight against like 8+ zeds, melee speed is fine as it is.

Food is not hard to come by, 1 can will last you at least a day or so when you start the game because you start with 150 hunger instead of 100.

any type of gun very early on is extremely powerful and would make the early game incredibly easy, its not like they are rare loot either, most buildings will have A gun or some sort.

 
Alright lets go point by point with OP's complaints.

1: Graphical bug, doesn't effect gameplay much but does need to be fixed, can't say i've had it happen in single player though.

2: I agree, the outdoor spawn rate is too low. Poi spawn rate is more realistic, no more small square house with 15 zombies in it.

3: Learn to locate things in the world, there are many poi's with workbenches in them.

4: Yeah they went a wee bit too hard on the nest nerf here, to the point I don't even use bows anymore, I stick to guns and melee.

5: There has always been latency issues with multiplayer that causes these hits, however there is a new rage mechanic where depending on difficulty when hurt a zombie has a chance to speed up to a random speed for a few seconds, it'll be rare on the default of adventurer but on warrior it happens nearly every kill.

6: You do know when your holding a wooden frame you can hold R->go to shape menu and make a ramp that way right? This also works for: flagstone, Cement blocks, any frame, glass blocks etc.

7: Go to the wasteland/desert, snakes and vultures give bones when you butcher them now. Both are very common in wasteland and snakes are quite common in the desert. You can also buy glue/duct tape off the trader as well.

8: Haven't had this happen to me yet personaly but I have seen pictures of it, it'll get fixed i'm sure.

9: I found RWG to be fine, maybe its the seed thats the issue? try a diff one.

10: No, just no, leave it as is, the chance is so damn low as it is, that youyr luck has to be horrible for it to hit you. I've not had it hit me yet and I even eat sham sandwhiches. The game has been far to easy food/water wise for so long, this adds risk, irl when you eat food there is always a chance it could have been tainted or bad, no matter how sanitary conditions are or who prepares it. Now consider that we cook with our dirty zombie blood covered hands in 7dtd without ever washing them, I'm surprized the chance is not higher.

11: Farming was always OP, they finally fixed it so it takes some actual effort to do, its fine as it is.

12: FYI you do not need to know the vechicle recipe to put it together from parts. The skill in grease monkey is JUST to MAKE the parts, you do not need the skill to actually assemble the vechicle if you find/buy the parts. In my current game I had a minibike by day 5, found the chassis schematic, bought the handlebars off trader, looted a engine battery, made tires, and just slapped it together at a workbench, I have 0 in int perks other than adv engineering 1.

13: I kinda agree yet also disagree on aspects, if anything a18 made mining too damned easy. You get a thing saying "look lead is below me!" then you hit the surface around the thing and you get it at the surface level. No real effort or searching thru the ground needed to mine anymore. Also the fact you could in A17 and below sustain yourself on surface bolders was kinda broken imo.

It seems some of your issues stem more from lack of knowledge than actual game problems. Like #5, 6, 7 and 12 for an example. Other than multiplayer in #5 with the latency issues and such.

 
5: No. 90% of my time with this game is with the same group. Latency has not been an issue. Combat is different.

7: The only thing I didn't know was that Knives were better used on Gore blocks

6 and 12 I will give you. However haven't found a working Workbench yet.

10: What risk? Quaff a Goldenrod and it's gone. It's not the concept of poisoning I dislike, it's the complete non-threat of it. Same with Infection.

As for mining, my complaint is the new method of digging down for a day and mining properly is BORING as hell compared to boulder mining, where you were exploring at the same time and always encountering things.

 
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5: No. 90% of my time with this game is with the same group. Latency has not been an issue. Combat is different.
7: The only thing I didn't know was that Knives were better used on Gore blocks

6 and 12 I will give you. However haven't found a working Workbench yet.

10: What risk? Quaff a Goldenrod and it's gone. It's not the concept of poisoning I dislike, it's the complete non-threat of it. Same with Infection.

As for mining, my complaint is the new method of digging down for a day and mining properly is BORING as hell compared to boulder mining, where you were exploring at the same time and always encountering things.
For the mining you don't really need to dig down. There are iron boulders and below that is 4-5 nodes of iron that you don't need to do a mine for. You can quickly mine those then move on to the next nitrate boulder for instance and do the same thing you did before without having to make a full blown mine.

 
My two cents:

First off, hats off to the devs and testers for A18. This is challenging again, although my crew's limited play time means we haven't hit our first horde yet. I really enjoy that traders are a lot less ridiculous to find in RWG, you just use common sense to find them.

I'm doing a str build with a little Sta, and teammates are doing other trees, so we have a good distro of loot.




My only issue is duct tape being used so much compared to the rate at which it drops/and bones drop. The weird hills that disappear as you get closer is somewhat annoying, but doesn't seem to hurt gameplay, so I'm sure it will be fixed in time.

But again, pretty happy with A18.

 
Haven't played a ton yet due to miserable frame rate issue. Can't find any setting to keep consistent 30 FPS.

But initial thoughts:

1) Graphics look very nice (if your computer can actually run them). However, had to bump everything to low to run it. so meh...

2) Zombies spawned in 10 feet behind me. I literally did a 360 looking for any zombies. none in sight from any direction so started chopping tree with my stone axe, and I get stunned by a lumberjack from behind me a few seconds after I just spun a 360 checking for zombies. Spawning them at your location on day 1 is total crap. And this was less than 100 meters from where I started the game. getting mauled from the first minutes sucks.

3) I did over 12 club hits to a zombie (upper torso and/or head shots) and he did not die. I know I was low level (no upgrades to speak of yet), but seriously 12 wooden club swings to chest and head can't even stun a friggin zombie on the nomad setting?

4) Starting locations for new games are not favorable. I have gotten snow and my friend got wasteland. Shouldn't always start in Green Forest, but continual starts in the crappiest biomes of the game is not enjoyable.

5) Because of the FPS rates requiring a top of the line PC, none of the friends I have played with over the years are wanting to play. So now I am stuck playing by myself. Fix the FPS issues so more of the people who bought your game can actually play it. Didn't have these issues much prior to A17.

 
5. I noticed one big difference in A18 is that zombies will PREDICT when i'm going to dart in. If i'm running towards a zombie that sees me, it will start a swing to land when i WOULD arrive. Obviously this is definitely on the "smart" end for zombies, but it makes sense...like you said, melee combat was unerringly easy vs. walkers because the swing patterns were overly predictable. Now zombies will swing at the air early, or hold a hit and swing late, which combined with the rage mechanic allowing them to lurch forwards makes melee combat just dangerous enough to actually be a tradeoff. There's no denying that melee does a LOT of damage, and zombies go down FAST from it, and with no ammo expenditure, but now you'll have to sink the occasional bandage or honey in, or fight extra-conservatively (sacrifice safety for speed, or speed for safety).

6. I don't recall jumping being cheap on stamina in A17, and as others have said, there are still pre-saw options for setting up your base to not need 6 jumps to enter.

7. In my game, I have 270 bones on day 6....wildlife, as well as vultures and dogs are more plentiful than ever, and the gore piles on the ground give quite large amounts of bones. While I've definitely noticed I could always use more duct tape (and I try to find/craft it when I can), I can't say I've noticed a shortage.

10. do you maybe mean dysentery? Food poisoning seems to be a 1-time vomit-and-lose-most-of-your-food. Dysentery is the longer term water and food loss cured with goldenrod tea. Also, I can definitely argue that no one eats or drinks away from base. I almost always carry food and water with me and use it on the run, and food poisoning and dysentery have absolutely set me back in my gameplay. I've actually significantly raised my impression of the value of the iron gut perk.

11. The farm blocks are pretty cool, and seem to represent a lack of easily farmable soil in the game (the soil in game is "clay soil" and many/most of the crops you find growing are dead). They're expensive to craft...unless you know the ingredients and seek them out...again, gore piles help a lot, providing both nitrate and flesh to make them. Also, as mentioned in another thread, farm plots are lootable from luxury houses and farm POIs. Also, I have, in my current game, a connected 4x1 crop plot line with corn, mushroom, corn, potato in that order...no issues planting or growing.

12. I love the magazines...those little bonuses can really add a cool roguelike element to the game if you unlock a really useful, off-specialization item blueprint, or find a particular playstyle book bonus (I was floored with excitement when I found a "no encumbrance at night" magazine...it was amazing - those are exactly the kinds of magazines I always wanted to see in game). BTW, If you think that you actually CANNOT make a bicycle with the magazine perks, without buying the perk - test it. try spawning in the magazines and learning them and seeing if you can make a bike on a found workbench without buying grease monkey. If not, then put in a bug report - because it would have to be a bug. But if the issue is just needing to find a workbench, or find, say 3 books instead of just one, then I'd imagine it's working as intended.

13. I prefer mining in this state. I love passing those new specialized surface boulders. I've bookmarked a few near my base in the games I'm in, and it's great having to move and look for specific veins and make new shafts for them....In my coop game, we actually have a shortage of iron...that has NEVER happened to me in any previous alpha....Iron has always been stupidly common in abundance in every bit of stone....Now it's a resource I have to seek, AND I have all the tools I need to do so...The game created a problem and gave me the tools to efficiently solve the problem, and I love that.

 
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Okay, I only have a few things.

1) I haven't had this happen to me. But I have had more trouble than ever finding a light-up helmet of sorts. I always ended up buying from the trader.

4) Yeah, I'm not too crazy about this change either. But it is workable; I've always had the policy of looting every nest I see as I explore.

5) Melee is truly different. What bugs me more than anything is that the power attack animation seems to be identical to the regular attack animation (or at least too similar to notice much of a difference).

9) RWG seems to be a hit or miss, depending on the seed you use, or whether you encounter the types of bugs I've seen reported. I do like that they added some pre-generated maps though.

10) I am rather boggled at how properly cooked food can give you food poisoning, whereas with canned food, you have no idea how long it's been sitting on the shelf. Yes, canned food may have long shelf life, but not infinite.

11) I haven't done any farming in A18 yet, but I see these new farm plot blocks as a means to let you farm in any biome.

12) I do have to question the usefulness of the schematics myself. Even if you do learn the recipe by reading the schematic, you'd still have to dump points into the relevant perk to increase the crafting speed and quality. So what's the point of these schematics? (The only exceptions to this might be the workstation and vehicle schematics.) I do like those other magazines though.

13) Yeah, I've always hated mining. I do like the surface ores, but I'm having a heck of a time finding iron. (I've found everything else but iron, perhaps the one thing you need the most of...)

 
10) I am rather boggled at how properly cooked food can give you food poisoning, whereas with canned food, you have no idea how long it's been sitting on the shelf. Yes, canned food may have long shelf life, but not infinite.
I can understand why canned food might have a chance of food poisoning. As for cooking, we're not exactly cooking in properly sanitized environments, with sterilized tools, clean hands, and properly prepared ingredients. It would be neat if there were an improved cooking machine (oven or something? Faster, maybe, and uses electricity?) that would reduce food poisoning chance, but that's just one part of the whole process.

 
5. I noticed one big difference in A18 is that zombies will PREDICT when i'm going to dart in. If i'm running towards a zombie that sees me, it will start a swing to land when i WOULD arrive.
I am finding this quite easy to exploit. Pull up short or even stand still and let them come. They will do their preemptive swing as you described, miss (always), cause you're not there, then you can step in and do whatever you like to them.

 
Another gripe I have with A18 in general is all those darn mountains! While they look cool and all, they render all the vehicles (sans gyrocopter and maybe the joke blimp) practically useless. :(

 
Another gripe I have with A18 in general is all those darn mountains! While they look cool and all, they render all the vehicles (sans gyrocopter and maybe the joke blimp) practically useless. :(
Yeah they seemed to have severely nerfed the Vehicles climbing ability, havem't tried the 4x4 yet, but the minibike and motorcycle is getting slowed to a crawl even on small hills, was never like that in a17.

 
I am finding this quite easy to exploit. Pull up short or even stand still and let them come. They will do their preemptive swing as you described, miss (always), cause you're not there, then you can step in and do whatever you like to them.
This actually makes sense, if you see most zombie movies and such the first thing a zombie tries is to reach out and grab you more often than not, but since there is no grab function in 7dtd they just swing early hoping you walk into it, simulating a grab. I learned from watching streamers before I even got to try a18 myself that its best to bait them into that swing, so that you can safely move in to get a hit in with melee while they are stuck in the "cooldown" it also delays their rage mechanic a second or 2 possibly letting you get another hit in. I do however, hate the rage mechanic in a way as well... trying to melee a zombie trying to run thru you is a pain in the ass, as their head moves like a frigging bobblehead and with how the melee swings are so short now compared to a17, its VERY easy to completly miss, even moreso than A17.

I'm on day 15 in my current game and I am starting to relize that specing into melee weapons was a waste of skill points. Might be because I am trying agility out, and you cannot knockdown with knives, that and the bleed seems bugged. I have lv 3 deep cuts, and a 4x stacked bleed should be doing more than 2 damage a tick, when a single bleed does 1 damage a tick, I don't think its applying it properly or something as it should be doing more damage than it is. Also the bleed is bad because it can chain activate their rage mode as they bleed, they really need to shut off stuff like bleed/burning from being able to trigger it, as that really hurts knives playstyle as its all about the bleeds.

 
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I have no idea how you mined boulders in A17 efficiently and for a sustained period of time.

I am our group's miner and I had mines laid down to bedrock for each resource.

I initially tried the boulder to boulder method and it gave WAY less resource to time spent (once you had located your bedrock veins ofc)

Once you were in a vein, it pretty much seemed to go on indefinitely - I could easily do a days full mining and get back home for dark with 20k+ of all 3 main mineable resources (lead/coal/nitrate).

I'm yet to test out bedrock mining on A18, but if it works in a similar vein (see what I did there! 😁) to A17, and you don't like the new surface mining, then I would suggest you give it another go at least.

 
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12) I do have to question the usefulness of the schematics myself. Even if you do learn the recipe by reading the schematic, you'd still have to dump points into the relevant perk to increase the crafting speed and quality. So what's the point of these schematics? (The only exceptions to this might be the workstation and vehicle schematics.) I do like those other magazines though.
Right, the recipes for tier2 weapons and tools don't have much value, there must be about 13 to 18.

The armor recipes might make sense as the armor value doesn't increase with quality (if I remember correctly ??). You also forgot food and seed recipes as exceptions.

 
Raw veins of resources like iron are super easy to find now and very common.

You can also get vast quantities of iron disassembling vehicles, or even just debris in a house. I pulled 6,000 iron scrap in half an in game day just clearing cars in a small town, plus metric tons of other useful parts. I have restarted 3 times to try different areas and every single one has had multiple iron veins near the start house.

I go find a workbench. They spawn, as do most benches, and do my crafting there until I can put the points into building them myself.

What changed in zombies is rage/jogging at times, specifically because people could kill zombies all day every day with 0 risk by walking backward. Now there is a pronounced element of risk in fighting zombies and the resource cost potentially higher - healing materials, infection risk.

What I love about A18 is the survival necessity in exploration and risk management. I can't just start out day 1, pick a hill/dig a hole and start building my base and know I'm going to be fine wherever. It's a post apoc zombie wasteland, I need to scavenge, manage risk and resource and I'm not going to be able to start building my ideal base on day 1.

It's the beginning of real gameplay segments, which I'm happy to see. An early game (nomadic, scavenge, survive, get through the night), a mid game (secure large resource stockpiles, support/sustain weapons and gear that let you deal with 14/21/28 day hordes, secure transportation) and late game (develop fortification, base scale resource management, long term horde defense, outposts for specific resources, production chains for top tier gear).

I get that not everyone is going to want that though and some people miss being able to pick a nice spot by a lake and build a 100% safe, zombie proof base there that can support all their needs and do that very quickly right out of the gate. Then go have an adventure clearing a POI and maybe get some mods or such when they want a break from grinding a vast, secure resource stockpile. That was the crux of the issue with zombies digging and the end of 'learn by doing' that upset some people. I think it would be great to have more granular control of zombie behavior but, end of the day, TFP is making the game they want to make and that's not unreasonable.

 
#11. I'm sad to see how they've changed farming mechanics from previous alphas. Im happy with crafting a hoe and creating a farm. I didn't even mind having to convert product into seeds every time. I'm sure many complained about the ridiculous time it took to make fertilizer, but for me, that was part of the appeal. There was no instant gratification, you earned what you made in the game. Last batch of fertilizer I made on my PS4 game took 357 minutes lol. Did they remove the use of fertilizer cause I've yet to see anyone talk about that aspect of farming.

#13. I'm 100% in agreement with this. I loved building up my character and stats to be able to crunch those boulders in a few swings. Most mining I ever did was when I create a centralized forge/workshop and the tunnel system to connect to each base to access it. I sometimes would branch into a vein, but for the most part, I never specifically searched for them.

I prefer to be above ground, it gave me the perfect opportunity to explore the area, opportunity to hunt, and never knew if zombies would pop up, pack of dogs or a bear for that matter. But chasing those boulders meant I was venturing into areas I never would have normally, which has led me to find POI's as well.

I obtained enough resources from those boulders. Can it be compared to actually mining a vein? No. So I don't see why that had to be changed as it wasn't game breaking. It's not like they respawned.

I hope they reconsider this aspect. It may sound odd, but going after those boulders and crunching them was enjoyable for me. Again, this may be because I was above ground, where I rather be playing.

 
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