PC My experience, thoughts, concerns, and suggestions.

Amotaraso

Refugee
My thoughts, experience, suggestions, and concerns for A17 so far. I have collected all the points I find valid to mention in just one post, to hopefully make some changes to the game, without having to spend weeks upon weeks writing XML and stealing from other writers.

I break this into some categories, because I like to have a system. Also, easier to read.

RWG mixer

I start with what I found the most negative. This is 100% the RWG mixer. The world has become small (almost claustrophobic), going from 625 km2 to 16km2, absolutely did not work for me.

Bluefangsolutions, where I have my servers, had issues with larger maps. After their testing, I ended up doubling my server payment, from 12$ to 25$, simply to go from 16km2 (4k) to 64km2 (8k).

Disregarding the money, which would be even more pathetic if I went to 16k map, the map STILL feels too small. My friend and I basically scouted the entire 8k in 1 day. Only to find out, there was almost nothing in the map. There were 1 big town. Not city, no, just a town. We had zero skyscrapers in our map, and the majority of the town buildings are halfway, or fully destroyed. So that’s overall very boring.

So I can just pay the money, and go to 256km2 (16k). It will take forever to load into a game, but at least there will be more to explore. Except, the RWG mixer has become exceedingly boring. To me it seems like 3 different biomes are mixing all over the place. It’s forest, burnt, and wasteland. All over the place. The only distinctions I have found, is deserts and snow biomes. They seem to stand alone. That’s nice. If burnt forest and wasteland would also be at least a tad more stand alone, the world would feel less sad to explore.

Still talking about the RWG setup, there must be something wrong.

First off, in our first map (b197?) we found no cities. Only boring towns. In our second map (b199) we found 1 city, with 2 skyscrapers, I think. In our third map (b208) we found no cities again. Just 3 sad and boring towns. One of them was rather big, but consisted mostly of rubble. Not entertaining.

But that’s not the worst. When we went out to find cities, we encountered horrible consistency in the POI density/spawn. On the west side of the center, we had a good amount of POI’s. It felt lovely to explore it. On the east side, I actually explored 1,2km x 1km of PURE nothing. Yes, the only building I found, was those silly little quarter of an outhouse building, with a sink and a toilet. There was like 5 of them, I think. Most of this zone was snow. Maybe that is the trigger. However, I have not felt such boredom and loneliness in 7d2d, since A15. With only silly 64km2 worth 25$ of rent, this world is simply too sad and boring. The RWG mixer is way off.

To top it off, is it just me or does every map seed looks the same? Every single seed I make, looks basically the same, just localizations are different. To my friends and I, the massive worlds with extremely varying generations in both biomes, mountains, and POI’s, was the most interesting thing about 7d2d. Without those massive worlds for us to explore and get lost in, we don’t feel good at all. I actually feel claustrophobic when I play A17. I know it sounds dramatic, but I have Bluefang open right now, just daring myself to upgrade to a 40 player slots server to be able to get a 16k map. But my wife will kill me when she sees the bill!!!

Don’t get me wrong. Both my friends and I LOVE the heck out of this game, and I think that’s why this new “world” is completely suppressing the fun and demoralizing us. This is not why we play 7d2d. We need the massive world to explore. It’s concerning to us, especially as it seems like this won’t change. It looks like one of those decisions that can’t be undone. I imagine it’s good somewhere else, but I doubt the world size cut is worth what we got in the other end.

Progression

In A16 my friend and I had Bloodmoon count on 64, difficulty 6, with drop nothing on death. That was what we had to do, to get challenged enough. And even then, it was the wrong kind of challenge.

In A17, we actually enjoy the progression a lot more, sort of. We went down to nomad difficulty right away, and found the overall balance to be lovely, as the new perk system encourage us to go melee and whatnot. Amazing experience for us, since we always felt like we HAD to be ranged to do anything in the game. Now we can finally make a build in whatever way we want. And the fact that we can go several ways with melee alone, is just WONDERFUL!

What doesn’t work, is the game stage progression. It’s way off! Getting radiated ferals on second Bloodmoon (once we had it on first Bloodmoon O.o ). That cannot possible be intended.

We went into the xml, and we basically changed the nomad progression multiplier to 1.0. This sort works for now. We want the difficulty of nomad or warrior right now, but we absolutely do NOT want radiated zombies at first Bloodmoon. We actually had to force ourselves to not level. Which to me feels wrong in so many ways. So instead of raiding a POI, we had to spend several days on just mining and such. Just to keep the gamestage from rising.

Also, this might just be a bug, but the Bloodmoon horde seem weird to us now. In b208, we got something like 2 waves, at first and second Bloodmoon. That was it. No more zombies spawned after we killed that. We expected zombies to spawn through out the entire night. Not sure if this limited spawn rate is intended, but it’s not something we enjoy. Just our opinion on this

In case it makes a difference, our setup: 60 mins day/night cycle (18/6), 32 Bloodmoon count. So, our bloodmoon last for 15 real life mins. Those 2 big waves did not take more than 3 mins. The other 12 mins we just sat there, checking the log if more would spawn.

Vehicles

The new vehicles are fun for about 10 mins. After that it’s mostly cursing about all the things we hit and get stuck in.

I’m not angry about getting more toys to play with, it’s far from a problem. It’s just everything around it that aren’t matching.

A couple of things:

1) The map is a tiny little thing now. We don’t even need them new toys. Even an 8k map can be explored on foot in a matter of days. I think if we are 2 people, we can have the entire 8k map explored in 2 hours of game time. A motorcycle or a 4x4 is redundant. But I guess it’s handy to save a minute or two when going to the trader.

2) There are no counters to them. Just for purpose of testing, we jumped on our bicycles on third Bloodmoon in b199. We drove around with hordes around us, without using SHIFT key. Survived the Bloodmoon with ease, and went back to our base.

This is exactly the problem we expected when it came to our attention long ago, that new vehicles would come. There is already nothing zeds can do about the minibike, then we add even more, bigger and better vehicles to the game? I even tried looking into making zeds run SUPER fast at night time, to make them chase down the vehicles. But it seems like it doesn’t work cause of attack animations an such. And then we completely ruin night time for the risky players on foot. Either way, it’s messed up balance.

A suggestion for for A18. Make specific zeds that DIRECTLY counters vehicles. Zeds that can leap far, run super-fast (when chasing a vehicle only), hit very hard against vehicle, and maybe just MAYBE, be able to grab onto the vehicle to rip it apart. It would only require that one zombie.

As of now, we are even discussing removing the new vehicles from our server, so it’s not possible to escape the hordes. Because if it’s available, it’s too easy to be tempted to “cheat” as we call it. Cause that’s basically what it is. It’s Godlike mode you craft on the workbench.

I sound negative, but I’m not. I’m only confused with the decision to add the vehicle when no counters are added along with them. We love the game, just not this decision.

Performance

I’m confused with this subject. I was expecting a more optimized game with A17. Most of the decisions made, seems logic to a performance increase. But it’s actually running WAY worse. If it’s not horrible FPS, it’s spikes and whatnot. At some point I stood at a Forge, and timed the 1 second freeze spikes. They occurred every 19 seconds, to the tenth of a second. Just weird.

Anyway, I assume performance will go up with the builds and the patches coming up. If not, then I’m a little worried. As of now, I accept it because I know it’s experimental. If it was a released A17, I would stop play right now.

The only place I see optimization in performance, is during Bloodmoons. The horde in A16 caused MASSIVE lag. Now I don’t really see that. The overall performance is horrible, but just stays horrible on Bloodmoons. So that’s a pretty good start I would say

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Level and perk progression

The whole perk system definitely needs a lot of tuning and fixing. It’s one big mess of bugs and too many things seem out of tune.

A couple of examples to the tuning part:

1) Mod schematics enables too late into the game. Filling half a chest with schematics before being “allowed” to make a simple Tier 1 feels bad. Mods are super fun, but they get introduced WAY too late.

2) Too many level requirements. The perk system feels like a law system that I need to uphold. I don’t have an answer to it, but right now I feel like I lost all freedom in the game.

I’m sure many people have good suggestions for tuning the perk system. It’s experimental after all. Hope is not lost at all.

On a positive note, both my friends and I actually love that we can’t get all the perks. It’s a thing we have craved for. Now we specialize into something. It also encourages team work and strategy. I see many people don’t like this. But that’s a preference thing, I guess. We love it for sure ��

Zombie pathing, digging and jumping

This is a point where all of us have just about no complaints. Zombie pathing is amazing and finally gives a challenge. To us this new AI was game breaking. It was the most important feature of A17. And we believe you succeeded. Well done! ��

The jumping feels a little strange. We are happy zeds can jump, but it would not hurt to make it more fluid, or whatever it’s called.

Zombie digging, F**K YEAH! FINALLY! I can no more dig down to bedrock and go get coffee. Now I’m paranoid throughout the entire Bloodmoon. EXACTLY what we wanted :D Base construction suddenly requires new meta! Pen a paper and communication with the team is a big part of our 7d2d experience now. We are brainstorming and cracking ideas all the time now. Digging along with pathing, thumbs up. ��

- - - Updated - - -

To sum up a couple of key things that I hope will be heard and talked about at TFP.

Map size and RWG mixer is ruining the game. I only have about 1700 hours of game time, but if this “world problem” won’t change, I don’t see myself play 7d2d anymore. The very core, along with crafting, is the world. Right now, that part has been demolished. The world is small, boring, sad and exactly the same, no matter the seed. PLEASE do not let this be the case. I really beg you.

Weapon/armor modifications saved the game. It’s the most interesting thing you have added in a long time, maybe with the exception of electricity. If you expand on this system, perfect it, and add WAY more of it, you go in the right direction. I’m sure of it.

Game needs balance. Fun toys are only fun for a very short time, without balance. If you add a tank, you add a juggernaut zombie to break it. If you add a helicopter, you add a mutated zombie eagle to tear it apart. Please don’t stare blind at these gimmicks. We are in this for the long haul.

Love you all.

Regards

 
Glad to see more and more people saying A17 RWG sucks. Hopefully it makes its way to the top of their todo list sooner rather than later. It is HORRIBLE

 
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You’ll be glad to know that RWG is still a work in progress and not the intended final version. It was either keep A17 behind closed doors for another month or release it and hope people would be understanding that they are being allowed access to the test builds. So no need to beg and plead. I think every concern you voiced is also their concern and they are working to fix it with time being the only obstacle.

Gamestage is also being balanced specifically with regards to how soon higher tier zombies start appearing. On the other hand if you are leveling up quickly then playing with a higher GS earlier is an intended consequence.

Optimizations will be ongoing.

 
They already spoke about RWG being placeholder for current experimental to get it out the door to us. It won't be like this at release in terms of the limited size and biome diversity/placement. Also it's modular now so you'll be getting mods that will blow your mind when it does release and RWG maps are slated to be in the best spot they've ever been.

Looking for a good seed for the meantime while we wait? Try Trader Jen mountains with rivers and lakes that run through, massive large towns north, east and south, glorious mesa/canyon biome to the south with incredible vistas and a cluster of 6 traders in a ring within a few minutes run from each other, surrounded by towns to loot.

 
Glad to see more and more people saying A17 RWG sucks. Hopefully it makes its way to the top of their todo list sooner rather than later. It is HORRIBLE
I wince when I read stuff like this because of course it’s high priority but it also isn’t a quick fix. I love you Snow but when people go on about how horrible it is and others rant in fits of fury and others scold and chide the devs— These things don’t get it done any faster. All they do is confirm to the devs that they released the test builds to experimental too soon. They start thinking that they should have waited until it was more polished before opening it up.

 
You’ll be glad to know that RWG is still a work in progress and not the intended final version. It was either keep A17 behind closed doors for another month or release it and hope people would be understanding that they are being allowed access to the test builds. So no need to beg and plead. I think every concern you voiced is also their concern and they are working to fix it with time being the only obstacle.
Gamestage is also being balanced specifically with regards to how soon higher tier zombies start appearing. On the other hand if you are leveling up quickly then playing with a higher GS earlier is an intended consequence.

Optimizations will be ongoing.
You are right, that does make me glad! :D

It does seem that I jumped the guns too fast. I tried to sound quite positive and as constructive I could. I'm loving the game after all :)

Also, seems like I did not understand how early the release of this experimental was. I sort of "assumed" the world/RWG state was close to final. I apologize for that assumption.

Anyway, we will keep testing stuff and report the bugs we find :) Thanks for the fast reply.

Looking for a good seed for the meantime while we wait? Try Trader Jen mountains with rivers and lakes that run through, massive large towns north, east and south, glorious mesa/canyon biome to the south with incredible vistas and a cluster of 6 traders in a ring within a few minutes run from each other, surrounded by towns to loot.
oh! What is the seed name? We could really use something like that :) Just "Trader Jen" ?

 
A lot of the problem might be Unity 2018. One game company reverted back to Unity 2017 (Empyrion) because of the problems they were having.

 
I wince when I read stuff like this because of course it’s high priority but it also isn’t a quick fix. I love you Snow but when people go on about how horrible it is and others rant in fits of fury and others scold and chide the devs— These things don’t get it done any faster. All they do is confirm to the devs that they released the test builds to experimental too soon. They start thinking that they should have waited until it was more polished before opening it up.
omg... you love me. :strawberry:

Can you say it again?

Edit: On a serious note, when I say sooner rather than later I mean that I really hope we don't have to wait until A18 to get it back to almost as good as it was. I don't care about it during experimental at all. In fact, I hope a stable release would get postponed if needed because of more time needed to work on RWG. Just seems like there isn't enough time to work on it before stable comes along. :(

 
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omg... you love me. :strawberry:
Can you say it again?

Edit: On a serious note, when I say sooner rather than later I mean that I really hope we don't have to wait until A18 to get it back to almost as good as it was. I don't care about it during experimental at all. In fact, I hope a stable release would get postponed if needed because of more time needed to work on RWG. Just seems like there isn't enough time to work on it before stable comes along. :(
Olive Hue!

Hella View!!

 
Agree vehicles can make later horde nights a non issue, maybe with the new zombie jumping spiders they can cling on to vehicles? That would be interesting.

Agree with new perk system with too much being locked away. Not game breaking but preferred A16.

+1 to zombie digging for sure. Pathing a little mixed, no more running circles but they seem to get easily distracted. Chasing me then suddenly hitting a close by tree or rock. They also give up chase very quickly and they run much slower than A16. I used to fear the running biker zombie, A16 I see a feral biker I dropped everything I was doing, down a beer, switch to my most powerful weapon, but he also runs very slow now.

But it's early experimental, will only get better.

 
You’ll be glad to know that RWG is still a work in progress and not the intended final version. It was either keep A17 behind closed doors for another month or release it and hope people would be understanding that they are being allowed access to the test builds. So no need to beg and plead. I think every concern you voiced is also their concern and they are working to fix it with time being the only obstacle.
Gamestage is also being balanced specifically with regards to how soon higher tier zombies start appearing. On the other hand if you are leveling up quickly then playing with a higher GS earlier is an intended consequence.
That is good to know. I hope they bring back the plains too.

 
As of now, we are even discussing removing the new vehicles from our server, so it’s not possible to escape the hordes. Because if it’s available, it’s too easy to be tempted to “cheat” as we call it. Cause that’s basically what it is. It’s Godlike mode you craft on the workbench.

I sound negative, but I’m not. I’m only confused with the decision to add the vehicle when no counters are added along with them. We love the game, just not this decision.
Just a heads up. Players run faster than zeds. So much faster, that you actually have time to take ~30 sec breathers from time to time, to regen stamina and loot around.

Its actually easier to run from zeds on foots, than on the vehicle, cause you cant get stuck.

So you might also want to add some kind of permanent cripple to your server :D

 
That is good to know. I hope they bring back the plains too.
They've said that Plains was redundant and rather boring (with points that it offered nothing desert didn't, had no unique POIs, etc.) and it's highly unlikely to come back as a biome. We might see it as a sub-biome, but I'm not holding my breath on that one. Sad, too, because for some insane reason it was my second favorite biome after normal forest.

 
You power levelled and got a much more difficult horde than you were prepared for. Typical mistake of A17, everyone is so eager to get to the end they don't understand they will get destroyed if they simply power level and do not use those unlocks to defend themselves hence the flood of posts claiming base defense is "impossible" in A17.

On my 21 day horde I didn't even get a cop.

By all means power level if you like but don't cry about get pwned by the horde because of it.

 
You power levelled and got a much more difficult horde than you were prepared for. Typical mistake of A17, everyone is so eager to get to the end they don't understand they will get destroyed if they simply power level and do not use those unlocks to defend themselves hence the flood of posts claiming base defense is "impossible" in A17.
On my 21 day horde I didn't even get a cop.

By all means power level if you like but don't cry about get pwned by the horde because of it.
Just about all changes made for A17, encourages you to kill zeds. In fact, I don't think you get anywhere, unless you raid houses.

By doing that, you get levels. In A16 we definitely did not get this high game stage so easy. I assure you, it's not tuned correctly. There is just no way this is intended.

Mining your way to survival, is not an option, as everything is unlocked with levels. So you need the levels. When you get the levels, you get radiated ferals. You must be playing SUPER passive if you haven't seen a feral / radiated by day 21. Even if you play on the easiest difficulty, you must've stayed away from every single house to have that game stage.

Anyway, I have seen enough complaints on the forums about this very subject, to know it's not just me with this problem. It's a general problem, therefor, it's not an isolated case just for me and my friends.

- - - Updated - - -

Just a heads up. Players run faster than zeds. So much faster, that you actually have time to take ~30 sec breathers from time to time, to regen stamina and loot around.
Its actually easier to run from zeds on foots, than on the vehicle, cause you cant get stuck.

So you might also want to add some kind of permanent cripple to your server :D
oh wow, I actually have not tried that. That's a little funny :D

Though I think I would just increase the nighttime approach speed instead then :p

 
You power levelled and got a much more difficult horde than you were prepared for. Typical mistake of A17, everyone is so eager to get to the end they don't understand they will get destroyed if they simply power level and do not use those unlocks to defend themselves hence the flood of posts claiming base defense is "impossible" in A17.
On my 21 day horde I didn't even get a cop.

By all means power level if you like but don't cry about get pwned by the horde because of it.
Um..no. Sure my level is high for my D14 horde, lvl 45. But, at Gamestage 69 to have radiated cops/spiders on adventurer setting (I run nomad during the week and adventurer on horde night to TRY and mitigate the poor GS balancing)? That is NOT a power level issue, that is a balance issue.

 
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First horde night I had radiated cops and spiders weirdly.. Never seen the spiders before so when they came along they really made me jump outta my skin.

 
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