my positive and negative expressions about alpha 17.

random person

New member
as this version brought in a lot of good things, like the new quest system, graphics, pois, the challenging combat, vehicles, and other things. Unfortunately it also brought a lot of annoying things that barely make any sense at all (at least for me)i tried to live on with some of those things, and got used to them now, but some of those things keep continuously driving me mad.

first of, the progression system. previous alphas used a learn by doing system that forced the player to mine to get stronger at mining, trade to get stronger at bartering, build to get stronger at constructions, etc...but in alpha 17 the only effective way of leveling is by killing zombies, as most other things barely gave as much xp. and as tested by some people by setting up a screamer farm, the player can get to level 40 at day 3 by just grinding zombies. aka, instead if being hunted by zombies, we are now hunting them for xp.

second of, looting. finding guns and armor on early is a good thing with the current level of difficulty, but its silly how 50% of the loot now consists of guns, weapons, armor, and ammo, as i am now at day 11 and have 2 and a half chests full with just that. and the other 50% is good stuff that i cant do anything with until i reach a specific level, which makes looting an un-enjoyable process as it gets useless after the first 3 to 4 days.

and last for today, schematics. before alpha 17 was released, some people didnt like the fact that you cant read schematics to learn anymore, but on my side i totally respected that decision and didnt mind it, until i actually tried it. as other than the schematics are now extremely hard to find, and are used as recipes for the only things that makes tools stronger, you have to learn a perk for them...i dont see how i need to learn a perk, if its supposed to be written in the schematic that is used in the recipe.

i hope this post wont cause any disturbance to anyone, i just had to say that stuff, and i really hope the developers will react to this, and make sure your write your personal opinion about it.

 
Totally agree. The new progression system is silly. They abandoned organic skill leveling, which was refreshing for an RPG even if a little tedious. Now you have to hack up hundreds of zombies, so that your character gets better at ... mining? The game is so much deeper than the zombies, but TFP in my opinion, made a critical error in focusing in on that only.

Your comment about looting is spot on. Crack-A-Books are now obsolete and if you want guns/ammo, just raid banks now? I raided a bank to find money/gold/silver, the occasional gun, but out of the 15 or so safes in there, I got NOTHING BUT guns and ammo. This was day 3. I actually didn't mind the gun parts aspect of previous alphas, and I miss the combining feature. I build guns myself, and you have standard parts and then you can buy upgraded parts, and swap them in. That's how I saw it in this game. You were taking the best of both rifle receivers and making one slightly improved one (for example)

And the schematics. One of my favorite things that endeared me to A15 when I started, was the journey of learning. It's like puzzle pieces, you have to find them. Now you learn by clicking around in some menu? And it teleports recipes from your bum to your brain. I don't understand why that's a thing (even back in A15), when the rest of the game has gone for realism and simulation.

I am going to post my thoughts about removing the Skill Menu altogether, because I feel it is a lazy feature and a tired, cliche RPG mechanic. Everything in it can be put into the world, they've already proven they can do it. Just improve it, and mitigate the downsides/criticisms. I know people complained about the grindy-ness and the RNG, etc. But just take those criticisms and implement ways that offset them. Don't abandon a perfectly good and fun mechanic.

 
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