PC Parkour is really overpowered

If im offended by gazzs ♥♥♥♥e attempt at humour then your direct insults are not going to achive a much better affect.

Wow, you truly are a snowflake. No sense of humour? I mean it's Friday FFS!
All good, it's just an affect with little to no effect.

 
All good, it's just an affect with little to no effect.
Im still trying to find the official complaints procedure, oddly enough it seems there isnt one. Just another reason to point people away from TFP

 
Whats the offical procedure for making a complaint against a staff member? Please do not insult me in this manner again gazz.
Private Message Roland... let him know how mean and evil Gaz is.. and tell him you cancelled your monthly subscription and they are losing money -- THAT will get his attention.

 
Im still trying to find the official complaints procedure, oddly enough it seems there isnt one. Just another reason to point people away from TFP
You post hyperbole and sarcasm, get responded to with sarcasm, and are offended? Communication is a give and take.

 
Oof. Applying more humor sure doesn't work here. :D

I know it's way past the time of having a normal discussion about the post that got you the "gazzponse" and you're off on your crusade of the angry customer now, but let's try and see here:

And what do you get with no armor, perks or mods? 0%
This systems perk 'choices' are laughable: you can either jump stupidly high or not

Have ridiculously high DR or not

Fight the stun mechanic or not

Worry about survival (food and water) or not

Weather survival or not

Harvest decent ammounts or not

All these choices basicly are falt on off toggles for gameplay mechanics.

The game should still be playable regardless of what perk choices you make.

RPGs that have leveling and attributes generally have scaling enemies too, the gamestage system is nothing close to this and kind of sucks in terms of enemy progression: enemies either turn feral (sprint, ignoring the zombie run setting) or irradiated (regen HP). Both of those are pretty cheap in terms of difficulty IMO and no replacement for actual enemy scaling
While your point that progression and difficulty scaling is not as granular as you'd expect it in a generic RPG is somewhat valid, you kinda miss one thing: Ultimately you can do everything you listed, the choice is only in what order you do (unlock) it. You have to figure out what's most important to you to have early and what can wait a while, you can't have it all right away. That's the game now. Quite some people aren't happy with that system one way or the other and then a good bunch of people are. What would you suggest to make it better?

The gamestage topic is its own separate issue about progression and I'd have a bunch of criticisms and suggestions on that, but I'll wait with those til stable release, seeing how devs already stated they're working on balancing gs.

Also, yes dying light style parcours moves would rock. Cmon TFP, send madmole off to the mocap studio, right now! Let's see if he took care of rule 1, or just went for the gains :D

 
While your point that progression and difficulty scaling is not as granular as you'd expect it in a generic RPG is somewhat valid, you kinda miss one thing: Ultimately you can do everything you listed, the choice is only in what order you do (unlock) it. You have to figure out what's most important to you to have early and what can wait a while, you can't have it all right away....
I'd like to take that a step further.

Some people adapt the way they point spend on what the game is throwing at them. [Myself included.]

Each game offers different loot and different opportunities.

The chance to choose the order in which we level is not only helpful, but probably needed in high difficultly levels.

[i wouldn't know though, only played one step.]

 
Also, yes dying light style parcours moves would rock. Cmon TFP, send madmole off to the mocap studio, right now! Let's see if he took care of rule 1, or just went for the gains :D
Madmole is an artist and very good with photoshop. The photos he posts are his "alternate reality". Not sure you want him doing mocaps because in real life he has no beard, is 5'2" tall, weighs ninety seven and a half pounds and can barely lift his keyboard. Rule 1 is a requirement for him. :)

 
Madmole is an artist and very good with photoshop. The photos he posts are his "alternate reality". Not sure you want him doing mocaps because in real life he has no beard, is 5'2" tall, weighs ninety seven and a half pounds and can barely lift his keyboard. Rule 1 is a requirement for him. :)
Q&A stream with Pokket was a deep fake – confirmed. Damn you technology!!!

 
Whats the offical procedure for making a complaint against a staff member? Please do not insult me in this manner again gazz.
He responded respectfully. You responded with words like stupid. Get a grip.

 
It's Friday Friday, gotta get down on Friday..... good luck getting that out of your head anytime soon bwhahahaha
I just sent that in to a record producer and they cut me a check for a bazillion dollars.....said it is probably the best lyrics out there today.

Update: They said they were going to give it to Bieber....I gave them back a bazillion and a half and told them NO!

 
You post hyperbole and sarcasm, get responded to with sarcasm, and are offended? Communication is a give and take.
Where exactly did i post hyperbole or sarcasm?

- - - Updated - - -

He responded respectfully. You responded with words like stupid. Get a grip.
Im sorry who responsed respectfully? Gazz made the implication that im stupid and that is the furthest thing from respectfull.

 
Oof. Applying more humor sure doesn't work here. :D I know it's way past the time of having a normal discussion about the post that got you the "gazzponse" and you're off on your crusade of the angry customer now, but let's try and see here:

While your point that progression and difficulty scaling is not as granular as you'd expect it in a generic RPG is somewhat valid, you kinda miss one thing: Ultimately you can do everything you listed, the choice is only in what order you do (unlock) it. You have to figure out what's most important to you to have early and what can wait a while, you can't have it all right away. That's the game now. Quite some people aren't happy with that system one way or the other and then a good bunch of people are. What would you suggest to make it better?

The gamestage topic is its own separate issue about progression and I'd have a bunch of criticisms and suggestions on that, but I'll wait with those til stable release, seeing how devs already stated they're working on balancing gs.

Also, yes dying light style parcours moves would rock. Cmon TFP, send madmole off to the mocap studio, right now! Let's see if he took care of rule 1, or just went for the gains :D
Please dont tell me what my point was (especially when you mis represent it) i didnt state that i want more granular progression (id personally prefer NO progression, the beauty of options.)

My feedback was pointing out: that the current perks are boring as hell on/off toggles for gameplay systems.

Survival? Naw just perk you way to never worryig about it. Weather? Same

As far as what id suggest to make ot better: Options! give those that have no intrest in the RPG elements a wayb to turn it off. An option to go back to a system closer to A16 would also be great, had a lot of fun with a16s progression but 0 intrest in playing this dumbbed down fallout ripoff.

Can we stop saying granular things are a positive? Resources and the harvest system are granular and they suck ass compared to previous.

 
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Please dont tell me what my point was (especially when you mis represent it) i didnt state that i want more granular progression (id personally prefer NO progression, the beauty of options.)
My feedback was pointing out: that the current perks are boring as hell on/off toggles for gameplay systems.

Survival? Naw just perk you way to never worryig about it. Weather? Same
And I didn't state that you wanted it. I'm not "telling you" anything, I'm interpreting what you write. I will admit to making the mistake of antagonizing you in my previous silly post, (definitely not apologize for it ;) ), but I tried to actually adress what you wrote. If I misinterpreted what point you want to make, it's quite possible that you phrased it in a way it could be misinterpreted. But that thought doesn't cross your mind of course, it's easier to believe you never make mistakes and reprimand others.

As far as what id suggest to make ot better: Options! give those that have no intrest in the RPG elements a wayb to turn it off. An option to go back to a system closer to A16 would also be great, had a lot of fun with a16s progression but 0 intrest in playing this dumbbed down fallout ripoff.
If you'd cut out the vitriolic phrasing and made your case, maybe people would like to talk to you more and Gazz would stay in his cave too.

And before you call me "fanboi" or whatever – I do partially agree on this.

Generally I do like and want a progression in this game as it provides your first set of goals to achieve in the game. Without any progression and things you have to work towards this game is going back to be casual and short af. You may as well start up a quick FFA in some generic shooter game.

If you want that (not saying you do, to be 100% clear) – you already have the option and it's called console commands. Namely "Giveselfxp" for circumventing level gates and unlock all those pesky perks right away and "cm" to enable the creative menu and you can grab whatever item you don't want to grind for right away.

I don't agree with the way both player and difficulty progression is handled in this iteration and tend towards liking a mixed system, where some stuff is gated by RNG (old schematics come to mind) and some by learning/using skills. It does make for more variety in different playthroughs. So yeah, I'm closer to the A16 system with my preferences. I'd love to see the ability to learn stuff in more than one way again, schematics/books or even NPC that teach you skills.

But by now I think TFP made it quite clear we're not going to see anything like that in vanilla – It's gonna have to be mods hopefully.

Can we stop saying granular things are a positive? Resources and the harvest system are granular and they suck ass compared to previous.
All a matter of perspective and preference. So no "we" won't stop saying anything. But you can always speak for yourself of course. ;)

 
And I didn't state that you wanted it. I'm not "telling you" anything, I'm interpreting what you write. I will admit to making the mistake of antagonizing you in my previous silly post, (definitely not apologize for it ;) ), but I tried to actually adress what you wrote. If I misinterpreted what point you want to make, it's quite possible that you phrased it in a way it could be misinterpreted. But that thought doesn't cross your mind of course, it's easier to believe you never make mistakes and reprimand others.


If you'd cut out the vitriolic phrasing and made your case, maybe people would like to talk to you more and Gazz would stay in his cave too.

And before you call me "fanboi" or whatever – I do partially agree on this.

Generally I do like and want a progression in this game as it provides your first set of goals to achieve in the game. Without any progression and things you have to work towards this game is going back to be casual and short af. You may as well start up a quick FFA in some generic shooter game.

If you want that (not saying you do, to be 100% clear) – you already have the option and it's called console commands. Namely "Giveselfxp" for circumventing level gates and unlock all those pesky perks right away and "cm" to enable the creative menu and you can grab whatever item you don't want to grind for right away.

I don't agree with the way both player and difficulty progression is handled in this iteration and tend towards liking a mixed system, where some stuff is gated by RNG (old schematics come to mind) and some by learning/using skills. It does make for more variety in different playthroughs. So yeah, I'm closer to the A16 system with my preferences. I'd love to see the ability to learn stuff in more than one way again, schematics/books or even NPC that teach you skills.

But by now I think TFP made it quite clear we're not going to see anything like that in vanilla – It's gonna have to be mods hopefully.

All a matter of perspective and preference. So no "we" won't stop saying anything. But you can always speak for yourself of course. ;)

That can be turned rigt back around, maybe my phrasing wouldnt be how you put it 'vitriolic' if the moderators and developers didnt have years of history or being rude and ignorig player feedback, no matter how its put to them.

Dont know what you were shooting for by telling me console commands that im alreadly clearly aware of.

Your 'going back to casual' line says a lot, i dont give a flying ♥♥♥♥ about casual or hardcore, we can (and used to) have game options to suit both those who want a more difficult experiance and those who dont.

And as far as the game bieng 'short' its always been my opinon that the player experiance should be focused around the first 7 days of the game, shouldn't have to go further than that to see the majority of the game.

Because i tend to play this game for the building aspect (the thing about the game that made it worth playing over another) and as a sandbox... i dont need the developers to give me goals (especialy not ones that invovle grinding exp) , i can make my own goals (and this will never include any form of grinding XP, its the least fun thing in any game as far as i am concered).

 
More options – it's been asked for thousands of times. And those devs that "keep ignoring player feedback" keep telling us more options will be in when they can work it out and they have to stick with some priorities. Is it frustrating to not get these options right now? Yes. But they sure aren't outright ignoring player feedback. Are there ways to implement many of such desired options yourself, or with the help of someone who's got the modding knowledge? Also Yes.

I've seen you in other threads lamenting the options thing and seen many people offering you ways to get the options, but you refuse to get out of the mental framework of "Devs have to do it for me, no matter what their plans are and they have to do it NOW, dammit!"

Why don't you focus on what is possible on your end right now?

I mentioned the console commands, because it appears you want just the sandbox, or at least primarily the sandbox and you want it fast. And your last paragraph seems to confirm that.

So what speaks against using the console commands, or getting a quick mod that increases resource harvest yields?

I agree that building in survival mode currently is not a lot of fun and the main related issue of resource gathering needs more tweaking, so those of us who like to get building early, don't perceive it as a terrible, pointless grind. I think it's very much intertwined with the exorbitant difficulty ramp up of the gamestage making early game materials almost useless, plus no option ingame to deal with stuff like wandering hordes to be able to catch a breath and just have some time to build a while. Someone suggested a system where you can clear a whole area or a town and have no Zs spawn anymore, or at least not for a certain amount of time. Which would become another (purely optional) goal to work towards to.

 
More options – it's been asked for thousands of times. And those devs that "keep ignoring player feedback" keep telling us more options will be in when they can work it out and they have to stick with some priorities. Is it frustrating to not get these options right now? Yes. But they sure aren't outright ignoring player feedback. Are there ways to implement many of such desired options yourself, or with the help of someone who's got the modding knowledge? Also Yes.
I've seen you in other threads lamenting the options thing and seen many people offering you ways to get the options, but you refuse to get out of the mental framework of "Devs have to do it for me, no matter what their plans are and they have to do it NOW, dammit!"

Why don't you focus on what is possible on your end right now?

I mentioned the console commands, because it appears you want just the sandbox, or at least primarily the sandbox and you want it fast. And your last paragraph seems to confirm that.

So what speaks against using the console commands, or getting a quick mod that increases resource harvest yields?

I agree that building in survival mode currently is not a lot of fun and the main related issue of resource gathering needs more tweaking, so those of us who like to get building early, don't perceive it as a terrible, pointless grind. I think it's very much intertwined with the exorbitant difficulty ramp up of the gamestage making early game materials almost useless, plus no option ingame to deal with stuff like wandering hordes to be able to catch a breath and just have some time to build a while. Someone suggested a system where you can clear a whole area or a town and have no Zs spawn anymore, or at least not for a certain amount of time. Which would become another (purely optional) goal to work towards to.
We used to be able to clear an area of zombies like you describe, most likely only broken by the new (terrible) POIs and way over tuned roaming hordes (the idea behind these was a random event that happens time to time, not every day like clockwork)

 
And as far as the game bieng 'short' its always been my opinon that the player experiance should be focused around the first 7 days of the game, shouldn't have to go further than that to see the majority of the game.
If you seriously want to see the "majority of the game" within the first 7 days then I really hope TFP never does a single thing you'd like. I don't want to see 5% of the game within the 1st week. I want a game I can play up into the triple digit days and still be seeing new things!

 
If you seriously want to see the "majority of the game" within the first 7 days then I really hope TFP never does a single thing you'd like. I don't want to see 5% of the game within the 1st week. I want a game I can play up into the triple digit days and still be seeing new things!
Id rather play the game over and over with a wide variety of settings than have a much longer game with systems to slow the game down that are subjectivly not even fun systems.

Games that have got more than 500 hours from me have usually had relatively short game lengths and been highly replayable.

Not saying we cant have games that still go longer than that at all.

 
The level 100+ is a fair point. Players are pretty unkillable at that point even without the perk.
I don't think there's really any good way for them to nerf it without making the perk useless besides the hidden stamina cost reduction. I agree it's a fun skill to use since I like platforming so I definitely wouldn't want it to go away completely.
This depends on diffculty, on Nomad, even around level 50 you can become really hard to kill. it took with half a set of steel armor around lv 50 having 3 or 4 ferals beating on me for a min or 2 (2 were bikers) to kill me. 1 or 2 of them on me would bascally not bother me much. Remember each 1 armor rating is 1% less physical dmg taken up to whatever the hardcap is they have set. Set of unmodded steel armor is 60% reduction already, not including the armor pads you can put on, I am going to assume the cap is probally 80% dmg reduction like it was in a16. Can only use 1 plating mod per armor piece iirc.

I feel the armor skills are garbage just like most of the perception weapon specific skills. The armor skills need to reduce the movement speed and stam regen debuffs for armor, to make them really viable in my eyes. At rank 5 it should make said penalties bascally be able to be removed entirely with mods or be extremly low without them. Same issues with most of the ranged weapon perks, aim speed and fire rate? the hell use is that? Only one slightly worth considering would be the automatics, as IMO most single shot guns are complete trash in a17, hunting rifle, marksman rifle, both do crap dmg, Shotgun is alright though, magnum is great 80 base dmg unmodded, its bascally the new ver of the sniper rifle from a16, just with less range. Pistol is not bad, but smg is far better.

The reason automatics are so much better now is because of how headshot damage works, a16 sniper had like 80 dmg and a 9x headshot mult. in a17? 50 dmg with a base of 50% bonus dmg on headshot (for 75 total) which is less than the magnum would get on a body shot (its 80 for it).

Endgame i'd prob want a magnum, shotgun and a smg. Probally an Ak47 as well, or else i'd have 7.62mm ammo and nothing to use it on. But for general purposes, Smg can handle most things, especally modded.

 
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