Viktoriusiii
Refugee
Yup the town idiot is back.
I'll get right to the chase without saying how much I love this new alpha and stuff(I do. Fixed a whole lot of my issues that I talked about ad infinitum in A17):
Haven't played it, but already noticed some flaws from watching all the youtubers:
1. Spears are too powerful. There is no need for a bow that costs 0.8 feathers a shot if you have a more powerful variance in the spear.
My way to balance: make throwing the spear cost 5x the durability of a normal hit (reduced with perks until you are at 1x when fully leveled) and give it a 5% chance to lose 10% durability instantly. This brings a bit of randomness in the monotone "throw collect throw collect kill collect" routine with the spear.
Alternatively (although probably not doable) make spears have a 0.5% chance to be lunged inside the zombie where you need 5 seconds to pull it out (similar to loot containers) so you cant always just pull it out (reduce the time by 1 sec with every level, making lvl 5 spears instant)
2. loot is too abundant/loottables are too generous
I finally got the vision that TFPs have for this game. It is a looter shooter with some survival elements. And that is fine. But if you loot everything in the first 7 days that you need, its losing half of its gameplay element. You shouldnt find steel in your first 5 days, you shouldnt find good weapons in the first 5 days (Back in A16 and before a pistol on the first hordenight was a lucky find and gave you a sense of "I'm not ready!!!! *crying in the corner*")
This has been said before but I just wanted to say that too much loot (only talking about early game. Late game you can shower us with loot, since it is only about the rng finds) isn't ideal. The first 7 days should just be looting ♥♥♥♥ty materials and some ammo and MAYBE a lucky weapon find. But the first hordenight should be dealt with with primitive tools weapons and defenses.
3. zombie counts outside. has been talked to death but needs to be said again. so yeah. It doesnt feel like an apocalypse but more like all humans were teleported away on time.
4. crafting cost is off. Said that in another thread but:
Why punish the player for advancing?
Increase the price of crafting for ALL quality levels, not just for higher qualities.
Yes balancing, but please try to keep as much of fun in the game as you can. And punishing the player for advancing is NOT fun. Never. Best current example is cubeworld that resets your stats every time you complete and area... peopel hate it
5. is a question:
wasn't there talk of randomized modslots? I really liked the idea, so you can have an awesome weapon with +20% dmg, but two less modslots... this is an actual choice you need to descide on. Was this scrapped for a reason or was it just too much work for A18?
I'll get right to the chase without saying how much I love this new alpha and stuff(I do. Fixed a whole lot of my issues that I talked about ad infinitum in A17):
Haven't played it, but already noticed some flaws from watching all the youtubers:
1. Spears are too powerful. There is no need for a bow that costs 0.8 feathers a shot if you have a more powerful variance in the spear.
My way to balance: make throwing the spear cost 5x the durability of a normal hit (reduced with perks until you are at 1x when fully leveled) and give it a 5% chance to lose 10% durability instantly. This brings a bit of randomness in the monotone "throw collect throw collect kill collect" routine with the spear.
Alternatively (although probably not doable) make spears have a 0.5% chance to be lunged inside the zombie where you need 5 seconds to pull it out (similar to loot containers) so you cant always just pull it out (reduce the time by 1 sec with every level, making lvl 5 spears instant)
2. loot is too abundant/loottables are too generous
I finally got the vision that TFPs have for this game. It is a looter shooter with some survival elements. And that is fine. But if you loot everything in the first 7 days that you need, its losing half of its gameplay element. You shouldnt find steel in your first 5 days, you shouldnt find good weapons in the first 5 days (Back in A16 and before a pistol on the first hordenight was a lucky find and gave you a sense of "I'm not ready!!!! *crying in the corner*")
This has been said before but I just wanted to say that too much loot (only talking about early game. Late game you can shower us with loot, since it is only about the rng finds) isn't ideal. The first 7 days should just be looting ♥♥♥♥ty materials and some ammo and MAYBE a lucky weapon find. But the first hordenight should be dealt with with primitive tools weapons and defenses.
3. zombie counts outside. has been talked to death but needs to be said again. so yeah. It doesnt feel like an apocalypse but more like all humans were teleported away on time.
4. crafting cost is off. Said that in another thread but:
Why punish the player for advancing?
Increase the price of crafting for ALL quality levels, not just for higher qualities.
Yes balancing, but please try to keep as much of fun in the game as you can. And punishing the player for advancing is NOT fun. Never. Best current example is cubeworld that resets your stats every time you complete and area... peopel hate it

5. is a question:
wasn't there talk of randomized modslots? I really liked the idea, so you can have an awesome weapon with +20% dmg, but two less modslots... this is an actual choice you need to descide on. Was this scrapped for a reason or was it just too much work for A18?