PC Problems with A17.2 that aren't on the 'known issues' list of the patch notes

I think you are really off the mark on this. What's so smart about grinding your stone axe out by beating things to level your construction tools skill so you can unlock concrete? Talk about a gate, geeze that one really sucked in A16.
Not sure what you see is so casual about combat. I'd think it's more casual to be underground mining safely rather than exploring POI's full of zombies but we all look at things differently I guess.
I mean casual as in "minimum time or effort". Having everything handed on a plate. etc. So as far as the perk system goes...

a) No matter what skills you want you simply do the activity that you most enjoy to gain XP then buy it. Minimum thought or effort required.

b) You eventually can make everything in the game by buying the perk to make it. Minimum effort or thought required beyond, once again, performing your preferred XP-gaining activity.

 
Last edited by a moderator:
Yes the player is encouraged to unlock content and skills and to survive but I disagree that the game encourages the player to do it at the speeds we often see reported. If anything I would say that the game encourages the player to play at a pace that keeps their gamestage from rocketing too high too soon which I interpret from the complaints of speedsters who suddenly find they pushed their gamestage too far too fast.
Nah. Those speedsters need to learn to play or are simply not combat-specced and are wandering into high combat situations and wondering why they can't handle it. Which also counts as "l2p" I guess, so, whatever. Then they come here to whine about too many Rads etc. This is the worst kind of player, always calling for nerfs. A combat-specced character wants GS to rise as quickly as possible because they do not fear to resulting zombies. AT ALL. 20 Irradiated rushing at me is way more fun than 10 I assure you.

Combat-specced chars just want their Intellect-monkey to get to the next tech level as quickly as possible. Nothing else matters.

 
Last edited by a moderator:
Yes, because we only allowed positive posts about A17 here after it was released and the developers did absolutely nothing to mitigate the changes...
SMH

Yeah, that is certainly what it seems like.

You spend so much time trying to sell us these glaring design errors as "features" that I honestly would not be surprised at all if you were trying to get on the payroll as a "community manager".

For all the improvements made, and don't get me wrong- there really is a lot to like about about A17, they also made needless changes that greatly damage the game experience for a significant number of players.

I really do not understand how you do not get that, unless, again you are simply "selling" a counter argument to quell the bitching of an upset customer base.

Instead of trying to peer pressure players into masochistically enjoying the relentless XP grind they introduced to the game in A17, try listening to what we are saying.

Look at every other area where 7d2d players are speaking freely instead of being shouted down by the forum echo chamber.

Steam user comments about A17 are absolutely brutal, the game ratings are very quickly tanking.

That drives away sales, that keeps new people from buying the game, that keeps people from introducing their friends to the game to play together...

These are not isolated comments by a vocal minority, you need to realize that a large segment of the player base hates several of these new "features".

If you actually want this game to be successful, ignore that at your own peril, because that is how development shops go under.

 
Last edited by a moderator:
I mean casual as in "minimum time or effort". Having everything handed on a plate. etc. So as far as the perk system goes...
a) No matter what skills you want you simply do the activity that you most enjoy to gain XP then buy it. Minimum thought or effort required.

b) You eventually can make everything in the game by buying the perk to make it. Minimum effort or thought required beyond, once again, performing your preferred XP-gaining activity.
"Hardcore" sounds so cool, but often it just means more investment of time to grind something.

While you are right that the perk system is simpler than A16's perk/skill system, it never was very complex either. It isn't complex that you have to do actions x or y repeatedly to gain z. Basically the game gave you a shopping list of things to do to overcome the level gates. The only complexitiy I see is that some of them were based on luck and the possibility to buy into the skills.

In your point a) you use the words "want" and "enjoy" to show that A17 players just do what comes to mind. Nice semantics, but a good player might not do what he wants or enjoys, he might do what needs to be done in the world instead of ticking off a shopping list of level gates.

I agree with your point b in a way though, making everything craftable by perk is too "straight" and hurts replayability. You should be locked out of some capabilities by pure chance and need to circumvent such constrains.

 
Yeah, that is certainly what it seems like. You spend so much time trying to sell us these glaring design errors as "features" that I honestly would not be surprised at all if you were trying to get on the payroll as a "community manager".
it only seems this way to you because you aren't happy just sharing your opinion. You want to be able to share your unchallenged opinion. Sorry, but not even I get to give an unchallenged opinion. People get to disagree with me and they get to disagree with you. I have been on many forums where the negativity is allowed to overwhelm and there is zero freedom in that. Here people can post their feelings against the changes and also for the changes and we only have the occasional person trying to shout down the other side with name calling. I think it is pretty well balanced and even if you refuse to acknowledge it we did have plenty of negative threads and posts regarding the changes in A17.

For all the improvements made, and don't get me wrong- there really is a lot to like about about A17, they also made needless changes that greatly damage the game experience for a significant number of players. I really do not understand how you do not get that, unless, again you are simply "selling" a counter argument to quell the bitching of an upset customer base.

Instead of trying to peer pressure players into masochistically enjoying the relentless XP grind they introduced to the game in A17, try listening to what we are saying.
I have heard and acknowledge that a significant number of people are unhappy with the changes from A16 to A17. I also believe there is a significant number of people who like the changes. I'm not trying peer pressure anyone into enjoying the changes. I am sharing my own experience just like everyone else. In this forum we allow both positive and negative experiences to be shared.

Look at every other area where 7d2d players are speaking freely instead of being shouted down by the forum echo chamber.Steam user comments about A17 are absolutely brutal, the game ratings are very quickly tanking.
I can't speak to all other areas but I have seen a few and they always devolve into completely negative bashing and if even one person tries to post something positive they are shredded to pieces. That is not just a phenomenon for this game. It happens for any subject. On the internet people gravitate towards the negative and congregate to support each other in their complaints and bully anyone who doesn't share that mindset. We work hard to keep this place fair to both parties who wish to express praise or gripes. We aren't perfect and make mistakes at times but nobody who is being honest can say we squelch all negative posts and only allow positive. We very much do allow both but this incenses the complainers who ironically really do want to be able to post in an echo chamber without anyone there to challenge their opinions.

These are not isolated comments by a vocal minority, you need to realize that a large segment of the player base hates several of these new "features".
If you actually want this game to be successful, ignore that at your own peril, because that is how development shops go under.
I think we have to still wait and see which party is the minority. I think the jury is still out on that. Personally, I believe that if performance is vastly improved and RWG is fixed and AI improved that most players will be fine. Absolutely, some will never like the central pool of xp compared to learn by doing but they will appreciate the rest of the game enough to still want to play.

 
I think we have to still wait and see which party is the minority. I think the jury is still out on that. Personally, I believe that if performance is vastly improved and RWG is fixed and AI improved that most players will be fine. Absolutely, some will never like the central pool of xp compared to learn by doing but they will appreciate the rest of the game enough to still want to play.
I've been giving it a lot of thought and I honestly think the best option is for the devs to expose what's needed to allow for modding to bring over the popular features from a16. It would honestly please everybody. (After modders had a few weeks to create everything.)

For this, they'd need to expose more of the AI for modding, allow infinite map generation via modding, and add the framework back via xpath modding for learn by doing and gun parts.

(Converting the localization.txt to xpath would help a ton in this as well since so many things would need changing by modders.)

 
Firstly, i'd like to point out that more often than not, players who have something against a game will comment more often than a person that likes it. Sure there are positive comments, but if you enjoy a game you tend to play it and forget about commenting. If you don't enjoy the game, EVERYONE must hear about it, because they need to know the game is bull...

Secondly, I have read quite a lot of negative threads on A17 here, therefore saying that there isn't much negative feedback or something like that on this forum is a load of bull... If i had to summarise the amounts of negative against positive i'd say something between 40-60 to almost equal 50-50. There were people who said they won't play the game ever, some that will play when it's "fixed" and also those who stated what they feel is wrong, but still play - considering negative feedback.

Thirdly, @Grue like seriously... Man, calm down. If you send accusations towards someone (especially a forum moderator), it's a sign that emotions are getting out of hand. I understand the things you want to talk about are very important to you, which is why there is so many emotions with it. BUT! Try to calm down, especially as Roland isn't being self absorbed and agrees with some of the negative comments. You want to state your opinions which is fine, but do it in a cultured manner.

 
Firstly, i'd like to point out that more often than not, players who have something against a game will comment more often than a person that likes it. Sure there are positive comments, but if you enjoy a game you tend to play it and forget about commenting. If you don't enjoy the game, EVERYONE must hear about it, because they need to know the game is bull...
I don't know how true that is. If you look at Steam reviews for this game in the past, they were overwhelmingly positive. That's a lot of people gushing over how amazing the game was.

Now a lot of people are having their say, some for the first time - the recent reviews, and some for the second time - the recently updated reviews. What they have in common is that both the new and recently updated reviews are now 'mixed'.

Looking past the drivel (whining about the fact that it's still in alpha / console issues), it's interesting that most of the positive reviews also mention what they don't like (so not all good), and most of the negative reviews also mention what they do like (not all bad). In some cases what people do and don't like contradict each other, but there is also a lot of consensus in the content of the positive and negative reviews. Not all A17 issues are as polarising as they seem.

Just editing to add though, that I do agree with you that there are plenty negative threads on the forum, and I don't think Roland is in anyway moderating it out. Both crowds have voiced their opinions freely.

 
Last edited by a moderator:
Having LBD _cap_ your perks might be interesting. You can invest as much XP as you want into 69er perks but until you swing that pick a good bit you're not going to get good; conversely, you can swing all you want but if you're spending the time aka XP thinking about cooking and trading, you're not going to be getting better at breaking down doors.

 
Just editing to add though, that I do agree with you that there are plenty negative threads on the forum, and I don't think Roland is in anyway moderating it out. Both crowds have voiced their opinions freely.
I'm not placing blame or anything, but there was at least one time a couple weeks back where a ton of negative feedback threads were outright deleted from the forums. That sort of thing might be what rubbed a few people the wrong way.

I lost my feedback thread that I posted detailing my thoughts and observations on why my group almost abandoned the game with a17 and what I found they liked after we went back to a16. Luckily I was able to get most of it back from google cache so I still have it. But it does suck because I lost all the feedback and other responses people posted to it. That stuff was pretty valuable for me to use as a basis for modding a17 to try to find a middle ground.

I figured I violated a forum rule or something so I wasn't bent out of shape about it, but it did suck to lose it all. Might help to move posts like that to a graveyard forum and lock them instead, just so people don't loose their stuff if good discussion is happening.

 
I'm not placing blame or anything, but there was at least one time a couple weeks back where a ton of negative feedback threads were outright deleted from the forums. That sort of thing might be what rubbed a few people the wrong way.
I lost my feedback thread that I posted detailing my thoughts and observations on why my group almost abandoned the game with a17 and what I found they liked after we went back to a16. Luckily I was able to get most of it back from google cache so I still have it. But it does suck because I lost all the feedback and other responses people posted to it. That stuff was pretty valuable for me to use as a basis for modding a17 to try to find a middle ground.

I figured I violated a forum rule or something so I wasn't bent out of shape about it, but it did suck to lose it all. Might help to move posts like that to a graveyard forum and lock them instead, just so people don't loose their stuff if good discussion is happening.
This thread? https://7daystodie.com/forums/showthread.php?109493-This-games-standing-according-to-devs

 
That was later, I basically reposted my observations since the other thread was deleted.

Looks like google cache removed page 1, all that's left is an outdated page 2 of the thread:

Another "My Group's Feedback on a17" Thread

Once again, it's cool either way, but that day I noticed mine and a bunch of other threads that had the label "Moved" but when you clicked them it said the thread didn't exist. Might have been a forum bug or something.

Edit: Here's a copy of the meat of the text that I was able to get from google cache a couple of weeks ago:

RWG map generation.Nav is great for a first playthrough, but RWG is what we keep coming back for. Issues / solutions listed here.

Zombie AI.

It's great, don't get me wrong, but even with zombie block damage lowered, once they start swarming a single spot as they do with laser focus, even lower settings don't make much difference. The problem is that higher number of zombies tear through single points quickly but low number of zombies take forever. It makes single zombies trivial. My fix for this would be instead of changing zombie block damage, limit the number of zombies that can hit the same block. (Maybe have the rest wait their turn behind like in most zombie movies?)

Stamina \ Hit Rate.

Everything "feels" slower, and there's seemingly a lot more time spent waiting to catch your breath.

I've looked at the values and they don't seem much different than a16, but my group all "feel" like it's just really slow and painful compared to a16.

General Grindyness.

Game seems much more "grindy" in general and feels like a slog.

Level gates seem to add to this, as does the stamina \ hit rates as specified above.

Leveling up certain skills from usage felt more satisfying than spending perk points.

Looting.

Looting is not as fun for us in a17 (Although weapon\item mods are a great start!)

Schematics were great fun discoveries and a much preferred way to make new stuff than spending perk points.

Current schematics are a great idea, but we generally don't have the items (or perks) to build them so they aren't as "fun" to find. With the old schematics you "learned" to build it so there was an immediate gratification even if you didn't have any of the parts. With a17 you just stick it in your backpack and then go put it in a crate somehwhere and forget about it.

Item quality is almost irrelevant now. Yes mod slots are great if you have mods, but we really miss higher quality items being *much* better. We're just generally not excited to find good quality items anymore.

POI Dungeons.

a17 POI Dungeons are both fantastic and not. I feel like fewer prefabs should be "dungeons" or at least more should be just regular buildings with "dungeon" parts instead of the whole thing being designed as one.

I think part of the problem here is that they "feel" like dungeons instead of cool buildings to explore.

We find ourselves skipping many buildings because we don't feel like doing a dungeon.

In a16 we always wanted to explore buildings because they usually had cool or funny designs \ features.

In a16, it felt like you were exploring a cool building and then *boom* you get hit with a trap or something unexpected.

In a17, you pretty much expect it by the 3rd one and it feels less organic than some of the a16 ones.

More Serious.

This is POI related, but I heard so much feedback about this I wanted to break it out. It generally feels like a17 has shifted to more "serious". Not a ton, but enough to garner a bit of worry. We loved finding funny stuff inside POI's but it feels like there's less of that. Please Fun Pimps, don't forget your company name, we like that silly zany stuff!

Open Cabinets.

This might sound like a nitpick but it actually impacted our enjoyment. I wish you could just right click -> upgrade all "open" blocks to their closed versions. Having a ton of open cabinets makes POI's less "move in ready" and makes them kinda ugly if you set up shop there. I love the idea of it as it saves looting empty stuff, but in practice it makes it so you have to gut these perfectly good shelves and make a saw table and a bunch of other stuff just to try to get them "closed" again.

Stuff We Like.

Mostly everything else.

Zombie AI is generally a great improvement, as is their jumping ability. There just way to smart (telepathic) at the moment and have the habit of pathing like lemmings, but I'm sure this will be refined and I can see the potential.

Weapon\Item mods are fantastic, I'd love to see at least 10 times as many along with 3x as many weapons.

New vehicles are awesome! (Just not crazy about them being perk related. I'd like to see just the bicyle as a perk and all the others as schematics \ parts you find in the world to learn how to assemble.)

New building blocks are amazing and new POIs look beautiful.

I actually love that you now pre-generate the RWG maps, makes things so much smoother when running.
 
Last edited by a moderator:
If you kill Zombies with melee weapons = armor skillBecause Armor skill means you are near a enemy and take damage or take no damage, in both cases you are teached defense

Eating buff food and dont fall under 90% health for a hour could level your Medic skill

Even the more problematic LBD can be solved on a decent way
Good ideas. All I see is this moving the problem around. No matter what there is going to be an 'ideal' manner to level each ability and that is going to involve pulling the player to actions they would otherwise not do. There will be complaints abound (why do I have to run around killing zombies all the time just so I can level my armor waaaa) no matter what the system is. The LBD is constraining and promotes specific actions - this damages play IMHO. Shared pool, in general, can overcome this.

The problem, of course, with shared exp is that there is now one focus for power leveling so in a manner the problem is still there. They can balance this out though. I think that Roland really hit the nail on the head earlier, the problem with either of these leveling system really lies with us trying to power level and then complaining about what that means. I might have a particular draw to the new system because I dropped the 'need' to level efficiently and now just do it organically. Overall, this is a far better way to play IMHO.

I really like Roland's suggestion that exp is tied to survival over action - that would remove the power level entirely and change the focus on skill tree combinations that work well at certain time intervals. The more I think about it, the more I think that is exactly how this should work. It would also allow them to bake that in with deaths - use a ramping system that would encourage living longer but not totally screw you when you died with crippling debuffs. Finally, it would remove the tendency to avoid traps as well. One of the things that I really do not like about how exp has worked forever in this game is you are actually losing out on a resource when you utilize traps. We are essentially punished for using all of the methods available to survive. I know it has influenced my base design before and that should not be a consideration.

I can certainly see your point though. If they do go back, I really would not care all that much as long as skill points are relevant and important for character development.

 
That was later, I basically reposted my observations since the other thread was deleted.
Looks like google cache removed page 1, all that's left is an outdated page 2 of the thread:

Another "My Group's Feedback on a17" Thread

Once again, it's cool either way, but that day I noticed mine and a bunch of other threads that had the label "Moved" but when you clicked them it said the thread didn't exist. Might have been a forum bug or something.

Edit: Here's a copy of the meat of the text that I was able to get from google cache a couple of weeks ago:
I have no idea what could have happened. We always soft delete threads or posts for the express reason that if for some reason we decide it should be reinstated we can do so. Somehow your missing thread is just gone. All I can say is that we have not purposely been deleting threads negative or positive and the one that you point out got deleted seems no worse than any other critical thread that never got deleted. Sorry.

 
I've played since A12 and the changes ->A16 and ->A17 have really turned the game on its head a couple of times.

I really liked gun parts because I could watch the results of my scavenging come together. On the flip side, I like the new items mods more. I disliked the wellness system in that it punished players for dying even at the start of a new world, but I liked that it rewarded the player for eating good food.

I don't like that my eyes keep drifting towards the XP gauge; the person who said have half LBD and half applied points had a very good idea. The A16 approach was flawed, but I think it was more on the right track than global XP. It isn't the nature of the LBD which is flawed, rather its application. If I have to Cactus Level then the logic is at fault and the thing which levels up armour needs to be changed. Some things in life can be learnt through practice, others REQUIRE a manual or some sort of training. Medicine should always be done this way, and the ability to build vehicles should also. Essentially the abilities which are important but hardly get used should be learnt or upgraded using books. I personally miss the joy of finding a new bookstore to look in, and it is those moments of joy in the grey apocalypse which keep us there.

The irritation caused by Zs knowledge of how to path around dangers and efficiently dismantle buildings can't be overstated. I mean they ARE dead aren't they? They shouldn't path around anything strictly speaking unless it has a curved or sloping side. It's different if they have seen the player obviously. The alternative is to use the Scout Screamer as a template for zombies that give other zombies information, such as where doors are, how to avoid traps, how to find the weakest points in a building. You could make a whole host of special zombies for this. Moe with a red vest spots doors, Hazmat with blue suit that spots traps, Construction Worker with brown clothes and white helmet knows weakest block to attack, etc. They can give the data to other zombies in a radius while they are alive. This would be great on many levels because it would no longer be simply a case of 'spot the screamer' to make safe.

Higher tier missions DO have an impossible array of enemies and the 'mission fail' zone needs to be made bigger or REMOVED - backpedaling slightly slower as I reload my shotgun being followed by a train of glowing Zs is only fun when I have a chance of destroying them in my own arena (out in the street... obviously?!) and then BAM mission failed because I went a bit too far. Is it heck I'm still right next to the house!

Missions need to be added for all/more building types. If I have to clear one more Victorian_House_Old I might use that broken glass for its alternate purpose.

Fetch and Hidden Cache - what's supposed to be the difference? in both I must find a hidden satchel. I propose getting rid of one so there are three base missions: Fetch, Clear and Treasure. For tier two or higher Treasure missions, the player should be periodically assaulted until it is done. This would mean sending hordes after the player regardless of where they are.

Which leads me to a short list of other things I've been noting as I play:

*Bullet parts cost more than bullets.

*Laser Sight dot only visible from very close range. Since this IS a game the dot should have a minimum size visible up to the weapon's maximum range; IMO.

*Steel bullets are meant to be a cheaper alternative but still require the T&D set, making them available at the same time as proper ones.

IMO Steel bullets should be available with Crucible not T&D. They already cause more wear so it is lore friendly. Decrease damage more if necessary, and/or have them require more gunpowder.

*Steak and Potato Meal sale price is wrong (typo?)

*Zombies still don't react to each other's awareness, meaning I can kill a zombie with a bow, have it yell out, fall on another zombie and that one will still not react.

*This one goes way back and regards any POI - what is the point in all the barricaded steel doors and landmines when I can chop the wood wall next to it in six swings and walk past? Either doors are too hard or walls are too soft because in real life, chopping through a wall is never the quickest way. It's a tricky one but I would opt for making all seed-spawned POI wood blocks tougher by a factor of three (but not doors).

*Why does my zombie-mincing motorcycle get damaged by small stones? Vehicles should not even collide with them. If you want roads to be the best method of travel, simply reduce vehicle speed over grass and rock and more over snow or sand (but not for the mountain bike, that sucker is already hard work).

*Give the mountain bike a couple of gears for uphill. Please.

*Bug in mining helmet if helmet is modified when lamp is active

*Helmet flashlight mod should not be available for mining helmet

*Can't sneak up ladders. There are normal/creep modes for the ladder but they appear reversed and both make noise.

*Handheld flashlights being almost useless now should not require a repair kit to fix. If you have a repair kit to waste on a flashlight, you probably already have helmet mods too. In this vein, handheld flashlights should have a significantly bigger and brighter cone than any other light source (excepting the Spotlight) to give them some purpose.

*Weapon Flashlight mod should use Flashlight instead of Headlight

*Why doesn't the Blade Trap use an Engine? This is illogical.

*Get rid of the magazines that temporarily increase a stat. I never use them except to make space; otherwise I ultimately sell them. It's the same for any item like this in a game - you store them up for the future and then never use them.

*We do need XP whenever a zombie dies at our hands - re traps simply because if a zombie dies in a trap, the trap placement was good.

*We need more traps, pistons, crushers, flame traps, false floors operated by switches that can be reset, wire traps that cut zombies in half and more zombie-baiting methods that can draw them where you want them; rotting flesh a la thrown stones in FarCry.

Playing vanilla SP

..and I'm still loving the game even after all this time.

Peace.

 
Last edited by a moderator:
I've been giving it a lot of thought and I honestly think the best option is for the devs to expose what's needed to allow for modding to bring over the popular features from a16. It would honestly please everybody. (After modders had a few weeks to create everything.)
For this, they'd need to expose more of the AI for modding, allow infinite map generation via modding, and add the framework back via xpath modding for learn by doing and gun parts.

(Converting the localization.txt to xpath would help a ton in this as well since so many things would need changing by modders.)
You are basically suggesting they crowd source the development to let modders create a workable game.

I am certainly not against modding, but I do think the people I paid for the game should do the work they said they would do when they sold it to me.*

 
Last edited by a moderator:
I've played since A12 and the changes ->A16 and ->A17 have really turned the game on its head a couple of times.
I really liked gun parts because I could watch the results of my scavenging come together. On the flip side, I like the new items mods more. I disliked the wellness system in that it punished players for dying even at the start of a new world, but I liked that it rewarded the player for eating good food.

I don't like that my eyes keep drifting towards the XP gauge; the person who said have half LBD and half applied points had a very good idea. The A16 approach was flawed, but I think it was more on the right track than global XP. It isn't the nature of the LBD which is flawed, rather its application. If I have to Cactus Level then the logic is at fault and the thing which levels up armour needs to be changed. Some things in life can be learnt through practice, others REQUIRE a manual or some sort of training. Medicine should always be done this way, and the ability to build vehicles should also. Essentially the abilities which are important but hardly get used should be learnt or upgraded using books. I personally miss the joy of finding a new bookstore to look in, and it is those moments of joy in the grey apocalypse which keep us there.

The irritation caused by Zs knowledge of how to path around dangers and efficiently dismantle buildings can't be overstated. I mean they ARE dead aren't they? They shouldn't path around anything strictly speaking unless it has a curved or sloping side. It's different if they have seen the player obviously. The alternative is to use the Scout Screamer as a template for zombies that give other zombies information, such as where doors are, how to avoid traps, how to find the weakest points in a building. You could make a whole host of special zombies for this. Moe with a red vest spots doors, Hazmat with blue suit that spots traps, Construction Worker with brown clothes and white helmet knows weakest block to attack, etc. They can give the data to other zombies in a radius while they are alive. This would be great on many levels because it would no longer be simply a case of 'spot the screamer' to make safe.

Higher tier missions DO have an impossible array of enemies and the 'mission fail' zone needs to be made bigger or REMOVED - backpedaling slightly slower as I reload my shotgun being followed by a train of glowing Zs is only fun when I have a chance of destroying them in my own arena (out in the street... obviously?!) and then BAM mission failed because I went a bit too far. Is it heck I'm still right next to the house!

Missions need to be added for all/more building types. If I have to clear one more Victorian_House_Old I might use that broken glass for its alternate purpose.

Fetch and Hidden Cache - what's supposed to be the difference? in both I must find a hidden satchel. I propose getting rid of one so there are three base missions: Fetch, Clear and Treasure. For tier two or higher Treasure missions, the player should be periodically assaulted until it is done. This would mean sending hordes after the player regardless of where they are.

Which leads me to a short list of other things I've been noting as I play:

*Bullet parts cost more than bullets.

*Laser Sight dot only visible from very close range. Since this IS a game the dot should have a minimum size visible up to the weapon's maximum range; IMO.

*Steel bullets are meant to be a cheaper alternative but still require the T&D set, making them available at the same time as proper ones.

IMO Steel bullets should be available with Crucible not T&D. They already cause more wear so it is lore friendly. Decrease damage more if necessary, and/or have them require more gunpowder.

*Steak and Potato Meal sale price is wrong (typo?)

*Zombies still don't react to each other's awareness, meaning I can kill a zombie with a bow, have it yell out, fall on another zombie and that one will still not react.

*This one goes way back and regards any POI - what is the point in all the barricaded steel doors and landmines when I can chop the wood wall next to it in six swings and walk past? Either doors are too hard or walls are too soft because in real life, chopping through a wall is never the quickest way. It's a tricky one but I would opt for making all seed-spawned POI wood blocks tougher by a factor of three (but not doors).

*Why does my zombie-mincing motorcycle get damaged by small stones? Vehicles should not even collide with them. If you want roads to be the best method of travel, simply reduce vehicle speed over grass and rock and more over snow or sand (but not for the mountain bike, that sucker is already hard work).

*Give the mountain bike a couple of gears for uphill. Please.

*Bug in mining helmet if helmet is modified when lamp is active

*Helmet flashlight mod should not be available for mining helmet

*Can't sneak up ladders. There are normal/creep modes for the ladder but they appear reversed and both make noise.

*Handheld flashlights being almost useless now should not require a repair kit to fix. If you have a repair kit to waste on a flashlight, you probably already have helmet mods too. In this vein, handheld flashlights should have a significantly bigger and brighter cone than any other light source (excepting the Spotlight) to give them some purpose.

*Weapon Flashlight mod should use Flashlight instead of Headlight

*Why doesn't the Blade Trap use an Engine? This is illogical.

*Get rid of the magazines that temporarily increase a stat. I never use them except to make space; otherwise I ultimately sell them. It's the same for any item like this in a game - you store them up for the future and then never use them.

*We do need XP whenever a zombie dies at our hands - re traps simply because if a zombie dies in a trap, the trap placement was good.

*We need more traps, pistons, crushers, flame traps, false floors operated by switches that can be reset, wire traps that cut zombies in half and more zombie-baiting methods that can draw them where you want them; rotting flesh a la thrown stones in FarCry.

MEng Game Design & Production Class of 16

Playing vanilla SP

..and I'm still loving the game even after all this time.

Peace.
These are all very good observations. I hope the devs read your post.

 
*We do need XP whenever a zombie dies at our hands - re traps simply because if a zombie dies in a trap, the trap placement was good.
This one has come up more than once - the issue is MP - how would you assign the XP? Quite apart from the fact that gaining passive XP from traps would require the game to store a lot more information about every trap in the game (which I suspect is enough to kill the idea dead), who gets the XP? The player who made it? The one who placed it? Do their party members get it? Does everyone? Is it range limited? Does it have to match the LCB coverage? (If it exists?, If it's the nearest one?)

I get why some people argue for Trap XP, but I don't think people arguing for it, realise what a great big, super exploitable can of worms it would open up, most especially in MP.

 
I get why some people argue for Trap XP, but I don't think people arguing for it, realise what a great big, super exploitable can of worms it would open up, most especially in MP.
Exactly. This is one of the things that are not even worth being considered.

 
Back
Top