PC Some A17 thoughts

In the early game its not recommended to melee combat, if you get hit you are > 100% HP therefore vultures will start to chase you which will interrupt your farming process for basic resources.
Can you do it? Yes, but early game medical recovery supplies are extremely limited and so are your sources of great food which means you get very little hp returns.

You're also not very well geared for melee combat.

Later in the Mid-End game, I pretty much do nothing but melee as I have the stam,perks,and gear to properly support that. I only then use bow or gun as occasional calls for it at night since I don't want to melee through multiple zeds at night, thats a risk you don't want is a random stun with zeds sprinting at you.

I'm not really asking for it to be lowered, its always been like this really, the problem is we no longer get passive skill ups for using the Bow, and we really don't get anymore "Damage" by increasing its quality, only durability and what point is that when you can repair it with a piece of wood?

What I want is slightly more damage (Im using a compound + Dye for increased damage (What sense does that make anyway... ) and Im still not seeing 2 head shot kills, its still 3, which is annoying, I don't want to farm anymore damn arrows.

Hell I don't see any increase in using the steel arrow tips either, so what exactly is the point?

Also it takes too damn many points into intellect to finally get your forge skill for iron tools, if I could get the forge faster I could get better tools to farm the damn rocks I need faster, then my only limiting factor then would be farming bird nests, which really doesn't take more than a few minutes.

Whacking a damn boulder with a stone axes is very boring.
Weird, I melee from D1 just fine....

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I'm sorry for repeating myself Madmole but as long as shared team xp creates 80% bonus xp out of thin air, (and that's in a 2 player team, probably even more in a larger team) you will always have this situation.1 player can go full INT while all the others go full STR for faster zombie killing. Clear POI's together or set the xp share distance to 10k and you will always have teams hitting 10 INT on day 2-3-4 and then craft iron tools and minibikes for the whole team.

Gating perks won't solve this without punishing SP, unless you have lower gates on SP.

As a mostly solo player I NEVER hit INT10 on day 3, let alone day 14 or 21. I probably could by day 7 by POI grinding but then I have to sacrifice too many useful perks and it's incredibly boring so it's not worth it imho.

I have to be much more careful with where I put my points because I have no team members to rely on to craft things for me.

INT is still an important stat for me, but I have to spread my points out a lot more if I want to be a jack of all trades and be mostly self sufficient.

I'm on day 23 and just hit level 70 after focussing on POI grinding since day 18-19. I finally made myself a full set of steel tools and a motorcycle. I couldn't do my motorcycle at level 50 because I got unlucky and the trader didn't sell any steel.

I'm at INT8 with nerdy glasses so I'm crafting tier 6 items and have most of my other attributes up to 5 with various useful perks up to 3. (mining, stamina, farming, healing, stun resistance, ...)

This feels very close to a balanced way to play the game. Doing this in MP would have drastically changed this experience.

Teams will ALWAYS have an advantage over a solo player. You can never truly balance that. It's a fact of life.

But shared xp creating 80+% bonus xp out of thin air is now stacking on top of the advantage you already get for being in a team.

Keep in mind though, changing shared xp to only create a 5-10% bonus or no bonus at all will still let teams hit INT10 before night 7.

That's the advantage of playing in a team in most games. You can clear more content faster and safer (in this case killing zombies to level up).

It's up to you guys to find the balance between MP and SP without punishing one too much (most likely SP in this case).

You'll most likely end up with either a loose(SP)/win(MP) or a win(SP)/bigger win(MP) situation. I'm hoping for the second result, even if it means accepting that MP will have an advantage over SP. But that's ok as long as SP doesn't feel like it's being punished for MP balance purposes.

A lot of people on the forum have been giving A17 a lot of flak but change is always difficult.

I'm happy with A17. It still needs a lot of polish and it's far from being the final result of the game but that's ok. It's an alpha after all. People seem to forget that quite often.

I remember a time when video games had no early access or even alpha's/beta's. And gamers didn't have any say in the growth or development of a game.

Gamers are so spoiled these days and then they still complain about everything. Don't let that negativity get you down. Keep up the good work!

Happy holidays!
Agreed. Shared MP xp is MUCH too high, by a factor of 8-10.

 
Shared XP have some good points, too. They grant every player in your party the same amount of progress,

regardless who makes more kills or less. Otherwise the player with most kills will grew stronger and stronger, leaving the other(s) behind.

One thought about the perks and armor.

The perks 'light armor' and 'heavy armor' should give you a bonus on stamina loss.

One can learn to move in amor.

 
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