I guess we see things quite differently.People expected CONTENT!!!!! Not less content.
* Smaller maps - Pregeneration improved performance and we've been told it's obviously not finished and will improve
* no smell ( again ) - So not less content just unchanged?
* AI that is better in building but weak in hordes - So better in nearly all aspects except day 7? Sounds improved to me
* no expanded electricity - So not less content just unchanged?
* no underground air system for caves - So not less content just unchanged?
* no real caves at all! Another stripped feature promised back for A17 - So not less content just unchanged? Who promised?
* no real new content beyond bikes and jeep. - Forgot gyro, mods, buff system xpath modding, 100+ POI's etc.
* weapon parts stripped - and replaced with Mods
* Durability as good as stripped on everything, including engines! - odd all my tools weapons etc have durability.
* Features stripped like progression system - I'm still progressing every day. My char is much stronger, more stamina, mines faster than day one.
* Cheap solution for content by reusing the same assets ( glowstick / gloweyes ferals with the same models ) - So not less content just unchanged?
* Cheap tricks like the whole stamina system to slow down progress. Or gates ( bye! ). Or XP hunting.. I thought we had stamina and gates in A16. And we hunted rocks and stone (ie mining) for xp as it was the fastest...now it's zeds.
Jax is backWow. You are actually helping me change my mind about 17. Maybe they should leave it as is and be done with it. I don't think anyone eill ever be content anyway. Once they give players the one thing they want they are right on to the next one.
I'm no fan of 17 in its vanilla state but you know what I did? I changed it all. And I enjoying it. And it's a wonderful freedom to have, to tailor things to your liking instead of getting upset here. I've managed to now enjoy the content much more instead of dwelling on what I want for me.
Im really curious why mining is so important to you on day 1-4 though.
EDIT - Haha Damn Guppy we were sort of on the same track with the modding to your liking portion. Bro chest bump.
I didnt question his enjoyment of the game.Does he make $$ youtubing? Sure. But you shouldn't doubt his enjoyment of the game...
I would normally say "excellent news", but this basically means people would be playing different games...We're looking options like xp slider, zombie block damage, Blood moon frequency: every day, every 3 days every 7 days, every two weeks, every month, random, never. I think never would be good for the adventuring types who like to explore, and good for pvp, and for casuals who just like to build and don't want their stuff getting wrecked.
More options is good.We're looking options like xp slider, zombie block damage, Blood moon frequency: every day, every 3 days every 7 days, every two weeks, every month, random, never. I think never would be good for the adventuring types who like to explore, and good for pvp, and for casuals who just like to build and don't want their stuff getting wrecked.
I haven't died on a horde yet, just made it through day 21. I just use 3 rows of spikes and drop molotovs on the big clusters of them, and I have 24 zombies. I use no cheese tactics. Just a box with iron bars to walk on. I expand it as I go so I have fallback areas. I don't think they do tons of damage, but maybe some things have changed.No level Gates so I would not be hampered by tfp stupidity, and 10x the biome spawns so that there were actual threats early game. Plus a variety of other things that made early game more challenging in a fun way.
Moderate (mostly) iron armor, but the real issue boiled down to two things.
1) Melee being totally ineffective against rad zombies, which forced you to
2). Base building is a week long chore when they can tear through anything very quickly.
I'm building an ai cheese base away from the main horde base, in hopes I'm able to actually have fun playing the subsequent weeks.
Or I suppose I could just wait horde night out again on another vanilla poi, but that's a day wasted just clearing it, and no real sense of accomplishment.
...in every build, after playing, I'm able to find the secret sauce that makes early, mid, and late game FUN, and mod appropriately.
I got it for early game, but unfortunately the game skipped mid and went straight to late.
Several of the points that you mention date back to A16. When i talk about missing feature, they got stripped in A16 and supposed to return in A17.I guess we see things quite differently.
I know adjustments are coming, but if melee isn't viable then what's the point of pursuing it.I haven't died on a horde yet, just made it through day 21. I just use 3 rows of spikes and drop molotovs on the big clusters of them, and I have 24 zombies. I use no cheese tactics. Just a box with iron bars to walk on. I expand it as I go so I have fallback areas. I don't think they do tons of damage, but maybe some things have changed.
I don't expect a melee weapon to be 100% effective against a feral or a radiated. I haven't seen many ferals yet and no radiated at all. If its poorly balanced we'll make adjustments.
They had this idea of a genre mix from the beginning, see the kickstarter where they already talked about RPG. Naturally if you are looking for a "clean" survival game you will not find it here. Sandbox players have found this out a lot of versions earlier than survival players.I don't understand the movement towards this seeing as it's, especially, not fun in a survival game.
But, fun is subjective right. And honestly, if you want a different user group to purchase and play the game then I guess you change the game to meet their specific needs.
Balancing is an ongoing effort. I give you permission to call me a gullible fool in a few weeks if there isn't a further zombie xp nerf in A17.1 or A17.2. :smile-new:They already did those changes and it was still so much easier to XP farm zombies compared to your gain in building/crafting. You know that people now actually run forges to get screamer hordes? Yea, its gotten that bad.
I don't know, I don't force it. I just play the game, do scavenging, mining, hunting... for the resources and not the xp and from time to time spend perk points. Everything helps, I have as much satisfaction from finding A lvl3 pick axe as I have from spending a perk point in BoomHeadshot, for example.Scavenging: That is XP hunting from the unrealistic 30 zombies per house.
I'm fully in accord with you, since A16 I have been saying the trader is too powerful. He still is (especially because you only get quests from him) but the money nerf was a step in the right direction. I don't have much money to spare and have to pick what I buy. Sadly MM has upped the money reward for quests so there is a step back again in the next version. I'm sure this isn't the last balancing step the trader needsBeing honest, i think the trader is a bad design in the game. People hunt for traders because of the workbenches, forges, etc. Its also the easy safe way to get iron and other tools. The game is more challenging without the traders and that is fact.
Traders are simply the new spam crafting. But way more easy and powerful then spam crafting ever was.
Wow really thanks for your Explanation of Early Access i really thought thats already a finsihed Product. The Problem is, Early Access is one thing releasing horrible bugged stuff is another.Welcome to early access, what did you expect? Obviously not unfinished development versions, but that is what EA is about, a peek into the development process with unfinished versions. Lower your expectations or wait for a final version, those are your options.
Don't tell me that you had difficulties in A16 to exploit the AI? In fact the A16 AI was so easy to exploit that people were doing it without knowing. In A17 I already died a few times because I forgot this or that loophole. Never happened in A16. I don't think there is any question that A17 AI is already better than A16. Do still exploits exist? Sure, that's why they put the new AI in and set us on the task to find the exploits.
Where did you learn about the exploits? By yourself or did you get the info from streamers or by reading forum posts? If the latter then it surely isn't a big exploit when you needed thousands of other players to do the bug hunting work for you.
That is probably the answer: It isn't in yet. Adding it needs time, a scarce developer resource. In my opinion they made a mistake by putting lots of mod handling features so low on their priority lists (for example something like XPATH should have been in a long time ago), but again, it is EA.
Generally you can't expect developers to be answering every question, because we are thousands and have lots of questions and for each questions there is maybe 1 or 2 developers who could answer it. So getting an answer depends on luck that the right person is reading the forum at the right time.
I read in another thread they are looking into changing the regen the rad zombies have. There's supposedly a mod you can add to a weapon that stops them from regen'ing but I haven't seen one yet.No level Gates so I would not be hampered by tfp stupidity, and 10x the biome spawns so that there were actual threats early game. Plus a variety of other things that made early game more challenging in a fun way.
Moderate (mostly) iron armor, but the real issue boiled down to two things.
1) Melee being totally ineffective against rad zombies, which forced you to
2). Base building is a week long chore when they can tear through anything very quickly.
I'm building an ai cheese base away from the main horde base, in hopes I'm able to actually have fun playing the subsequent weeks.
Or I suppose I could just wait horde night out again on another vanilla poi, but that's a day wasted just clearing it, and no real sense of accomplishment.
...in every build, after playing, I'm able to find the secret sauce that makes early, mid, and late game FUN, and mod appropriately.
I got it for early game, but unfortunately the game skipped mid and went straight to late.
The XP slider just slows the game down for those who have more time to play, and speeds it up if they think early game feels too grindy.More options is good.
An XP slider doesnt slove the balance issues with progression though: its still masivly unbalanced to expect someone who is great at crafting to fight the same tier of enemies as someone who has more hp/damage.
Also maybe cut the 'casual' it has negative connatations and makes you come across as an ass.
Why is this a cheat? The traders are in game and they do give you quests so I'd think that it's intended behavior to use them.Jax:
See his streams and you know why fast. When you have 3 or 4 people finding traders in MP, marking down what trader has a forge, workbench, CI, ... and then do all the quests for quick rewards in a group. This is why Kage loves the traders, because its a build in game cheat.
Without using the traders / trader quests / trader tools, A17 is way more harder and time consuming. And harder is less fun to stream because nobody wants to watch Kage hit a rock for 5 hours with his weak stone tools, his non existing stamina etc.
For him playing without traders will cost him viewers because of the mega grind. And that in turn cost him money. So its not hard to understand why he loves traders. Its a soft way to cheat the game early mega grind.
Yeh the mod exists, but is super rare and even with level gates removed, mods ain't easy to come by.I read in another thread they are looking into changing the regen the rad zombies have. There's supposedly a mod you can add to a weapon that stops them from regen'ing but I haven't seen one yet.
The might just be unbeatable right now without that mod. I'm going to play around in debug mode and see though I think.
Why can't you get out there and tank with all the heavy armor perks and a sledge or fireaxe? You only take 10% damage. I fell out of my base a few times before release and just back pedaled and axed in the face and wiped out a whole blood moon horde that way. I'm playing a legit long term game so I will be tweaking things as I go, but so far I haven't seen anything too punishing. If you took some grandpa's moonshine, I think you could do some mass damage with melee on a blood moon. I think we stop regen if you hit something, so as long as you keep hitting it, it should die. But I've never faced on yet, so they could be OP, I have no idea.I know adjustments are coming, but if melee isn't viable then what's the point of pursuing it.
I guess I should only focus on drinking coffee and throwing explosives, but I find THAT cheesy.
I used to be able to spend half the night from the base, the other half on the ground, I died JUST as many times, but at least it was fun.
I know this is your baby, and I know it's hard not to take it personally, so thank you for listening.