PC Things you find silly/stupid with a17? and hope are fixed for a18.

I'll start.
1: Whats the point of power attacks if they freeze stam regen after? this makes them basically unuseable at all, especially later game, when you won't be able to 1 shot things to get the stam heal from Sex Rex. IMO they should be useable whenever you want, just with the current high stam cost they have, and no stam regen freeze.

2: Power attack grunt sound, why the hell is this louder than pretty much all gunshots? its so stupid, I can fire a shotgun or a rifle from the same distance and not aggro zombies, but if I power attack? Yep, they all start coming.

3: Blocks need to diffuse sounds, I am tired of looting something in a poi and it ends up aggroing everything outside the poi somehow. A zombie outside 20 blocks from a poi should not hear me opening some metal cabinet even if I am standing. This also may or may not be a part of #4 below.

4: Stop the gpsing non bloodmoon zombies, what I mean by this is non-horde night and I don't mean the wandering hordes, You won't notice it as much on vanilla due to the small spawns it has, but in some mods you'll notice the second you walk into a poi every zombie in sight will start shambling towards it even if you haven't even touched anything in it. I am talking zombies from at like clip range will suddendly start to walk right towards the poi you just entered. In some mods, this results in pretty much a large conga line of zombies coming a few minutes after you enter any poi. But its a vanilla issue, the mods with increased spawn rates just make it much more noticable.

5: Balance knives, there is no reason why a machete a steel tier item should be doing less than a iron reinforced club you can make at level 1. Same with hunting knife. The bleed effect is near useless on high hp zombies as it does its damage far to slowly on them.
LOL Well... You started it! :)

1.) Power attacks - Coffee seems to be broken at the moment, but I 'patched' ours and it works like it did before but not for very long... Coffee and beer does help with that. The point of that freeze is to 'exemplify'/'show' that you've just used all your 'energy'/'willpower'/'etc' into an attack and are 'exhausted' for at least a few moments.

2.) Well I'm definitely here with you on that... As "we" don't like it at all and I've patched it out...

3.) I'm definitely with you on this one too! You can even be sneaking and doing stuff and still they hear you. I have a feeling it's due to the Doctorate In Engineering/Science the AI has at the moment...

4.) Yup! This seems related to 'the best AI TFP could come up with' issue. Hopefully they'll dumb them down a bit and take away their doctorate degrees!

5.) I've been wondering about that too... Bleed effects... Long time ago I thought it was for the previously announced bandits... Where they taken out or just canned at the moment?

Now... Let me start too lol

Blueberries... Little use for them, but Valmod has blueberry jam, but what about blueberry juice?

Current spikes - can't upgrade to steel?!?

If I make a cabinet or something else, why does it have to look old and ragged?!? My wife and the girls all hate this... "If I made a cabinet it would look like that, it'd be brand new and shiny."

Scrap iron/scrap steel weapons and tools!!! I mean you have the basic knowledge from making stone tools, what about scrap tools?!? It's a 'logical' step that's been discarded, except for a few mods... "Hey! I found this sharp piece of scrap iron/steel - I should be able to make a scrap iron/steel axe out of it!"

Sure the list goes on and on, and some have said that basically you want it? Grab a mod, or make the mod... To a degree that's fine, but I wonder if it's possible to add more 'blocks' and items to the game via "referencing" 'skin'/'texture'/'etc'/'somehow.' For instance a table... Or t-shirt? You make one and it looks ugly, broken, used...

 
I'd like a water wheel I can drop into a stream to make electricity as well as PV panels and battery storage.

Cornbread takes an extra step than corn on the cob to produce but gives less of a bonus somehow.

Corn on the cob and a few other food items give far less HP than I think would be realistic. 2 HP is not enough, I couldn't sit and eat 50 at one sitting so I don't see why Mr Gameworld Dude can. I have lots of corn and potatoes but I can't do anything much with them on their own.

Land claim blocks in single player, the mechanic does not allow me to pick up a table saw I just put down without one, there is only me in the world so this function merely provides annoyance rather than interesting content.

Stereoscopic 3D would be nice.

Carbon Fibre or composite armour that is better than steel would be good. Most of the armour items take far less time to build than they could or should. Higher levels of equipment should take ages but should be commensurately better.

The poncho covers up the cool chest armour and there is no Arm Armour category.

 
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5. Too many damn dungeon poi's, (Takes too long to loot through with a loss in profit for the trouble)

6. Too many damn destroyed POI's
So much this. I was super excited for the dungeon POI's before A17 came out (they were the thing I was most excited for), but I was tired of them after about the third one I did. Nonsensical (yet obvious) zombie placement (who's walling in/closing the cabinet doors for all these zombies?) and "proper" paths that more often than not screw you by dropping you into small rooms with zombies between you and the exits means I just climb walls or chop down doors to get to the loot (which isn't usually that worthwhile) faster.

Also, as someone who likes to start off in a POI before building my own base, all the destroyed POI's means that, at least on vanilla maps, the buildings that I like to live in (at least 3 stories, built out of at least cobble/brick) are almost always trashed, and therefore useless for my purposes.

I'd also like the trader to be less important (or gone, preferably), but I realize that ship has sailed.

 
1) silencer mod just changing the sound of the gunshot instead of doing anything at all related to actual stealth
Those silenced gunshots have lower "zombie" sound values so the mod has no visible effect. The sounds do.

 
- Level cap!!!

- no more learning by doing

- no longer able to dismantle weapons and combine the parts

- generally no more combining of items

- looting and exploring is just useless with alpha 17

- item level is useless now, its all the same

- only way to progress is brainlessly killing zombies

- zombies no longer lootable

 
Those silenced gunshots have lower "zombie" sound values so the mod has no visible effect. The sounds do.
Still doesn't seem like it makes it quiet enough for it to be useable.

 
Still doesn't seem like it makes it quiet enough for it to be useable.
I found my first silencer mod after equipping all armor with advanced muffled connectors and maxing out the noise perk, and I was using the silencer on my pistol to take out sleepers without exceeding ~30 on the noise meter and without waking the other sleepers. To a degree, it also worked on the marksman's rifle (~40), but being close (7-10 meters) to another sleeper while firing would usually wake it up.

- - - Updated - - -

But I agree with you. You shouldn't have to be a master ninja to use a silencer.

 
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Spam Crafting. If I make a stone axe ten thousand times, you would think I'd get better at it. Noo, all I have to do is go kill a dozen zombies and level up and POOF I can magically make better stone axes.

And hub cities. Be nice if it was at least an option when generating a world.

 
There are a bunch, but the one that bothers me the most:

Weapons are not fun anymore. Back in previous alphas, finding a rifle was exciting. In my case, I'd always put it in my hotbar and It would become my go-to weapon in trouble situations.

Now, weapons are a joke, and there's no excitement at all in finding any of them due to the leveled quality system and gun perks, making them completely useless early game. I don't want my rifle to magically blow heads off after I've spent 500 hours of gameplay, many many skill points in the gun perks and at late game, when guns aren't exciting or useful anymore due to the player becoming basically invincible.

I also don't know what's up with the drop rates in A17, but I don't know why anyone would think having a whole crate full of (useless) pistols at the end of the 1st week makes any sense. This only makes weapons even less exciting due to the sheer abundance. Why in God's name would I bother to spend the time it takes to wack a gunsafe open anymore, knowing how common (and useless) weapons are?

This is how it should be, in my opinion:

1. All guns should be very, very,very rare. This makes safes/gunsafes/ammunition boxes interesting and exciting again. This also makes finding guns fun again too. Lastly, this will balance out the following point.

2. No more "quality" based on level or perks. Guns are guns, and they should all be powerful enough to kill normal zombies with one headshot. There are many ways to balance guns while still make them fun and exciting. The 1st way is to make them rare, as I said earlier. The 2nd way is to make ammunition very scarce and hard to make. The 3rd and 4th way deserve bullet points.

3. Guns should be very, very loud. Using guns carelessly should seriously attract the attention of zombies. Maybe make the game spawn a small horde to your location some time after you shoot a bunch of times in one area, to give the player some time to prepare, hide or flee (not in horde night). This system would make silencers interesting, and create exciting situations.

4. Finally, I do think guns should have a chance of spawning in "faulty" states, which would make them randomly jam or break while using them, requiring repair kits to be used again. They'd still kill in one headshot, but this further makes them fun, balances them out and adds more interesting gameplay situations.

5. To end this lengthy post, I think gun perks should be all about precission, recoil, bullet crafting and the ability to repair "faulty" guns. This means that investing in gun perks would improve your aim, reduce the recoil and give the player the ability to craft bullets or fully repair "faulty" guns. All these things would be in replacement of the do-more-damage perks, which are stoopid.

Do I think these changes will be made in A18, or ever at all? Nope. Do I think they should be made to make guns fun again? God yes. Will I possibly make a mod instead because I know these changes won't be made? Possibly.

I still like the game, though. :)

 
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There are a bunch, but the one that bothers me the most:
Weapons are not fun anymore. Back in previous alphas, finding a rifle was exciting. In my case, I'd always put it in my hotbar and It would become my go-to weapon in troule situations.

Now, weapons are a joke, and there's no excitement at all in finding any of them due to the leveled quality system and gun perks, making them completely useless early game. I don't want my rifle to magically blow heads off after I've spent 500 hours of gameplay, many many skill points in the gun perks and at late game, when guns aren't exciting or useful anymore due to the player becoming basically invincible.

I also don't know what's up with the drop rates in A17, but I don't know why anyone would think having a whole crate full of (useless) pistols at the end of the 1st week makes any sense. This only makes weapons even less exciting due to the sheer abundance. Why in God's name would I bother to spend the time it takes to wack a gunsafe open anymore, knowing how common (and useless) weapons are?

This is how it should be, in my opinion:

1. All guns should be very, very,very rare. This makes safes/gunsafes/ammunition boxes interesting and exciting again. This also makes finding guns fun again too. Lastly, this will balance out the following point.

2. No more "quality" based on level or perks. Guns are guns, and they should all be powerful enough to kill normal zombies with one headshot. There are many ways to balance guns while still make them fun and exciting. The 1st way is to make them rare, as I said earlier. The 2nd way is to make ammunition very scarce and hard to make. The 3rd and 4th way deserve bullet points.

3. Guns should be very, very loud. Using guns carelessly should seriously attract the attention of zombies. Maybe make the game spawn a small horde to your location some time after you shoot a bunch of times in one area, to give the player some time to prepare, hide or flee. This system would make silencers interesting, and create exciting situations.

4. Finally, I do think guns should have a chance of spawning in "faulty" states, which would make them randomly jam or break while using them, requiring repair kits to be used again. They'd still kill in one headshot, but this further makes them fun, balances them out and adds more interesting gameplay situations.

5. To end this lengthy post, I think gun perks should be all about precission, recoil, bullet crafting and the ability to repair "faulty" guns. This means that investing in gun perks would improve your aim, reduce the recoil and give the player the ability to craft bullets or fully repair "faulty" guns. All these things would be in replacement of the do-more-damage perks, which are stoopid.

Do I think these changes will be made in A18, or ever at all? Nope. Do I think they should be made to make guns fun again? God yes. Will I possibly make a mod instead because I know these changes won't be made? Possibly.

I still like the game, though. :)
Let me sum this up some, as I agree on all points here. Alpha 17 is boring. It's a ARPG on rails now with no need to explore. Everything can be gotten through whack a zombie and the perk system. This is the 1st alpha where I ever started scrapping guns on day 1 as the shells are worth more than the weapon. I have started a hundred games in 17 and gotten bored with all of them within an ingame week or 2.

 
...If I make a stone axe ten thousand times, you would think I'd get better at it. Noo, all I have to do is go kill a dozen zombies and level up and POOF I can magically make better stone axes
This guy gets it. Strange how I get XP for upgrading blocks but not for making them in the first place.

 
This guy gets it. Strange how I get XP for upgrading blocks but not for making them in the first place.
We've ALWAYS gotten xp for doing unrelated things.

I got xp from mining that I used to fight zombies better. Now I fight zombies to make my mining better.

 
Things you find silly/stupid with a17? and hope are fixed for a18
I hope they reworked the bleeding effect in A18. The impaired vision is worse than the HP loss from the bleeding itself.

 
Mainly 3 things. Strange thing is that 2 of them sounded awesome in theory, but make the game worse for me in practice

1. New zombie AI. SOunds awesome. Terrible in practice. Instead of a nice base consisting of a full perimeter defense, making a parkour for the zombi conga is the best. Which is not cool at all.

2. New POIs. Again, awesome in theory. They are very cool. But again, they made the game worse for me. They should be the rare find. The castle you find on a hill. The shady POI of a town. And so on. Like 1 out of each 10 POIs should be a dungeon. Every fraking POI beeing a dungeon changed the "macro" of the game in a direction I dislike. The combat of this game is not good, it's ok. The awesome things this game has is the building , gathering, defense, survival and so on. The new POIs, while beeing awesome, just make me spend too much time clearing buildings.

3. Reasons to keep exploring. The removal of recipes made exploring new zones not useless, but less needed. It's a bit related to point 2, since it made exploring take 10 times more. I loved scavenging and exploring. Lots of buildings, with fighting involved ofc, but still each was done pretty quickly and you kept exploring. Now in the time I explored 10 buildings looking for resources and hopefully a recipe, I do 1 dungeon. Point is, like with many a18 decisions, they switched the direction of the game into spending A LOT more of your time fighting (with a pretty bad combat system compared to how good the other systems are), instead of exploring/scavenging/crafting/gathring while fighting ofc.

 
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There was just too much whining about spam crafting.
It was out of balance. I could, with little effort, work up to level 500 stone axe that I really should not have on day one. I should not be able to craft the Hammer of Thor on day one, but I should be able to craft incrementally better axes with experience. It was out of balancing, and it just needed to be balanced and restricted.

Instead of balancing it, TFP just removed it completely.

One of the problems today is the current level system of 1-6 for things. People have been whining and complaining about that since it came out, and I too think it was a pretty stupid thing to do. I really hope A18 brings back more realistic level increments. Even 1 to 100 would be better than what we have now. With level gating like that, you really can't incrementally improve a crafting skill. Instead, there are a limited number of huge quantum leaps.

There is a bottom line here, and that bottom line is that I should:

1) Be able to craft incrementally better axes with experience.

1) Not be able to craft Hammer of Thor axes just because I mined a bunch of rocks and killed a bunch of zombies, when I have never crafted an axe in my life.

 
It was out of balance. I could, with little effort, work up to level 500 stone axe that I really should not have on day one. I should not be able to craft the Hammer of Thor on day one, but I should be able to craft incrementally better axes with experience. It was out of balancing, and it just needed to be balanced and restricted.
Instead of balancing it, TFP just removed it completely.

One of the problems today is the current level system of 1-6 for things. People have been whining and complaining about that since it came out, and I too think it was a pretty stupid thing to do. I really hope A18 brings back more realistic level increments. Even 1 to 100 would be better than what we have now. With level gating like that, you really can't incrementally improve a crafting skill. Instead, there are a limited number of huge quantum leaps.

There is a bottom line here, and that bottom line is that I should:

1) Be able to craft incrementally better axes with experience.

1) Not be able to craft Hammer of Thor axes just because I mined a bunch of rocks and killed a bunch of zombies, when I have never crafted an axe in my life.
I learned karate by waxing a car

 
I learned karate by waxing a car
I got better at painting fences by learning karate— Or at least watching a movie about karate

 
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