PC Things you'd like to see in A17.1?

I'm the opposite to most posting in this thread in that I prefer the skill trees to learning by doing because learning by doing always devolved into a few optimal paths that were annoying (e.g. crafting clubs and throwing them on the ground or having to keep the forge open and listen to the bonk-bonk-bonk of making arrowheads or even worse both at the same time!).

My one wish for 17.1 is that the death penalty be changed to something other than taking away your most recently learned skills. That is an extremely anti-fun way of implementing the penalty. I'd suggest an XP debt, where you level at half the pace until you pay off the debt.

 
I'm the opposite to most posting in this thread in that I prefer the skill trees to learning by doing because learning by doing always devolved into a few optimal paths that were annoying (e.g. crafting clubs and throwing them on the ground or having to keep the forge open and listen to the bonk-bonk-bonk of making arrowheads or even worse both at the same time!).
My one wish for 17.1 is that the death penalty be changed to something other than taking away your most recently learned skills. That is an extremely anti-fun way of implementing the penalty. I'd suggest an XP debt, where you level at half the pace until you pay off the debt.
Why is this always brought up as if A16.4 didn't exist forever with the whole crafting xp thing removed?

 
I support the removal of encumbrance as I absolutely hate forced point spending.
It's not forced, I was pretty surprised how much time I freed up by ignoring things I don't need now and I'll be able to mine or forge or grow in bulk later. One kind of food, one kind of drink (boiled meat for both is tempting but meat's not _that_ easy to come by, is it?), just the tools I need for the day's expedition, I'm currently liking the yellow house in Diersville as a base, it's almost everything very close by, I generally don't put any points at all into pack mule.

 
I'd like if they just added a backpack slot and had us craft a small bag at the start with grass, then have a cloth, leather, and military fiber tiers of back packs, could even have the military fiber bag gated via a book or perk

 
1) Zombie AI tweaks:

a) less random jumping about for no apparent reason.

b) not jumping when they should, aka bashing through POI porches instead of using the stairs right in front of them,

c) not digging down through a floor when they can just walk around to the stairs. (houses, the ranger house in particular)

2) Option to just turn OFF digging. It's still messed up. Sorry guys, but it is.

3) RWG fixes. Yes, we know it hasn't gotten the love yet, but it really, really needs it. More traders on a 16k map. It IS generating 5 per map and that is it. No more, no less. Better than when it wasn't generating ANY though.

There is something really wrong with the country road generation in RWG right now. It takes about half the gen time on a 16k map, and it's just.. weird. Huge swaths where there is absolutely nothing, parts of roads that go nowhere, many spurs off the main interstates, and of course, town generation is also messed when it comes to roads.

Biome generation. umm... it's drunk, stoned, and on LSD.

Difficulty, etc is fine, weapons are still too weak. I'm sorry. I use a marksman rifle and shoot a zombie in the head, it should die.

At least the weaker and non-irradiated ones. The glowy guys are mutant zombies, so sure, more shots. Bears, thick skulls so okay there.

9mm? yeah, couple shots. Shotgun to the face point blank? I expect the head to asplodey. (as least the weaker ones, the stronger ones, okay, it'll just piss them off..)

Yes, gun damage is my pet annoyance, and yes, I can and have modded it to do a lot more damage. (too much actually, but it's just too funny not to use) Actually, with all these army camps etc about, really need to get a .50 cal weapon. Not something you're gonna go clearing with, but for horde night. (yes, I could go clearing with an FN using .308. A Barrett? oh hell no!)

Perks/gates: meh. I'll get there eventually, so doesn't matter.

Would I like even more recipies/crafting things? Sure I would. Larger stacks? DUH! Of course, mods will do that (easy to change stack size on our own, so.... meh again. Add a recipe? easy peasy. Already did that. I has a machine gun. Findable, lootable, craftable (I think))

Better NVG (meaning they work)

Chainable power sources. Total PITA keeping circuits separate for large bases. (or just give us ONE multi input switch, that would do it)

That's my list for Santa.

(somehow I posted this in the wrong thread, or the forum is messing with my head, dunno) :p

 
More Biomes.

Bio gas recipe.

Make the food system less tedious. If you're a miner, it's extremely punishing at current. It seems balanced in most other activities though. It needs a buffer and "overeating" is unintuitive and usually leaves you with 1 max stamina missing anyway.

Remove "empty" loot containers. Neat idea, horrible execution. I'd rather loot and find nothing than have a useless block that never spawns loot.

Bio gas recipe.

Sources for bones and animal fat. Why don't dogs harvest into animal fat? Hell, just bring back gore blocks. What a senseless thing to remove. In fact bring back gore block mountains. It's not like you think zeds should drop anything anymore.

Remove skill magazines. Does anyone do anything with these other than sell to trader? We'll probably end up finding some sort of cheese with these anyway like temporary access to crafting perks since there's no reason to need more than 8 INT permanently.

Move Sexy Trex to agility. Party because stamina perks make more sense in the agility tree and also because the agility tree is weak.

Bio gas recipe.

Make quality factor into block/entity damage more than just offering more mod slots.

Stone Pick. Ok you have successfully kept iron pick out of our hands for what I'd consider to be too damn long. Thing is, I still need to get through metal doors. Fix it.

Reduce reliance on zeds for exp. I don't get surprised anymore because I kill everything I see, the instant I see it. It's tedious and runs counter to the "horror" part of your game. There's no danger because sneaking past things to save time is now bad strategy. Everything is too dead to pose a danger.

Bio gas recipe.

There's more but it's early and I can't remember it all at the moment.

 
I'd really like to see hunger being balanced with stamina in a different fashion. Atm I think max stamina depletes in 1:1 correlation with hunger, perhaps it should only start affecting max stamina after hunger is at say, 50%?
You can eat/drink past 100% to get that effect, I carry bacon and eggs when I'm not doing home invasions and basically eat whenever the popup says I'm down to 74% food and drink whenever I get down to 99% water (or 74%'s good for red tea), and I'll top up before hitting a scary POI. I really like the new cap/fillrate mechanic, it feels right. Infection's still a little weird, boiled meat is weirder.

 
Why is this always brought up as if A16.4 didn't exist forever with the whole crafting xp thing removed?
And still had people rubbing themselves on cactuses to raise armor and medicine, or damaging and repairing blocks to raise construction tools. Learning by doing always devolves into stupid ♥♥♥♥ that isn't actually "doing".

 
And still had people rubbing themselves on cactuses to raise armor and medicine, or damaging and repairing blocks to raise construction tools. Learning by doing always devolves into stupid ♥♥♥♥ that isn't actually "doing".
I still don't get what was so hard about: NOT rubbing up against cactuses, or NOT damaging and repairing blocks?

Why do so many others care about how someone else played?

 
Why is this always brought up as if A16.4 didn't exist forever with the whole crafting xp thing removed?
Many people here wax poetic about learning by doing including crafting.

I like the current setup, where I gain XP by performing actions and spend the skill points gained from that XP on whatever skills I want. I think that the current system needs some tweaking because XP from gathering and crafting is too slow early game (but seems to pick up as you get better tools and craft higher tier things - I'm not far enough in to have an opinion about the XP rate from those activities later in the game).

 
I'd like if they just added a backpack slot and had us craft a small bag at the start with grass, then have a cloth, leather, and military fiber tiers of back packs, could even have the military fiber bag gated via a book or perk
Made a thread about it but no one gave a ♥♥♥♥, guess that it is not a popular feature

 
I still don't get what was so hard about: NOT rubbing up against cactuses, or NOT damaging and repairing blocks?
Why do so many others care about how someone else played?
That's what I don't get either. But still, if someone wants to progress that way instead of doing something useful, that's their problem. If what you get out of it is actually over-powered and more efficient than the actual doing, the problem doesn't lie in the concept... the problem lies in the implementation of the benefits.

I've said it before and I'll say it again... and btw the recent reviews are screaming it... keep the perks, make them a little less effective and make up the difference with a little learn by doing. Go a step further and add a tiny hair of benefit to item quality tiers and everyone will be happy. No single system will be overpowered against the others and if someone wants to punch and repair walls all night, let them because it won't matter too much anyway.

 
Made a thread about it but no one gave a ♥♥♥♥, guess that it is not a popular feature
Ad a side note I think there are some armor mods (pockets) that reduce encumbrance. :p

 
Ad a side note I think there are some armor mods (pockets) that reduce encumbrance. :p
Yeah but that's a rather simple approach, I'm more into a clothing/backpack system like in dayz or how it was in h1z1

 
That's what I don't get either. But still, if someone wants to progress that way instead of doing something useful, that's their problem. If what you get out of it is actually over-powered and more efficient than the actual doing, the problem doesn't lie in the concept... the problem lies in the implementation of the benefits.
I've said it before and I'll say it again... and btw the recent reviews are screaming it... keep the perks, make them a little less effective and make up the difference with a little learn by doing. Go a step further and add a tiny hair of benefit to item quality tiers and everyone will be happy. No single system will be overpowered against the others and if someone wants to punch and repair walls all night, let them because it won't matter too much anyway.
Why does it matter? Because it makes balancing a nightmare. Not saying its impossible, I just wouldnt want the task.

Not saying it's the best decision, but it's easier to balance one variable (xp gain) vs multiple sources. If I was a game developer, I would want my audience to experience as much of my creation as possible and do away with any mechanics that let people bypass large parts of it.

A large bulk of the complaints seem to be from the sandbox crowd who want 100% freedom to do what they want. I say the game needs at least 2 modes ).

1) Survival mode (developers vision)

2) Sandbox Mode (many customizable settings)

3) Battle Royale /Horde Mode (faster paced gaming sessions)

 
It would be nice if it was ar all palyable....

# Performance sucks donkeyballz...

# Stamina is same...

# Quests are a joke.

# Levelling the same...

In general the whole game sucks as is. I know that others like it but my playstyle doesnt fit and I really hate it... But I had my moneys worth and have come to terms and moved on.

 
Why does it matter? Because it makes balancing a nightmare. Not saying its impossible, I just wouldnt want the task.
Not saying it's the best decision, but it's easier to balance one variable (xp gain) vs multiple sources. If I was a game developer, I would want my audience to experience as much of my creation as possible and do away with any mechanics that let people bypass large parts of it.
You are right, it isn't impossible. You are probably right that nobody wants to do it. That's basically all it comes down to. But if you keep taking things away because it's hard to do, what will you have left to show anybody that they haven't already seen? Would you even be proud to show it? The new system is clean. I like it, I like how it looks, I like the interface, but it is very dull and not creative at all. The old system was an ugly mess. It didn't make sense that you could spend points in the "learnable" skills. But it was unique and rewarding. In my opinion, the best thing they could do is take the best parts of both systems and let them work together. Perks should be special abilities and you get them spending points. Skills should be learned, you get them by actual experience doing that task. The two can work together just fine. If you so badly want players to experience everything, just make sure all of those things are touched while trying to get those perks.

 
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