PC Things you'd like to see in A17.1?

I have no wishes for Alpha 17.1, because the "vision" TFP has for the game to become right now is plain and simple bad. And it seems that MadMole is intentionally ignoring all complains across different plattforms, despite the fact that a lot of them have valid points. He rather tries to force people into a certain new playstyle and risking the loss of a lot of customers instead of listening to them and improve the game the way the majority want it.

My advice to TFP is: Go to Steam read the bad reviews carefully and then finally realize that people just hate this new version of the game. After a whole year of developement people are so disappointed in the new version that they changend back to Alpha 16.4 or stopped playing competly. If this behaviour does not open your eyes nothing else will.

 
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?
This, "if it's broken, don't do it" functions as a suggestion for unfinished systems in an alpha game, but the idea that you should just leave dumb game paths in because someone might like doing them is terrible design. Playing to the game rules as they exist and being challenged is much more fun for most people than needing to introduce self-imposed limitations to make the game work right. You might as well just make creative the default and leave the tuning to the individual if that's your philosophy.

 
This, "if it's broken, don't do it" functions as a suggestion for unfinished systems in an alpha game, but the idea that you should just leave dumb game paths in because someone might like doing them is terrible design. Playing to the game rules as they exist and being challenged is much more fun for most people than needing to introduce self-imposed limitations to make the game work right. You might as well just make creative the default and leave the tuning to the individual if that's your philosophy.
Ok and tell me which challenge do we have now?

Crafting? Nope easier as it was ever

Looting? Nope forget it easy loot too many of high end stuff like Guns

Zombie Fighting? Nope AI only cheats to get you but still act stupid, so only Challenge is to find ways to make AI cheating harder or use it against the AI.

Leveling? Nope not really punsh zombies and learn how to forge and cook, possible the Zombies scream the Recipes during you hit them

So tell me which Challenge do we currently have i dont see any real Challenge in the game , the only challenge i see is to mod many thousand lines of xml files to make it a challenge again , fix dumbed down crafting , fix stupid skill and perk system and such stuff but that is another type of challenge.

So if you call it a challenge to have easy mode crafting, easy mode ressource gathering, learn everything by killing zombies, cheating zombies but still stupid ai then yep you possible see it as a challenge, for me its a big update full of in my opinion bad design decisions and the wish to make this game more and more easy mode.

 
Ok and tell me which challenge do we have now?
Crafting? Nope easier as it was ever

Looting? Nope forget it easy loot too many of high end stuff like Guns

Zombie Fighting? Nope AI only cheats to get you but still act stupid, so only Challenge is to find ways to make AI cheating harder or use it against the AI.

Leveling? Nope not really punsh zombies and learn how to forge and cook, possible the Zombies scream the Recipes during you hit them

So tell me which Challenge do we currently have i dont see any real Challenge in the game , the only challenge i see is to mod many thousand lines of xml files to make it a challenge again , fix dumbed down crafting , fix stupid skill and perk system and such stuff but that is another type of challenge.

So if you call it a challenge to have easy mode crafting, easy mode ressource gathering, learn everything by killing zombies, cheating zombies but still stupid ai then yep you possible see it as a challenge, for me its a big update full of in my opinion bad design decisions and the wish to make this game more and more easy mode.
What does this even have to do with anything I wrote?

 
What I would love to see is the removal of the bartering perk entirely. All bartering upgrades should be attached to Trader quests. Everytime you unlock a new tier of quests, your bartering goes up. Also, I would like to see the secret stash be locked until you reach at least lvl 3 quests.

 
I have no wishes for Alpha 17.1, because the "vision" TFP has for the game to become right now is plain and simple bad. And it seems that MadMole is intentionally ignoring all complains across different plattforms, despite the fact that a lot of them have valid points. He rather tries to force people into a certain new playstyle and risking the loss of a lot of customers instead of listening to them and improve the game the way the majority want it.
My advice to TFP is: Go to Steam read the bad reviews carefully and then finally realize that people just hate this new version of the game. After a whole year of developement people are so disappointed in the new version that they changend back to Alpha 16.4 or stopped playing competly. If this behaviour does not open your eyes nothing else will.
We want to make as many people happy as possible. I've been reading non stop, but I don't make all the decisions. We are making some adjustments that should address a lot of issues. There is no majority, its clearly 50/50. Once balanced it can be 70/30 for sure with no harsh changes to any systems, just balance.

A portion of the other 30% can be won over with some new options. We genuinely feel that some mechanics are poorly understood like stamina so we're going to make some improvements.

You can, for the record run faster and further in A17 than A16. (Unless something changed I'm not aware of). There are cardio perks you can buy that allow you to run for ages without running out of stamina. With 3 ranks of sexual trex you can mine nearly endlessly with 1 handed items, and with 4 you can mine endlessly with 2 handed tools.

You can also over eat, we are fixing the hud to show you can eat to 150%. Then you have about half an hour of stuff you can do before stamina is compromised at all. We're fixing it so you can over drink too. So with a 150% gas tank you'll have a lot of time to do things before stamina bar starts to be damaged.

I think everyone ignores agility too, a 200 stamina bar would solve a lot of stamina woes too but I think most players buy INT and STR because they seem to be the best perks.

We're buffing coffee and noob players will start with 150 food so they have more time to find stuff before taking stamina damage.

Anyhow Alpha 17 is stable, (no crashes) but far from putting our happy stamp of approval on. We are listening and reading and playing a lot ourselves too, so more balance changes and performance improvements are coming.

I've already buffed trader xp x5 and duke rewards x3. So the quests will level up most players when you turn it in. I've made lumberjacks a viable trade now, so you can make a decent living chopping wood. I'll balance metal and stuff too, so you can sell ores for money. I've increased the player sell rate so you make more money from selling items. The economy still needs a ton of work, but its getting better.

 
He did that for A16 because changing his forum avatar was more fun than A16. Now all he does is play A17 nonstop.

 
We want to make as many people happy as possible. I've been reading non stop, but I don't make all the decisions. We are making some adjustments that should address a lot of issues. There is no majority, its clearly 50/50. Once balanced it can be 70/30 for sure with no harsh changes to any systems, just balance...
All of this is good news.

Regarding the economy, what is the vision for how the economy should/will work? What do you want the players collecting and selling for dukes? For example in A17 stable currently, it's unclear to me what I should be looking out for to sell to the traders. Guns and tools are not worth much and everything else I'd expect (based on past versions) to be valuable aren't.

Nothing wrong with this, but just confusing currently as to what I should be doing to make money in A17 and what the plan is long term. Do traders now (or will) favor resources the way they favored guns in the past? Or maybe player crafted items?

 
We want to make as many people happy as possible. I've been reading non stop, but I don't make all the decisions. We are making some adjustments that should address a lot of issues. There is no majority, its clearly 50/50. Once balanced it can be 70/30 for sure with no harsh changes to any systems, just balance.
A portion of the other 30% can be won over with some new options. We genuinely feel that some mechanics are poorly understood like stamina so we're going to make some improvements.

You can, for the record run faster and further in A17 than A16. (Unless something changed I'm not aware of). There are cardio perks you can buy that allow you to run for ages without running out of stamina. With 3 ranks of sexual trex you can mine nearly endlessly with 1 handed items, and with 4 you can mine endlessly with 2 handed tools.

You can also over eat, we are fixing the hud to show you can eat to 150%. Then you have about half an hour of stuff you can do before stamina is compromised at all. We're fixing it so you can over drink too. So with a 150% gas tank you'll have a lot of time to do things before stamina bar starts to be damaged.

I think everyone ignores agility too, a 200 stamina bar would solve a lot of stamina woes too but I think most players buy INT and STR because they seem to be the best perks.

We're buffing coffee and noob players will start with 150 food so they have more time to find stuff before taking stamina damage.

Anyhow Alpha 17 is stable, (no crashes) but far from putting our happy stamp of approval on. We are listening and reading and playing a lot ourselves too, so more balance changes and performance improvements are coming.

I've already buffed trader xp x5 and duke rewards x3. So the quests will level up most players when you turn it in. I've made lumberjacks a viable trade now, so you can make a decent living chopping wood. I'll balance metal and stuff too, so you can sell ores for money. I've increased the player sell rate so you make more money from selling items. The economy still needs a ton of work, but its getting better.
Everything you just described is exactly what I don't like. It's not fun to level my character's strength, agility, stamina, etc. I hated it when it was added to A16, and it's just gotten much much worse now. Reload A16.4 and jump around, strafe, backpedal, and sprint. Then do that in A17. You most certainly CAN NOT do any of what you said. I feel like my character is moving in jello or wearing 25 lb shoes.

Locking away the character's ability to just navigate their environment is not a welcome addition to the game. I physically can't tolerate playing the game long enough to unlock all of this crap, just so I can move around.

 
He did that for A16 because changing his forum avatar was more fun than A16. Now all he does is play A17 nonstop.
Ok thought it was a "thing". Maybe even go so far as say it was a tradition. Before you say it only happened once...even traditions started off as onefer :D

 
I ll just say: LOCKPICKS! please :)

It doesnt have to look nice with UI interface just give us something ( look at war of the walkers mod solution - find the recipe to learn it ( maybe book for perk unlock ) and craft them out of iron. This pickaxe banging really ruins the sneaking ninja playstyle :)

Also do something with magazines.. they are useless more or less atm. Either make them they add a skill point or remove the requirements for

pre-requisits. So if I find a magazine for forge on day one once I read it at least I should be able to build it ( RNG luck that makes game fun ).

 
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He did that for A16 because changing his forum avatar was more fun than A16. Now all he does is play A17 nonstop.
I'd be curious to read your posts from A16e-A16.4 to see how much you stuck up for it then... I'm too lazy to go check though lol

 
1)

You can also over eat, we are fixing the hud to show you can eat to 150%. Then you have about half an hour of stuff you can do before stamina is compromised at all. We're fixing it so you can over drink too. So with a 150% gas tank you'll have a lot of time to do things before stamina bar starts to be damaged.

2)

I think everyone ignores agility too, a 200 stamina bar would solve a lot of stamina woes too but I think most players buy INT and STR because they seem to be the best perks.
1) Why even have it like that? Why not just do it normal and have stamina start to decrease when your character is around 50-60% for hunger? Makes more sense, at least to me.

2) I know I ignore Agility because who cares about stamina if I can't carry anything, build a forge, ect. I'd rather wait for the vehicle unlock...

 
The ability to make an XUi element visible based on if a player has or does not have a buff.

<window name="MyCoolWindow" visible=hasbuff("MyCoolBuff")>

Then we can leverage variables, and all the cool buff functions to decide if a window is or is not displayed.

Like as many have requested a Blood Moon reminder.

How about if infection gave such a reminder. Oh, now would you want level 1 infection just to be reminded?

How about a perk for such a reminder?

How about hiding the compass till you find a compass item?

The Buff/Perk system is so powerful it would be nice to leverage some of that for greater UI control and interactivity.

 
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We want to make as many people happy as possible. I've been reading non stop, but I don't make all the decisions. We are making some adjustments that should address a lot of issues. There is no majority, its clearly 50/50. Once balanced it can be 70/30 for sure with no harsh changes to any systems, just balance.
A portion of the other 30% can be won over with some new options. We genuinely feel that some mechanics are poorly understood like stamina so we're going to make some improvements.

You can, for the record run faster and further in A17 than A16. (Unless something changed I'm not aware of). There are cardio perks you can buy that allow you to run for ages without running out of stamina. With 3 ranks of sexual trex you can mine nearly endlessly with 1 handed items, and with 4 you can mine endlessly with 2 handed tools.

You can also over eat, we are fixing the hud to show you can eat to 150%. Then you have about half an hour of stuff you can do before stamina is compromised at all. We're fixing it so you can over drink too. So with a 150% gas tank you'll have a lot of time to do things before stamina bar starts to be damaged.

I think everyone ignores agility too, a 200 stamina bar would solve a lot of stamina woes too but I think most players buy INT and STR because they seem to be the best perks.

We're buffing coffee and noob players will start with 150 food so they have more time to find stuff before taking stamina damage.

Anyhow Alpha 17 is stable, (no crashes) but far from putting our happy stamp of approval on. We are listening and reading and playing a lot ourselves too, so more balance changes and performance improvements are coming.

I've already buffed trader xp x5 and duke rewards x3. So the quests will level up most players when you turn it in. I've made lumberjacks a viable trade now, so you can make a decent living chopping wood. I'll balance metal and stuff too, so you can sell ores for money. I've increased the player sell rate so you make more money from selling items. The economy still needs a ton of work, but its getting better.
I ignore agility as well because there just aren't really perks in there to make it worth bothering with, especally with all the must have perks in str/int that are more important, add stamina regen or movement speed bonus to agility stat levels and I bet more people will go into it, I mean I would if it upped movement speed by a few percent per point, maybe 20-30% at 10 agi. As you said, you can go high into str get sex t-rex 3/4 and then your base 100 stam is more than enough for most things.

- - - Updated - - -

All of this is good news.
Regarding the economy, what is the vision for how the economy should/will work? What do you want the players collecting and selling for dukes? For example in A17 stable currently, it's unclear to me what I should be looking out for to sell to the traders. Guns and tools are not worth much and everything else I'd expect (based on past versions) to be valuable aren't.

Nothing wrong with this, but just confusing currently as to what I should be doing to make money in A17 and what the plan is long term. Do traders now (or will) favor resources the way they favored guns in the past? Or maybe player crafted items?
Car batteries that are tier 5/6 sell for a pretty penny, you can stack mechanical parts, electric parts and plastic to like 500, and they are very common, bascally wrench with some perks in the salvage operations skill=mad money. Now if only I felt the need to bother with perception at all, its like agility, I see no real need to bother with it.

 
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