PC This game has really lost a lot of the fun.

You got that wrong. I don't talk about MAXING perks, i talk about WANTING them. E.g. i want living of the land 4 to harvest 3 vegetables per plant, because i'm the one to feed our group. For being able to get LOTL 4 i need to skill fortitude to 8 which costs 10 skillpoints, right? Those 10 skillpoints are completely wasted, because i don't use machine guns or knuckles.
Agreed, same issue with lucky looter and salvage... two skills that are really good to have. Looter I can understand being tied to perception, but not so much salvage.

I like having perks tied to attributes, but I feel like there should be a group of perks that are quality of life perks that are not tied to attributes. Things like farming, stamina mitigation, food consumption, primitive crafting.... just a few that come to mind.

 
I like having perks tied to attributes, but I feel like there should be a group of perks that are quality of life perks that are not tied to attributes. Things like farming, stamina mitigation, food consumption, primitive crafting.... just a few that come to mind.
I think we have different understandings what attributes, skills and perks are. ;)

Problem is:

The 5 basic attributes (PER, STR, FOR, AGI, INT) are currently tied to weapon types, not just tied to, they ONLY affect specific weapons, but imho they SHOULD be tied to generic attributes (reload speed, fire rate, movement speed, melee-/blockdamage or whatever), because they are prerequists of other perks which have absolutely nothing to do with the buffed weapons of the attribute.

The perks (deep cuts, dead eye, skull crusher, pummel pete, ...) are ALSO tied to specific weapons, but with that i'm fine, because these perks are not prerequisits of other stuff.

If maybe fortitude increases fire rate in generic and also contains the perks specializing to machine guns, the attribute fortitude and the perk machine gunner add up just perfect.

Currently the not-weapon-related perks like cardio, motherlode, t-rex, living of the land, lucky looter and so on rely on weapon specific attributes... that is what is wrong. You either go for the weapons the attributes support, or the skillpoints into the attribute are still needed but completely useless for what you want to skill to.

 
And guess where we've seen that pattern before? Back in A17....
A17 terribad player: POIs are a nightmare and take too long to clear, they must be nerfed!!

Me: Cant you just lower the difficulty?

Terribad: No way!

Me: Sigh

TFP: Nerfs zombies inside POIs

OR

A17 terribad player: POIs are a nightmare and take too long to clear, they must be nerfed!!

Me: Cant you just lower the difficulty?

Terribad: It's already quite low

Me: Are you specced for combat?

Terribad: No all my points are in Int

Me: Sigh

TFP: Nerfs zombies inside POIs

- - - Updated - - -

Correction, they balance for the default difficulty and for players who also SUCK. QED

- - - Updated - - -

158 last time I looked at the XML
I actually tried A16.4 yesterday just for the lolz. Set everything to high, FHD resolution. Game played at 30 fps,looked nice and zombies were literally everywhere.

What I noticed was that the zombies at default settings then were much harder to kill simply because they were everywhere. You could not walk 20 meters without a zombie noticing you.

The music the sounds of successfully leveling up were very dark and spooky. The kind of classic horror movie.

The main menu, the loading screen, everything screamed "SURVIVE".

Now it's more like "find weapons shoot stuff". It's far less dark than any other version before it.

 
I think we have different understandings what attributes, skills and perks are. ;)
Problem is:

The 5 basic attributes (PER, STR, FOR, AGI, INT) are currently tied to weapon types, not just tied to, they ONLY affect specific weapons, but imho they SHOULD be tied to generic attributes (reload speed, fire rate, movement speed, melee-/blockdamage or whatever), because they are prerequists of other perks which have absolutely nothing to do with the buffed weapons of the attribute.

The perks (deep cuts, dead eye, skull crusher, pummel pete, ...) are ALSO tied to specific weapons, but with that i'm fine, because these perks are not prerequisits of other stuff.

If maybe fortitude increases fire rate in generic and also contains the perks specializing to machine guns, the attribute fortitude and the perk machine gunner add up just perfect.

Currently the not-weapon-related perks like cardio, motherlode, t-rex, living of the land, lucky looter and so on rely on weapon specific attributes... that is what is wrong. You either go for the weapons the attributes support, or the skillpoints into the attribute are still needed but completely useless for what you want to skill to.
Nope, I understand it perfectly. What did I say that made you think otherwise?

 
Nope, I understand it perfectly. What did I say that made you think otherwise?
Because you talked about rearanging the perks among the 5 basic attributes.

Yes, of course might make sense in some cases, but that is not the initial problem i'm talking about.

Or maybe just because of language missunderstandings. English is not my native language so my understanding might not be perfect. ;)

 
Because you talked about rearanging the perks among the 5 basic attributes.
Yes, of course might make sense in some cases, but that is not the initial problem i'm talking about.

Or maybe just because of language missunderstandings. English is not my native language so my understanding might not be perfect. ;)
Gotcha, what I meant was that I'm ok with perks being under attributes in general.....

What I would like is for certain key perks (like Living Off the Land) to be removed from attributes entirely so you're free to select them without needing to have an attribute at a certain level. So if you wanted perk into Living Off the Land, you could without having to first raise fortitude. But if you wanted Healing Factor you would need to put points into fortitude.

Still not really happy with that explanation, but hopefully its a little clearer?

 
I actually tried A16.4 yesterday just for the lolz. Set everything to high, FHD resolution. Game played at 30 fps,looked nice and zombies were literally everywhere.What I noticed was that the zombies at default settings then were much harder to kill simply because they were everywhere. You could not walk 20 meters without a zombie noticing you.
Yup. I loved that. The danger/challenge was not that the zombies were bullet sponges or could enrage (i.e the nonsense we have now in A18), it was that the moment you focused on one zombie to bring it down, another 6 had surrounded you from the sides and rear! Was amazing.

 
I see some people still building bases, some people running and some people trying to outlast rather than kill the hordes - The demolishers are a clear signal of intent from the Dev's that they don't want an auto kill base to be easy - though it is still possible. The increase in cost of base materials and the perk spread make it clear that they don't want uber castles to be easy - but they are still possible. The complaint appears to be that people want it to be easy; but not to turn down the difficulty, block HP or up the loot - this is the point Im repeatedly making - if you aren't happy there are many, many, many ways to achieve what it is that will you make you happy - so go try them out and come back when you have the experience to give useful feedback. 'I tried it one way and it didn't work so it should be changed' is not useful feedback.
Not going to get into any more tone comments (we seem to have a talent for annoying each other) but I did want to comment on this part. While auto-killing bases should indeed be difficult to make and always a work in progress, Demolishers in their current state raise the issue where having a survivable base is too hard after a while. Not impossible, mind, but too difficult to really be practical for the vast majority of players, at least judging by the feedback I'm seeing (which might not be the full body of feedback since I don't read every thread).

Regarding feedback in general, remember that feedback from players who don't enjoy the game in its current state is always going to be a little off-base simply because if they don't enjoy the game they're not going to keep playing it. The issue becomes sorting out whether the complaint is baseless and has an easy solution (People complaining about how bullet-spongey zombies are but play on Insane, people who hate the blood moon horde but don't alter the frequency), justified but the devs have repeatedly and clearly stated they're not going to do anything about it (LBD) or whether the issue is one more fundamental to the game's current construction and direction (Lack of wandering zombies, night no longer being scary, etc). It's likely a personal preference thing, but I don't consider using mods to be a solution for the latter category of complaints. In that case mods are more of a bandage.

 
You got that wrong. I don't talk about MAXING perks, i talk about WANTING them. E.g. i want living of the land 4 to harvest 3 vegetables per plant, because i'm the one to feed our group. For being able to get LOTL 4 i need to skill fortitude to 8 which costs 10 skillpoints, right? Those 10 skillpoints are completely wasted, because i don't use machine guns or knuckles.

I repeat: It's ok that LOTL4 requires fortitude at 8. What i dislike is that fortitude only buffs machine guns and knuckles. Couldn't it be a generic buff like maybe "reload faster" and "increase melee attack speed"? Then these 10 skillpoints would have a use for everyone, because then also a pistol would reload faster and you can attack faster even when using a club.

It's also ok to have brawler and machine gunner in here. Those i can skip completely if i don't want to use them, but fortitude itself i CAN'T skip.

But machine guns and knuckles has absolutely no advantage for me.

On the bottom it's the same as requiring Level 40 for LOTL4, like it was in A17 (?). Only difference is, i don't need Level 40 directly, but i need additional 10 for me useless levelups to reach the same.

Right, but wont help me with the example above, because i need this skill all the time.
Then I think I got it right; earlier in the thread; you WANT something; which you CAN get, but want it easily and the way you prefer it to be and are annoyed you can't have it all your way. If you want to play in a group and you got designated food guy then suck it up - machine gun and knuckles are the weapons you'll get BEST buffs to - but you can still use any other weapon you want. Don't like it? Designate another food person; or accept that your shotgun will be less-than-godly till you level up more. It'll still kill 'em just fine.

What your asking for is exactly what TFP wanted to negate; every player can use every weapon to great effect; therefore the extra ammo becomes waaay too much. All the guns are more than functional with top tier material, without perks. They become much, much BETTER with perks. Melee obviously needs some love, which they've already said they are looking at.

You simply DON'T need the perk - there are multiple ways of getting food, getting recipes and making bigger farms and produce more seeds; you just WANT to be able to farm for your needs - cheaply, easily and early, but also be good with your preferred weapon cheaply, easily and early.

 
You got that wrong. I don't talk about MAXING perks, i talk about WANTING them. E.g. i want living of the land 4 to harvest 3 vegetables per plant, because i'm the one to feed our group. For being able to get LOTL 4 i need to skill fortitude to 8 which costs 10 skillpoints, right? Those 10 skillpoints are completely wasted, because i don't use machine guns or knuckles.

.
What if the cost for LOTL 4 was just a straight 14 skill points? I mean that you just had to save up 14 skill points and pay it and then you could have LOTL 4? That’s all the current system is doing. You have to pay a cost of 14 skill points to get it.

The only difference is that you pay a little at a time and get bonuses you may or may not care about along the way. But the cost is the cost. Is 14 skill points too expensive for what you’re getting?

 
Then I think I got it right; earlier in the thread; you WANT something; which you CAN get, but want it easily and the way you prefer it to be and are annoyed you can't have it all your way.
No, i don't want it for no effort. But i don't like the idea to "just" need 16 skillpoints to invest from which 10 have absolutely no effect for me. That is insane expensive!

Designate another food person; or accept that your shotgun will be less-than-godly till you level up more.
That's just a useless turnaround and that is exactly what i complain about. And it is exactly the other way round. If i want to be a farmer my shotgun would be better, but that doesn't mean i WANT to use a shotgun, but if i do not i have to invest skillpoints which don't make ma any better.

Current system:

If you want to do farming effectively you are FORCED to use shotgun or clubs. OR skill into different attributes which costs you additional skillpoints. WTF?

All the guns are more than functional with top tier material, without perks. They become much, much BETTER with perks.
And that is the missthinking. I do not only miss the MUCH MUCH BETTER effort, i HAVE to WASTE it, if i don't want to use especially that weapons TFP decided i HAVE to use, just because i want to do farming.

You simply DON'T need the perk - there are multiple ways of getting food, getting recipes and making bigger farms and produce more seeds; you just WANT to be able to farm for your needs - cheaply, easily and early, but also be good with your preferred weapon cheaply, easily and early.
You got it all wrong. Is it that hard to understand? TFP is FORCING me into using specific weapons just because i want to be a farmer. Why? That would be EASILY resolved if the basic attributes would NOT give weapon specific buffs but generic.

I complain about the balancing of the basic attributes.

NOW STR lvl 1 gives me 200% damage for shotguns. I do not insist for 200% damage for shotguns, it's completely worthles if i don't use shotguns. It's the overall balance. Don't give me 200% shotgundamage just for STR lvl1, instead give me only 5% damage to Zs for ALL weapons (or anything else universably usable)! This way it won't be COMPLETELY useless for me. Instead give the 200% to Boomstick, but not by the universally strength attribute! Currently strength buffs shotguns even more than the shotgun specific perk! That's insane and absolutely forcing playstyles. With the current system i'd invest in strength but skip boomstick, because strength is far more usefull then boomstick even if i intend to use shotguns. And that is WRONG.

If i want to go for shotgun, i should have to invest skillpoints in shotgun. But if i want only gardening, it's insane to have to invest 8 skillpoints as a prerequisit which doesn't improve my char in ANY WAY!

The only difference is that you pay a little at a time and get bonuses you may or may not care about along the way. But the cost is the cost. Is 14 skill points too expensive for what you’re getting?
Yes, that's the way it is right now. And you think LOTL is really worth 10 skillpoints wasted for shotgun buffs you don't use or you are forced to use shotguns to make it a reasonable effect?

WTF makes you think that anybody needs to invest 10 skillpoints into a prerequisit he doesn't even intend to use? Because TFP decided "if you want to garden, you have to use shotguns"? Exactly that IS the problem i am talking about. They indirectly tied the usage of shotguns to the ability to plant and harvest food.

Farmer == Shotgun... WHY?

And yes, finally atm i skilled strength just to get LOTL, because the current system forces me to do so. But it is anoying that i spent 10 skillpoints just for prerequisits which effectively don't help me anything, not even a little. And i just did it that way, because TFP decided i HAVE TO DO IT THAT WAY and there is no workaround for that (maybe besids of modding).

Just to say it wordly translated from german: "Am i in the wrong movie?" ;)

 
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Minor correction.... Farmer == Machine Gunner.
Didn't check it ingame, you might be right with that, but that doesn't change the "problem" at all. ;)

It tried to explain it in a dozens times in multiple answers and different threads, but reagarding the answers, most people obviously still don't get it. Maybe i'm just expressing it wrong.

But from your answer i assume you at least got the point. ;)

Maybe i'm "on the wood way" *lol* which is the germand translation for "i don't get it at all, maybe i'm completely wrong". But up to now, all answeres have been just "it is like it is" but not taking into account what i am saying, so i still think i'm right and don't purely accept "deal with it".

It's a request for further changes of course, i do not request a hotfix for A18.

 
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Didn't check it ingame, you might be right with that, but that doesn't change the "problem" at all. ;)
It tried to explain it in a dozens times in multiple answers and different threads, but reagarding the answers, most people obviously still don't get it. Maybe i'm just expressing it wrong.

But from your answer i assume you at least got the point. ;)

Maybe i'm "on the wood way" *lol* which is the germand translation for "i don't get it at all, maybe i'm completely wrong". But up to now, all answeres have been just "it is like it is" but not taking into account what i am saying, so i still think i'm right and don't purely accept "deal with it".

It's a request for further changes of course, i do not request a hotfix for A18.
Yup, I don't love certain skills being tied to specific weapons.... mining to shotguns & clubs, farming to machine guns & fists, salvage to rifles & spears... etc.

 
Thank you. At least another one who understands the "problem" with the current system. :)
I understand what you're getting at, but I do think you are looking at it the wrong way.

You don't NEED to use weapon just because the perks you are taking to get farming make that weapon better. You can use whatever gun you like, you just happen to get a bonus on the one that is tied to your perks. Consider it a passive bonus. Its not wasted, you are just choosing not to take advantage of it.

The current system is that you CAN have everything you want - just not all at once and not for a long time - so you need to prioritize what you want most. I'm perked into Shotguns; but I'm doing just fine with spears,handguns, M60's and rifles. Grenades, Moltovs, turrets - they're still effective if you aren't perked into them - you're only 'forced' if you insist on rigidly using what you're perked for; and there is no need to do that.

If you want to do farming, you get to do farming, and - as an EXTRA - your machine gun and fists get a boost. You don't NEED to use them; you can use a handgun, shotgun, rifle, bazooka or whatever you want; and it'll still kill zombies just fine.

Your problem is you want to do farming AND be lethal with a specific melee AND gun at the same time - and if you were, I'm sure you'd then want to be great at looting, scavenging, mining and bartering at the same time? So out the window goes balance and we're back at alpha 16 where everybody was death dealing God who could build everything, craft everything, never ran low on food, fuel, drink or money.

 
A16: Pros:

You have the stamina of a normal human being.

Stupid zombies walk in a straight lines.

Scrap food 24/7 or turn into cannibalism

Rewarding farming

Zombies get progressively stronger, bases need constant resupply

ALL mining tools are amazing

Level by doing

Build huge bases end game

Cons:

Spikes break zombie legs

Gamebreaking trader and minibike bugs

Multiplayer lags when collapses occur

A17:

Pros:

Power attacks

Quests solve the problem of destroyed POIs

Cons:

Game lags

Level gating

You have the stamina of a diabetic

You build insanely slow

Horrible fps

Fake block graphics

Multiplayer becomes unplayable

Zombies have A* pathfinding algorithm, can dig through ground.

A18:

Pros:

Better graphics

M60

Cons:

Abysmal fps

Horrific performance

Loot gating (steel requires schematics and steel parts)

Fisher price building (iron into junk turret bullets)

Demolishers that defeat the purpose of turrets

The most incomprehensible perk system in a video game ever.

Paper melee weapons, bullet sponge zombies

Fake melee animations, never hit what you aim

Trader still hides his best stuff, then sells them at absurd prices

The devs haven't even finished balancing A18 and they even started talking A19.

I'd personally like to see the devs completely stop adding new stuff and focus on fixing what's already in the game:

Things that need to be fixed:

Horrible FPS performance

The loot gating system

The horribly grouped perks

Zombie AI needs to go back to stupid levels and be unable to dig

Lootable zombies

Easier farming

Harder food management
The issue with performance in a18 is the microsplat map they introduced, for some reason in the snow/desert biomes, and around water like lakes in rwg, it literally wrecks fps. I go from solid 60 down to 30 if I look at certan parts of terrain, second I look away, it jumps back to 60 again, you especially notice it around mountaous regions in desert/snow biome and again around water everywhere. Its been proven to the devs by myself and multiple people that the microsplat map is the cause for all the performance issues in a18, but they are being stuborne and refuse to admit it has a problem or remove it in a19. There is a fan based patch that removes the microsplat map, and with it removed, it also removes all of my and everyone elses performance issues in a18.

a18.2 in experimental has a feature that has to do with terrain quality, but I've not noticed it doing anything to fix the fps issues in the problem area's.

 
What if the cost for LOTL 4 was just a straight 14 skill points? I mean that you just had to save up 14 skill points and pay it and then you could have LOTL 4? That’s all the current system is doing. You have to pay a cost of 14 skill points to get it.
The only difference is that you pay a little at a time and get bonuses you may or may not care about along the way. But the cost is the cost. Is 14 skill points too expensive for what you’re getting?
Its another reason why stat locked perks like miner 69'er, motherload, living off the land etc, need to be moved to a general perk pool, that relys on total stat points earned across all stats to unlock or some other simmlar system, with once you having spent 10 points into stats across all 5 stats it unlocks all levels. You could have 5 str, 5 agi, and 3 in another stat and it'd be enough total points spent to unlock all 5 ranks of the perks in the general perk pool.

This is why I keep saying having things locked to stats is a stupid idea and gates the player into wasting points for things they need/want for little benefit. I like blades in a18, however, agi is otherwise a waste of points to me, so I just go str and use sledgehammers instead with some shotgun too, since I also get motherload and miner 69'er with those points, 2 must have perks. Same for fortitude, I get 1 in living off the land (going higher than 1 into it is a massive waste of points for what you gain), then machine gun, healing factor, heavy armor use, pain tolerance is also nice. Most of the other stats other than str and fort don't really have any must have perks. I mean some of the stuff is nice, but its not really worth the skill points to get it with the stat investment required to really get the use of the perks. It hurts even more as adding to stats really does nothing for you as a whole if your not using that stats weapon. Sure you get the perk you want, but once you do, you relize all those points you invested in that stat to get that perk you basically threw away, as they don't do anything.

 
Your problem is you want to do farming AND be lethal with a specific melee AND gun at the same time - and if you were, I'm sure you'd then want to be great at looting, scavenging, mining and bartering at the same time? So out the window goes balance and we're back at alpha 16 where everybody was death dealing God who could build everything, craft everything, never ran low on food, fuel, drink or money.
Not sure how you think that farming and using a rifle would be cause a balance problem but farming and using a machine gun doesnt...

It's about choice... of course one could perk into farming and still use a rifle but it's kind of frustrating knowing that because you perked into farming you're really better off using a machine gun.

 
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