PC This is a joke, right?

A17 looks many times better then a16. I love the visual.
I disagree, it looks horrible now, My alpha 15/16 looked great on my high end system, now it's bleh. I am hoping it's an experimental thing and it gets better.

 
I'm not sure we're quite getting each other. My issue is not with how often I knock zeds down, it's about how long they stay down. Knockdown frequency is fine with me...with added perks it might even be a bit excessive. The issue is that when you knock them down, they don't stay down...they jump up WAY faster than they did in A16.
Well, to be sure, I wouldn't describe how LONG they stay down for as excessively long. Perhaps it's something they'll tweak further.

 
Where do I begin? No loot from zombies, no ability to use bandages on your toolbar, that stupid black stamina bar, zombies leap to their feet as soon as they are knocked down...
And I can't believe all skills are gone and replaced with perk points. No more improving an ability by using it. Instead you get cute little points to gain a level, then you click on a + button to improve. So cheesy.

Carrying 20 small things--berry, egg, feather--encumbers you but carrying one jeep doesn't? Whose idea was that?

The update doesn't even look good. I thought that would be its one redeeming feature, but all the ghouls look like they are wearing masks and everything that isn't close enough to touch is a blur.

After playing for half an hour, I'm going back to A16. Heck with this.
Its an experimental build, the fluff is wrong with u man? U obviously dont understand what to expect from a experimental build.

 
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He is right about zombies getting up immediately after getting knocked down, not a fan of this at all, especially in multiplayer. Due to lag, you would be silly to melee early on. That knock was always used to finish them off with a club, now this is no longer the case

 
Yeah, it's definitely unbalanced. A17 Experimental has taken the game back to being a massive grind-fest. It looks a lot better, but it's simply not any fun to play and try to get off the ground as a solo player. I'm getting mauled with horde after horde, the death penalty is absurdly cruel (1 hour of actual play time instead of game time? seriously?), getting decent crafting skills is really, really, REALLY hard (combined with the death penalty making it impossible for me to craft even poor level tools or combat enemies, which screws me even more... it's just not fun. I can't even tell what level I have to be at to increase a perk/skill/whateveritscalled - it just says I'm not at the right level... not particularly helpful UI feedback.
I get that it's experimental. I get it probably needs tuning. I get that there are bugs. But this feels way unbalanced.

And please, folks, spare me the fanboy lectures, I've been around since A5, I don't wanna hear it. Take it as constructive feedback from somebody with about 3,700 hours of play time over almost 5 years, running a PVE server for over 4 of those. I appreciate a lot of work went into A17, but I suggest focusing much of the remaining efforts be put on gameplay balancing. Grinding ain't fun. :(
I'm not grinding and I'm having lot's of fun. I've made a small starter base in a house and am now having to think up clever ways to defend it as my dependable spike traps have been removed. I have a massive hole in the basement that needs fixing and multiple doors which can be bashed down in seconds. I'm living off boiled eggs and canned water, I have 25 health and I've had to learn to master the art of controlling a pack of zombies with a club. All of my favourite recipes, heavy duty reinforcements and iron bars are out of reach for now - so I'm having to be really creative with my tactics. Sure there's bound to be some balancing issues but so far A17 is my favourite version of this game and I'm not someone who tolerates grinding.

I'm not sure we're quite getting each other. My issue is not with how often I knock zeds down, it's about how long they stay down. Knockdown frequency is fine with me...with added perks it might even be a bit excessive. The issue is that when you knock them down, they don't stay down...they jump up WAY faster than they did in A16.
They don't stay down as long but they don't seem able to reach as well as in A16, therefore I'm able to hit them 3 times before I have to move out of reach. Give it a bit of time and see if you can master the new rhythm as I think you'll find you can adapt quite easily.

 
For a more than a years worth of coding we Really did not get allot. Seems more like a mod than a true update.

 
Its a experimental build, the fluff is wrong with u man? U obviously dont understand what to expect from a experimental build.
Only joke here is urself really.
I think you’re actually the one confused about the purpose of experimental builds. We’re allowed to play before the stable release so we CAN point out all the things we dont like and are broken. Op’s attitude may have been a bit sour but feedback is exactly what the pimps benefit from. So when you say he doesnt understand what to expect from an experimental build you’re being ridiculous because he can expect whatever he wants and has the right to make that known. Its the pimps’ perrogative to decide what to do with that feedback.

 
Well, to be sure, I wouldn't describe how LONG they stay down for as excessively long. Perhaps it's something they'll tweak further.
In the patch notes it was stated that this was done to help recognize zombies that aren't "dead" yet. When knocked down before, you might think they're dead as they stay down for a while before getting back up. This hasn't really bothered me all that much, but I've only had a couple of single zombie attacks where I would even get an opportunity to hit one that was on the ground. I think they should make the delay about half a second longer, but of the issues I have with this build, this is at the very bottom of the list. I also don't play on a server, so lag isn't something I've experienced, which could very easily change how someone views this change.

 
In the patch notes it was stated that this was done to help recognize zombies that aren't "dead" yet. When knocked down before, you might think they're dead as they stay down for a while before getting back up. This hasn't really bothered me all that much, but I've only had a couple of single zombie attacks where I would even get an opportunity to hit one that was on the ground. I think they should make the delay about half a second longer, but of the issues I have with this build, this is at the very bottom of the list. I also don't play on a server, so lag isn't something I've experienced, which could very easily change how someone views this change.
Well, they've also added that questionable XP indicator in the bottom right of the screen that tells you EXACTLY when a zombie is dead. No need to have them instantly jump up since you know by the XP indicator.

 
They don't stay down as long but they don't seem able to reach as well as in A16, therefore I'm able to hit them 3 times before I have to move out of reach. Give it a bit of time and see if you can master the new rhythm as I think you'll find you can adapt quite easily.
The rhythm is no problem at all. In fact, if you've got the intestinal fortitude, you can stand in one spot without moving and kill any standard zed 1-on-1 without taking a hit. You just have to observe the animation and strike as soon as they recover from the last hit. There are "seams" between the hit recovery animation and the wind up to strike animation that are quite clear if you look. If you ♥♥♥♥ it up you might die, but I've done it more than few times just to test.

Still, the point remains. I found the old knock down and close for the kill style of A16 to be VERY fun. Even with the addition of power attacks, which are nice, A17 melee has not been nearly as much fun for me so far, and I'm a melee-loving, machete freak.

 
Sheshh, where to start.
1. You're wrong. It's not NO loot from zombies. They occasionally still do drop loot, and when they do it'll be more likely to be good loot. It also stops them from being farmed loot pinatas.

2. You're wrong. You CAN use bandages on your toolbar. Don't know why you can't.

3. The black stamina bar is reflecting accumulated damage, it can be recovered by eating/drinking.

4. You're wrong. Zombies don't always leap to their feet after being knocked down. If not killed they will slowly get up, but you've got the opportunity to "hit 'em while they're down".

5. Perk points were advertised WELL in advance. Unless you've been willfully ignoring basically every post from the Pimps this should not have been a surpise.

6. Encumbrance can be overcome through spending on Strength related perks. It's slot based for simplicity, and I for one, would HATE to see a weight based system put in. Amongst other things this IS a building game and weight based encumbrance would KILL that dead.

7. Enjoy A16. Forever, if that's what you want.
wait.. you are a moderator?!.. so basically you just told a person. that paid real money for this, software you didnt create that he was wrong about his opinion on software he bought and since you didnt like his attitude you tell him to go ahead and go back to A16 that you basically dont give a ♥♥♥♥. Am I understanding that correctly?

Oh and he is right about some of the things he is experiencing. Just because you are not experiencing the same problems, or he isnt on the forums daily to know what updates were to expect.. he really didnt deserve the attitude you handed him. I personally dont care if you get mad but im going to call you out. He didnt offend anyone, he didnt call anyone any names, He didnt use any type of racial slurs; but you treated him like ♥♥♥♥ with your response. I think someone really needs to take a look harder look at your title to be honest because from that response you are not setting a very good example at all to anyone.

Rant over.

 
In the patch notes it was stated that this was done to help recognize zombies that aren't "dead" yet. When knocked down before, you might think they're dead as they stay down for a while before getting back up. This hasn't really bothered me all that much, but I've only had a couple of single zombie attacks where I would even get an opportunity to hit one that was on the ground. I think they should make the delay about half a second longer, but of the issues I have with this build, this is at the very bottom of the list. I also don't play on a server, so lag isn't something I've experienced, which could very easily change how someone views this change.
I did not know this was the logic behind it. If that's the case, they should just go ahead and revert the change in the next build. I can't believe that anyone seriously had trouble knowing when a zombie was dead.

 
I did not know this was the logic behind it. If that's the case, they should just go ahead and revert the change in the next build. I can't believe that anyone seriously had trouble knowing when a zombie was dead.
isnt that part of the fun though, I know of many times I thought i killed a zombie to run up and loot it and it wasnt dead. I dunno, I mean I like the change of the jumping up immediately but I think I would have liked it more if it was more random. Now I just stand there and wait for them to do it.

 
isnt that part of the fun though, I know of many times I thought i killed a zombie to run up and loot it and it wasnt dead. I dunno, I mean I like the change of the jumping up immediately but I think I would have liked it more if it was more random. Now I just stand there and wait for them to do it.
Really? In A16 dead zeds would ragdoll...stunned ones stayed stiff. It's actually way more confusing now because they ragdoll on stun, then immediately pop back up...

I, too, just wait for them to do it becuase it's not worth the risk for one hit that won't be a kill shot anyway.

 
wait.. you are a moderator?!.. so basically you just told a person. that paid real money for this, software you didnt create that he was wrong about his opinion on software he bought and since you didnt like his attitude you tell him to go ahead and go back to A16 that you basically dont give a ♥♥♥♥. Am I understanding that correctly?
Oh and he is right about some of the things he is experiencing. Just because you are not experiencing the same problems, or he isnt on the forums daily to know what updates were to expect.. he really didnt deserve the attitude you handed him. I personally dont care if you get mad but im going to call you out. He didnt offend anyone, he didnt call anyone any names, He didnt use any type of racial slurs; but you treated him like ♥♥♥♥ with your response. I think someone really needs to take a look harder look at your title to be honest because from that response you are not setting a very good example at all to anyone.

Rant over.
Wrong is wrong Fatal.

For starters, the OP's attitude was hardly "beyond reproach", but even setting that aside, I called out issues where what the OP was stating was flat out wrong.

It is wrong to claim that there is NO loot from zombies.

It is wrong to claim that bandages cannot be used from the toolbar.

IT is wrong to claim that zombies always leap to their feet after being knocked down.

Now, I try to be very even handed in my moderation duties, and as helpful as I can be, but I'll never shirk from calling out claims that are flat out incorrect. I'm also failing to see where you think my response was overly aggressive too.

In particular, if someone REALLY does think A16 is the pinnacle of the game, then they REALLY are free to play that version, forever, if they like. For me A10 was my sentimental favourite, and I was playing that right up until A17 hit.

 
It is wrong to claim that there is NO loot from zombies.

It is wrong to claim that bandages cannot be used from the toolbar.

IT is wrong to claim that zombies always leap to their feet after being knocked down.
I thought we went over these specific points and you agreed that the OP was not wrong, even if not perfectly accurate.

I'm not sure how much progress is being made here. It seems like you're more interested in defending the update and your post than clarifiying feedback.

 
I thought we went over these specific points and you agreed that the OP was not wrong, even if not perfectly accurate.
I'm not sure how much progress is being made here. It seems like you're more interested in defending the update and your post than clarifiying feedback.
The OP was, in fact, on what they wrote, incorrect. There can't be any real argument on that score.

Yes, loot has been greatly reduced (at least in terms of frequency) in this Alpha. Personally, I'm a big fan of that, since the primary threat in the game ought not to be, to my thinking, also the primary loot source.

Yes, there may be some delays for some people in the bandage activating, and to be sure, I'm no fan of how often I'm having to use a bandage (so I'm not claiming to be 100% in love with this update), but the OP was completely inaccurate in their claim that they can't be used from the toolbar.

Yes, the speed with which zombies who weren't killed but were knocked down can be fairly fast, and this may well be an issue on multiplayer servers where latency is also a factor, but again, that's not what the OP claimed.

I absolutely do not want to shut down debate, I have no desire to censor negative opinions, and the very last thing I want to do is turn the forums into a self-congratulatory echo chamber, but at the same time, false claims need to be refuted.

Please understand, this post, lacking tone of voice or body language, is absolutely not meant in any harsh way. My job, such as it is, on these forums, is definitely not to stifle negative feedback, and had it been so, I wouldn't have accepted it in the first place.

 
Wrong is wrong Fatal.
For starters, the OP's attitude was hardly "beyond reproach", but even setting that aside, I called out issues where what the OP was stating was flat out wrong.

It is wrong to claim that there is NO loot from zombies.

It is wrong to claim that bandages cannot be used from the toolbar.

IT is wrong to claim that zombies always leap to their feet after being knocked down.

Now, I try to be very even handed in my moderation duties, and as helpful as I can be, but I'll never shirk from calling out claims that are flat out incorrect. I'm also failing to see where you think my response was overly aggressive too.

In particular, if someone REALLY does think A16 is the pinnacle of the game, then they REALLY are free to play that version, forever, if they like. For me A10 was my sentimental favourite, and I was playing that right up until A17 hit.
And I am not arguing the fact you brought up valid points in your response but , personally you could have left out the last statement., wasnt very tactful on your part. Just because im angry about something doesnt mean im wrong., but to be told.. oh well.. go back to a previous build and stay there .. that probably would add fuel to my fire.

TFP doesnt owe anyone anything when it comes to patches or updates. Yes its an unfinished game and Ive been around steam to know that I have seen alpha unfinished games fall from the planet. But my point is .. dont tell someone to go away, or just use something thats outdated or previous with the attitude "i dont care"

 
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