PC This is a joke, right?

Personally I think the fact that they severely reduced the loot drop rates on zombies really took away from the game. For starters, it removed some of the realism aspects of the game. They are dead people (a.k.a zombies) who are fully clothed, and people have items and belongings on them, even if it is just useless junk.
I dunno, if you killed me on any given day the only thing you'd get are clothes, my wallet and likely keys. Not exactly useful in a survival situation.

Considering the zombie virus would have likely spread like wildfire you'd have mainly people with nothing. Those that turned either by starvation or failed communities wouldn't have much. People booking it for less populated areas might have something, but likely wouldn't have anything useful.

Some might have flashlights or other survival items. Which is what they did.

I didn't like the idea of zombies having nothing, but after a while and a few horde nights that took me a full day to clean up the dead I started to think no/less zombie loot wasn't a bad thing.

I have issues with many other things, but not that.

 
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.

Unfortunately your # 4 is wrong. Zombies seem to chuck norris back to their feet 5 times faster than 16. While speeding it up was good, but you no longer have really any time to get a quick headshot with melee. You also don't get the damage modifier warning if you do happen to reach it. Every one of my friends on our server has said the same thing.

 
Unfortunately your # 4 is wrong. Zombies seem to chuck norris back to their feet 5 times faster than 16. While speeding it up was good, but you no longer have really any time to get a quick headshot with melee. You also don't get the damage modifier warning if you do happen to reach it. Every one of my friends on our server has said the same thing.
Well, we must be playing different versions then, cause I'm having no trouble at all getting a hit in on a zombie before it gets back up again - even when theres a few zombies around (though not large hordes). It absolutely is NOT on my game anyway anywhere near instant.

 
Personally I think the fact that they severely reduced the loot drop rates on zombies really took away from the game. For starters, it removed some of the realism aspects of the game. They are dead people (a.k.a zombies) who are fully clothed, and people have items and belongings on them, even if it is just useless junk. There’s also the fact that there’s no point fighting stronger zombies/zombies in general now (except for experience). What’s the point of fighting a zombie like the Biker zombie (which is much stronger then the generic zombie) if they no longer drop any potentially good loot. Here’s another thing, the that they had loot made them MORE of a threat then before. People would actively throw themselves into situations to kill zombies, which can always go south, it’s these kinds of actions that really put a lot of players in some real risky situations hoping to get some real rewards. But now, it’s simply no longer worth doing things like that for the slim chance a zombie will actually drop a backpack. The last major drawback of this change is the horde. Before the horde was this high risk, high reward thing. You used a lot of your resources to defend yourself, but in return you got a lot of loot. This encouraged players (including myself) to actually bother to fight the horde instead of simply huddling in a lake somewhere until the horde night ended (which is actually a very viable tactic, zombies don’t swim making the horde effectively useless if the lake is deep enough). Now I don’t even see any reason to fight the horde. I also noticed you mentioned zombies being a threat, but (this is just my opinion) I have never really had any problems with zombies, EVER. They are extremely easy to deal with and kill (they are even easier in this update) if you get good at timing. This is yet another reason why I liked the loot system so much.
Anyways, that’s just what I think. This is all just my opinion, just figured I would put it out there.
Well, while I don't agree with most of what you've said, I do thank you for putting it nicely though. :-)

Can I ask? You say zombies are no threat to you, what difficulty level are you on?

 
Hmm, I usually play hordenight to see how my base fares against the onslaught, or to see if I can survive outside. The disposal of corpses and gisting loot was more like tedious cleanup work. Well, not so much in a16, the zombies were so dumb, simple structural design and a club was enough...

The biker zombies give more xp, which is the main incentive now I believe :)

With a bit of fixing and balancing, I am hopeful for hordenights again. But the digging is too much, as is zombie strength. A zombie shouldn't be substantially more powerful against blocks than me and my stoneaxe. The permanent onslaught should be the deciding factor, not zombie strength.

I'd like the walking dead vibe in the game, single zombie is kinda easy, groups are deadly. Hordenight should just be a massive wandering horde with not all that "no exceptions player detecting" senses. Send em in the direction of the player and despawn them if they go way past without detecting something. Or make em lose interest and send the zs to another player, if the base is well hidden and shielded

Fully hidden and buried, without sound or signs, should be safe. I mean, that's the ultimate goal in such a world, right?

 
Hmm, I usually play hordenight to see how my base fares against the onslaught, or to see if I can survive outside. The disposal of corpses and gisting loot was more like tedious cleanup work. Well, not so much in a16, the zombies were so dumb, simple structural design and a club was enough...
The biker zombies give more xp, which is the main incentive now I believe :)

With a bit of fixing and balancing, I am hopeful for hordenights again. But the digging is too much, as is zombie strength. A zombie shouldn't be substantially more powerful against blocks than me and my stoneaxe. The permanent onslaught should be the deciding factor, not zombie strength.

I'd like the walking dead vibe in the game, single zombie is kinda easy, groups are deadly. Hordenight should just be a massive wandering horde with not all that "no exceptions player detecting" senses. Send em in the direction of the player and despawn them if they go way past without detecting something. Or make em lose interest and send the zs to another player, if the base is well hidden and shielded

Fully hidden and buried, without sound or signs, should be safe. I mean, that's the ultimate goal in such a world, right?


Your last sentence will bring up the Rambotards, trust me. TWD has killed their brains, they believe, that every day in the game should be like an episode of TWD. I bet, they would, even in reallife, throw away their weapons and armor, because there´s no fun in getting set and secured.

Good thing is, we can mod every BS out of the game. Headshot means death, no matter, how big this Z is. Fists don´t break concrete walls - away with that crap.

Thanks to the pimps, we can mod every bad decision out of the game. I like my Z´s Romero style, not that Resident Evil BS.

H4kk

 
Well, while I don't agree with most of what you've said, I do thank you for putting it nicely though. :-)
Can I ask? You say zombies are no threat to you, what difficulty level are you on?
Is there are difficulty level that makes NPC's a threat to a thinking, adapting, at least not-too-far-below-average intelligence human who can learn such challenging strategies as "swimming in a lake on horde night" or "making a few wood frames to climb up on an otherwise inaccessible building roof"?

I'm only being semi playfully sarcastic here. Because with the above truth in mind (I could post many more examples that seem extremely obvious to me), I don't understand how anyone enjoys PVE for too much longer than the first time they get through the skill tree as an intro to PVP -- at least, beyond using the game simply as Minecraft + Zombies; with no actual challenge or incentive to really do... well, anything but build for creative mode type enjoyment. (Of course, now even the minecraft/building aspect has been hilariously messed with/ruined for no logically valid reason with the absolutely crazy single claim change -- :bi_polo: lol? )

It's truly a mystery to me. You ask about difficulty settings as if that could make a difference to the point the last gentleman so eloquently made.

Is there a difficulty setting where NPC's are magically imbued with intelligence and provide you; presumably a human being with intelligence and the ability to think and adapt -- some kind of real challenge? (beyond your first few hour tutorial period)?

 
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Melee is just so unpleasant now with how fast zombies retaliate and no reverse sprint, trying to land a swing while sprinting by an enemy at 23 fps and constant microstutter is disgusting, I always preferred melee before but I don't know how it's supposed to be viable until you have the 100% knockdown chance perk. I really don't like playing Arrow Crafting Simulator.
The melee is really good, and easy. Don't run at them - that is the old technique, and no longer suitable.

Once you add a couple of perks to your melee you can finish lots of the lower order Z's with a single brutal strike. It's awesome!

Stronger Z's mostly just need a double tap. One power swing, one lighter swing, and that's with noting better than an iron reinforced club.

 
I would hardly call myself a fan of inventory management either, in prior Alpha's I modded the inventory to be larger (MUCH larger), but neither would I call A17's inventory way over the top, particularly once you spend the Strength perks to expand the inventory.
Personally, I'd like more inventory space too, but what's there isn't a major issue for me anyway.
There is a inv size mod, ups it to 60 slots with 32 open by default, and 28 locked by perks, its just a xml mod, no need to edit the dll anymore. He also plans to make a 90 and 120 slot version too I think.

 
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.
This is also kinda moot when you get a popup in the lower right telling you when you get exp, which tells you when the zombie you just hit if its dead or not, so they kinda... made their own "feature" useless by another feature.

As for the quick knockdown recovery. Doesn't really bother me, when fighting mutiple zombies with a fireaxe, a power attack knocks any non-feral/fatty on their arse on the first hit on Nomad. Which gives me time to alternate between them and control the pack. There is no dmg bonus vs stunned/knockdowned enemies anymore. Base headshot multi is also a 50% dmg bonus. Usually a headshot power attack followed by a body power attack/normal attack for some will kill most non-feral/fatty zeds with the iron fireaxe in that combo.

 
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Melee is just so unpleasant now with how fast zombies retaliate and no reverse sprint, trying to land a swing while sprinting by an enemy at 23 fps and constant microstutter is disgusting, I always preferred melee before but I don't know how it's supposed to be viable until you have the 100% knockdown chance perk. I really don't like playing Arrow Crafting Simulator.
Really? I actually rather like the melee, I've had no issues with it at all, I can still melee zombies and not get hit just like I could in a16 and below. Learn your attack ranges, and learn when the hit actually connects, you can swing early then move into range before the power attacks hit box will connect, You just have to learn the timing and when the hit actually ya know hits. Some people though have had issues adjusting to a17's melee because were used to the melee hitboxes being horribly poorly done where with most weapons you have to aim the crosshair ABOVE the head to get a headshot. Now you have to have the crosshair exactly where you wanna hit on the part of the swing that does the damage. Takes some pratice, I had no issues myself the second I got into a17, but some streamers had alot of issues with the melee at first, it was rather funny actually.

 
This.
When a16 hit, "it's too hard!". Until it wasn't.

Our day 7 and 14 hordes were spent untouched by zombies. (Until I jumped down after 4am because I was bored).
I've never found a16 hard tbh, a17 is only hard because there is some real BS here that needs dealt with, like zombies being able to somehow hear me 3-4 floors below me, or from 40+ blocks away because I stepped on a piece of glass. Their super-hearing needs a balance pass, its especally bad in buildings as the blocks just don't seem to muffle any sounds at all, imo, if i am just looting stuff, zombies on the floor above or below should not be able to hear me at all. Now if I fired a gun, any gun, yeah I can see them hearing that, but opening a drawer in a dresser shouldn't pull the entire POI on me at once across multiple floors.

Protip: Its easier to survive at night outside than inside a poi, due to how super sensitve they seem to be to sounds in a poi. I find its much much worse in a poi, even zombies outside the poi seem to hear you better if your in one, its almost like its coded to be like that on purpose. I can be outside at night sprinting around standing up and never pull a zombie on me, but sneaking around in a poi? I end up somehow bringing zombies from 20+ blocks outside the poi in after me.

 
Yeah, it's crazy just how much they hear. Solid blocks should muffle sound so that those outside can only hear if they are closer.

That said, I looted O'Really Auto Parts, breaking into the crates, whilst crouching, moving around very slowly, waiting for the detection bar to fall in between swings, and only woke two out of seven sleepers.

 
After getting through the initial getting used to the fighting mechanics, it gets pretty easy. Even when you learn how the zombies "get up" from being sleepers or fallen down, you can easily hit their heads with a bow or anything really. I'd say it comes down to being patient and attacking when you know you can hit.

Would have to check about sneaking in POIs at nigiht, because i totally managed to do it during the day and kill most of the Zs one by one.

 
No loot from zombies
They rarely drop good things instead of constantly dropping crap.

no ability to use bandages on your toolbar
You can, left click instead of right

that stupid black stamina bar,
The mechanic is a common one in other games. Im not sure if I like it here yet. It drops too fast or sure IMO

zombies leap to their feet as soon as they are knocked down...
they wanted to make them harder. If somebody likes it or not is subjective.

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.
I liked the old system a lot. Not sure about how I like it now yet, too soon to say.

Carrying 20 small things--berry, egg, feather--encumbers you but carrying one jeep doesn't? Whose idea was that?
This argument I keep hearing is totally ridiculous. Its a game were we are supposed to build bases made of hundreds of stones or even steel blocks. You really want for them to be realistic about the weight we can carry???

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.
I kind of agree on thjs point. Not sure what it is, but Im not really likeing the new looks. I hear players saying its much better, but I dont like.... I think its the light. Its too bright. Nor sure if thats all tho

After playing for half an hour, I'm going back to A16. Heck with this.
Youll be back soon, you know it.

 
I know this guy is overly harsh and a bit whiny with his criticism, but I don't think this is the right way to go for a community moderator. He may be slightly exaggerating some things, but he's not totally wrong...there's some merit to what he's saying.
1. There's as good as no loot form zombies. I killed nearly every one I saw from day 1 onward and saw no loot bags through day 5. It's quite jarring coming from A16 where every single zed had loot.

2. There seems to be some delay with bandages til they are...equipped? If you select them on your toolbar and try to use immediately, as one does in a heated combat situation, it won't work. You only have to wait a second or two until they work, but a second or two of continuous clicking while you are running/fighting for your life feels like an eternity. My first death was because I switched to bandages, clicked to use, and flipped quickly back to my club, not realizing the bandage hadn't applied.

4. He's not wrong. Knockdown recovery time compared to A16 is REALLY fast. It used to be that if you were quick you could get in 3-5 hits on a downed zed before it got up. Now, you get ONE if you're quick. If you're not, you get none.

6. The encumbrance system definitely needs work or at least a lot of further discussion. In its current form, I spend more time managing my inventory than doing literally anything else in the game. Yes, I spent perks to improve it, but level gates mean that even if I want to dedicate myself totally to an unencumbered lifestyle, I can't. The system may add some level of realism/challenge, but I don#t know that anyone can say it's fun. That's an issue that should be discussed, not dismissed. I doubt the OP was arguing in favor of weight-based encumbrance, and if he was I disagree with that as well, but something should be changed here.
The encumbrance system is a joke. Its a non factor. Spend the points and its gone forever. You can stack 1000's of concrete in that bag still and that alone makes encumbrance ludicrous. Either add real weight or just drop it. Its disappointing.

Zombie knockdowns is insanely easy. When they fall down you can get one hit in guaranteed. On the second hit, a power swing, you will 100 percent kill them everytime.

I agree 100 percent though on the points. I am STILL salty they removed actual quality levels. There had to be a way to incorporate this system now in with 1-500 craft qualities. Right now the only thing the craft quality controls is durability and mod slots. they really did decrease variety in your weapons and tools by doing that.

 
Well, while I don't agree with most of what you've said, I do thank you for putting it nicely though. :-)
Can I ask? You say zombies are no threat to you, what difficulty level are you on?
It varies, I was playing A17 on normal simply to try it out, so to be fair I don’t really know what the zombies on a harder mode in A17 are like. I was just basing my claim off of what I have seen so far. (They seem to have reduced the amounts of hits it takes to kill zombies, and while there is no walking backwards to kill, I can still kill them easily without being hit). Anyways I guess I can’t really say they aren’t a threat until I have tried them out on a harder version in this Alpha, sorry about that!

 
What is all this nonsense about blurry textures? We upped the resolution from 128 or 256 pixels per meter to 1024. We do have texture streaming which down reses some art in the game if you run low on texture ram but not wall textures. I hear talk of washed out textures too, have you checked your gamma? The default value is 32 I think now not 75 or whatever it used to be.
I think the problem is when you delete the game on steam and reinstall it still saves your old settings. I HATE THAT. When I click uninstall EVERYTHING should be deleted, ugh, computers.

 
What is all this nonsense about blurry textures? We upped the resolution from 128 or 256 pixels per meter to 1024. We do have texture streaming which down reses some art in the game if you run low on texture ram but not wall textures. I hear talk of washed out textures too, have you checked your gamma? The default value is 32 I think now not 75 or whatever it used to be.
you know I was experiencig the same stuff since I updated. Lots of lag, blurry textures, and the world looked down right horrible.

first thing I did was updated my graphics card.. it needed an update.

second thing I did was change the resolution to my game and upped the graphics settings in 7 days.

Now, im not experiencing any lag., all model textures look good or as did before.

My case scenario will not be for everyone but I guarantee if you mess with the settings to your specific needs it will get a lot better. I have an old machine with graphics card so if I can do that... everyone else can unless your computer is older than mines :D

 
I know this guy is overly harsh and a bit whiny with his criticism, but I don't think this is the right way to go for a community moderator. <SNIP> .
I'm with you on your main point. Having all paid for the game, we are ALL entitled to moan/whine/female dog/complain and more adjectives - to our hearts content. Jumping the guy like that is not the sign of good moderator skills. The very word moderate means not going over the top. I want a full phychoanlysis report on my desk by morning. 9am. Counter-signed by at least 2 qualified psychiatrists. Clear?

 
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