PC Thoughts on the balancing and changes in b221

Normally i would now start to hype the new build

But after 7 Vending machines i have still no coffee. Gz playing like in glue and that on ALL SETTINGS on easy.

 
Meh...roaming hordes don't work properly anymore anyway.
yesterday (b208), a very big roaming horde came in my direction. I tried to attack them from behind, so I went around a nearby building, to appear at their backs. When I appeared from behind the building, the horde wasnt there anymore...

 
Day four and I think 24? duct tape just from containers, lots of bones from Dog pack on day 3 (6 of em), Dire Wolf on day 2, and Dire Wolf on day 4 lol, Every wolf I have seen has been a Dire Wolf starting out. Its been good, zombie kill xp is better now, it was just stupid high before. I think they said they are still going to increase passive gains more if they havent done it already, idk, havent noticed. Melee and Ranged combat both seem better, Kinda cool giving the Z's the ole 1,2 combo with normal attack then power attack when they stagger.

Overall seems good, its an improvement so far.

 
After playing for a bit -- The speeds aren't as fast as I thought they were going to be. I assumed Jog would be somewhere in the middle between their normal walk and their normal run. But that's not the case. They are just ever-so-slightly faster than the normal walk. It seems to apply some sort of multiplier to it because the faster ones like the stripper are much more noticeably quicker than before but the slower ones like the hawaiin guy don't move all that much different. I still think the Jog setting is good enough for a compromise between walk and run. Just wish they were a tiny bit faster.

I bumped all the other ones up to Nightmare though.

Survivalist

Day: Jog

Night: Nightmare

Ferals: Nightmare

BloodMoon: Nightmare

I'll try it like that for awhile and see how it goes.

Also bumped into a zombie bear on my first few hours of life in the burnt biome. Popped over a hill and there he was. Luckily he didn't aggro me.

I'm finding lots of glue and tape. So it looks like we will have less of a bone grind.

The tier 5 perks are still just as ridiculously OP as before. So there's that to look forward to. :(

 
Nerf nerf nerf

Here we go again.

Lucky looter not so lucky anymore, the luck removed from the skill.

Stamina usage so high that cant even destroy 1/3 of rock without a rest.

XP reduced by 30% per kill.

Sad ...

 
The kill xp reduction was needed. It was just too efficient to just kill zombies. Now gathering and building xp needs to be raised ofc (if it hasnte been raised yet, notes dont say it tho).

 
Maybe try run for day time?

It has nothing to do with distances. They are all adjustments to a zombie's speed when they are aggroed.All zombies now have a min and max aggro speed. The five settings use these blend values to determine what speed between min and max is used.

0, .35, .65, 1, 1.2

Walk (0) is using the min aggro speed.

Sprint (1) is using the max aggro speed.

Nightmare (1.2) is using the max aggro speed times 1.2.
 
Is it just me or is it easier now to kill a Z with power attack (iron club) on insane?

(Killed some lumberjack‘s on day 1 around lunchtime)

 
rwg is looking much better, still some issues with poi placements but in general seems much better. Seems quite a bit smoother too with less lag. Running seems to have had a fix too, faster and less stamina usage. lots more big buildings appearing, only other things noted are burnt/wasteland biomes appearing too often( maybe just seeds i tried) and zs jumping underwater. All pretty positive so far!

 
Here we go again.
Lucky looter not so lucky anymore, the luck removed from the skill.

Stamina usage so high that cant even destroy 1/3 of rock without a rest.

XP reduced by 30% per kill.

Sad ...
What exactly does lucky looter do now?

 
They increased the "passive" xp and reduced the zombie kill xp by 27% to encourage a broader range of playstyles versus just kill zombies and level up.
Where does it say they increased the "passive" XP? There's nothing in the notes whatsoever concerning XP gain changes, except for the fact that zombie kills have been nerfed. All they have done is slow down player leveling as a whole (which was probably needed).

 
What exactly does lucky looter do now?
Every skill does just this "Looting is faster. Narrow down buried treasure locations to x meters". Nothing about better loot at level 3 , 4 and 5

 
No one asked to nerf XP from killing, everyone wanted more XP from other activities
Actually, quite a few people asked for the XP for zombie killing to be reduced. I know because I was one of them.

It's probably irrelevant anyway, though. The changes that the devs are making to balance the game are based on their feeling of what is balanced - it's not a popularity contest with the side that gets the most people asking (or demanding!) getting their way.

 
The kill xp reduction was needed. It was just too efficient to just kill zombies. Now gathering and building xp needs to be raised ofc (if it hasnte been raised yet, notes dont say it tho).

I think they are buffing gathering/building XP only by association. i.e. the zombie kill XP has been nerfed, so in theory every other type of XP gain has been buffed, in comparison. lol. Net result: slower leveling, slower progress, no forge before day 7 (probably), basically more time spent in the earliest part of the game that most players no longer enjoy because it can be tedious.

Edit: I am for the nerf to zombie kill experience, (though they really should have nerfed it hard in co-op as it is ridiculous there). However I don't think this change should have been made without a buff in other XP sources. Just a little buff.

 
Every skill does just this "Looting is faster. Narrow down buried treasure locations to x meters". Nothing about better loot at level 3 , 4 and 5
That's because it never did anything meaningful? I mean what exactly does "better loot" mean in A17 when you can craft every item in the game guaranteed?

For me this would mean I loot some Glue, Gunpowder or Bones. Looting a level 3 Shotgun instead of a level 2 Shotgun means nothing whatsoever.

 
No idea why devs doing this, I mean nerfing fun and increasing tediousness?

B208 :

Killers are happy because of good xp from killing

Crafters not happy because of bad xp from crafting

what devs do? nerf xp for killing. what we get?

B221:

Killers not happy because slow leveling

Crafters not happy because slow leveling

Have a good day :)

 
That's because it never did anything meaningful? I mean what exactly does "better loot" mean in A17 when you can craft every item in the game guaranteed?
For me this would mean I loot some Glue, Gunpowder or Bones. Looting a level 3 Shotgun instead of a level 2 Shotgun means nothing whatsoever.
Better loot means you get higher quality item from loot instead of crafting. Higher quality means you can add more mods. Also, you could find better items long before you could craft them. Seems like a huge advantage. Remove this and looting becomes even more pointless because you can craft/buy everything instead of loot. Exploration destroyed...

 
No idea why devs doing this, I mean nerfing fun and increasing tediousness?
B208 :

Killers are happy because of good xp from killing

Crafters not happy because of bad xp from crafting

what devs do? nerf xp for killing. what we get?

B221:

Killers not happy because slow leveling

Crafters not happy because slow leveling

Have a good day :)
Yeah, but they have addressed my complaint that I was OP and had every item in the game by day 30 (level 100) meaning I never have to loot again. Now it'll take me till day 40 to become that OP and never have to loot again. Think of it as a ton of new content - but in the form of more time spent in the early game when you can't do anything due to having no stamina, and fighting enemies is tedious in the extreme.

 
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