PC Us Versus Them

What I have seen is a lot of complaints about hunger, thirst, and healing being too difficult from about A17 onwards.
Stamina management, hunger, thirst, death penalty etc etc have all been balanced since A17 and made relevant up to a (small) point. Item economy is still for laughs, but hey it's an alpha. Wellness was a great concept but it meant nothing as long as it didn't really matter how much health you had with people using glass to move around more easily.

Anyway, imo, all those changes don't mean much for a survival game when its systems, little by little, start reminiscing a tired mmo and I doubt those remaining will appreciate them. For example chipping off the importance of RNG and subsequently exploration, with any impactful recipes going away and (much later) being substituted by much weaker incentives (books) as an attempt to revive exploration. Fixed milestones solely governed by level and environment scaling, predictable outcomes/rewards from repeatable quests or dungeon POIs with loot rooms. Current item economy exacerbates these and players' actions are more about "getting that xp for the next tier of items", frantically looting parts or selling, rather than governed by their survival needs and slowly improving their QOL or taking decisions, which could have been the case if TFP's direction was different, I guess, who knows.

 
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I did the math once. With concrete you can carry about 2x the mass of the Titanic. =P

(which got immersed pretty well)
Although I prefer good immersion, there's also the 'How many jeeps can I shove into my inventory' thing to bring me back into the reality of the game.

 
The gradual change between LBD and perk-based system between A15 and A17 on the other hand seems to have been prototyping of different systems until TFP was satisfied with one, an example of changing their mind.
The weird thing is that back in A16 you had both of those and it felt AMAZING. You could do LBD while also perking it up. I miss it so much.. and I understand there were lots of exploits like mass crafting.. but I wish they would bring it back in some instance.. maybe replace LBD with a mastery system for actions only (like mining, beating or shooting zombies) and all it would do is increase your damage slightly on headshots or against blocks.. maybe up to 10% chance of dismemberment.

Realistically, I understand that the skill cap should be focused on the player over the character ((you get better at the game = you hit more headshots because practice)... but damn, it felt so nice having progression and evolution in your character...

 
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