PC V1.0 b312 EXP (b313 hotfix)

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Im absolutely gutted by this update... Dont get me wrong updates are nice but did we really need to make EVERYONE restart all over again one week after the 1.0 launch? I had a base going that i was proud of for once and now my motivation to play is just destroyed. Whats the point in starting a new game if TFP is just gonna come update a week later and make us lose all progress.

Maybe a option to stay with the old update (even if its not stable) would be like a nice not middle finger to us all.


My honest advice is never, ever get too attached to an experimental character or world. It's unpredictable (different per person) and you MAY have to restart at any time. It's always been like this. It sucks, but you move on, and by stable, restarts should be a thing of the past... maybe quite literally forever.

 
  • Forge Ahead magazine loot boost from Lock Picking perk is now capped at level 15 of workstation crafting

    Why??? Just why? Forcing players to perk into advanced engineering, which increases loot probability for 4 different magazine series is a dreadful game mechanic, it dilutes the loot table with magazines that I personally don't care for, just to increase chances of forge magazines.
    This change is made worse by the fact that you can buy a crucible from the trader within the first week or two.

    And, unrelated to lockpicking, looks like shotgun slugs are still useless in the mid-late game, Rest In Piece Slugs, I miss you dearly!!!


Fully agreed. This is genuinely one of the most baffling choices I've seen in a long while. This is imo a poor way of (really) stretching out progression. This is on par with TFP deciding that if you spec into a weapon-related perk, you cease getting the magazine buff beyond the primitive tier. Just... why?

Are they concerned that min-maxers will bum rush the perks and get the workstations sooner than they "should"? I thought the general sentiment around here is that min-maxers are the 0.1% (hyperbole) and "don't matter" / don't represent the experiences of the majority of the community. *shrug*

 
Im absolutely gutted by this update... Dont get me wrong updates are nice but did we really need to make EVERYONE restart all over again one week after the 1.0 launch? I had a base going that i was proud of for once and now my motivation to play is just destroyed. Whats the point in starting a new game if TFP is just gonna come update a week later and make us lose all progress.

Maybe a option to stay with the old update (even if its not stable) would be like a nice not middle finger to us all.
they warned you when you "opt in" to experimental... this isnt stable. so you chose this, you basically fingered yourself

 
Increased the HP of player coolers
would you increase the HP of dew collectors please? or make them drop their mods when destroyed, because they just poof. Lets just say, uh.. my cat hit it by accident.

  • Armor Plating Mods and Banded Armor Plating Mods can no longer be installed into heavy armor to prevent immunity to damage due to stacking issues
  • Very small reduction to max Physical and Elemental Damage Resist on heavy armor to prevent immunity to damage due to stacking issues
  • Reduced Q6 Preacher outfit Undead Damage Resist from 20 to 15% to prevent immunity to damage due to stacking issues
Thats a very old issue and I had to mod armor in previous versions ( I don't run a server anymore). While it didn't always make people immune, it did make heavy armor absurdly strong for the lack of diminishing returns. They would better reflect players expectations when a 5% reduction is 5% less damage taken instead of 20% because of the simplified scaling. On the opposite side having all bonuses stack on a single multiplier means increases are vastly less effective at higher amounts, where you increase damage by 50% and its actual effect is 10% or less (like it was with tool quality, mods, perks).

Reminder that heavy and to some extent medium armor also have more compatible mods and perks to reduce their cons, on top of scaling better with the current stacking system. Meanwhile we have a cigar that makes you stronger because joel likes it.

  • Removed required held item from harvest challenges
  • Tagged more harvestable props for some harvest challenges
This is a great QoL, thanks!

  • Lock Pick perk level 1 no longer has a lockpick loot bonus
  • Lock Pick perk level 2 now gives 1 extra lockpick when found in loot
  • Lock Pick perk level 3 now gives 2 extra lockpicks when found in loot
I'm a little afraid for this one but lets see how it plays out. I already get a decent amount of lockpicks without the perk, I'm afraid getting better at lockpicking and finding more lockpicks at the same time will make you overstack them too much. Would push efficiency per level instead.

------

Thanks for the work.

 
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Going to keep banging on about this. Where is the controller revert/fix. You are about to release on 2 consoles and controllers don't work, rendering the game awful or unplayable. We're trying to help, if this isn't fixed you are going to get a backlash and be refunding alot. 

 
  • Forge Ahead magazine loot boost from Lock Picking perk is now capped at level 15 of workstation crafting


This is pointless to force player to not read 15th book so you can still loot and stash this in your storage.

This change could make more sense for stun batons in tech planet books.

 
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sorry. Could you please tell me how to update multiserver to b312?
I was able to change to b309 a few days ago.
Even if you follow the same steps
I'm still using b309 for now.

app_update 294420 -beta latest_experimental
Is this wrong?

 
sorry. Could you please tell me how to update multiserver to b312?
I was able to change to b309 a few days ago.
Even if you follow the same steps
I'm still using b309 for now.

app_update 294420 -beta latest_experimental
Is this wrong?


If you installed in some other place than default, then you have to do "force_install_dir <the directory path to your game install dir>". And then you have to do "login anonymous".

  • Forge Ahead magazine loot boost from Lock Picking perk is now capped at level 15 of workstation crafting

    Why??? Just why?


My guess is that it was a very illogical setting to begin with. Someone just putting points into log picking might be astonished to find lots and lots of workstation magazines while someone actually investing in that perk would get much less. Sure, now you only have the choice of all or no "technical magazines", but it is much more sensible.

 
デフォルト以外の場所にインストールした場合は、「force_install_dir <ゲームのインストール ディレクトリへのディレクトリ パス>」を実行する必要があります。その後、「login anonymous」を実行する必要があります。
Not solo,
It's a multi-server. .
Maybe I'm saying it differently...

 
My guess is that it was a very illogical setting to begin with. Someone just putting points into log picking might be astonished to find lots and lots of workstation magazines while someone actually investing in that perk would get much less. Sure, now you only have the choice of all or no "technical magazines", but it is much more sensible.
During the streamer weekend, I unlocked Q6 armour on day 30 with 52 minute days. And with 2 points in lockpicking I didn't even have the chem station unlocked on day 30.

The best way to balance forge ahead (IMO) would be to double the required magazines needed, triple the loot probability boost that advanced engineering provides (forge ahead), and leave lockpicking as it was.

 
Unfortunately, specifying a cap on crafting skill by changing picking skill is not a nerf to picking skill, but rather an enhancement.
I won't go into why it is an enhancement.
It's very simple arithmetic, so I'm sure you're all smart enough to notice it right away.

 
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Forge Ahead magazine loot boost from Lock Picking perk is now capped at level 15 of workstation crafting
why, what is the purpose of this change? as others have pointed out this ruins the perk for people playing it normally, and min maxers will just stop at 14 and hoard a fat stack  of forge ahead books until they can max it.

please revert this change and come up with a better solution

 
During the streamer weekend, I unlocked Q6 armour on day 30 with 52 minute days. And with 2 points in lockpicking I didn't even have the chem station unlocked on day 30.

The best way to balance forge ahead (IMO) would be to double the required magazines needed, triple the loot probability boost that advanced engineering provides (forge ahead), and leave lockpicking as it was.


I wasn't talking about balance, but logic and expectations.

Also magazine drop is random, one single game doesn't tell much. I invested 1 point into the wrench perk but had to play until day 18 to even reach the ability to make a quality 2 wrench!

Generally I am quite pleased with the crafting progression in my own game. Armor may or may not be balanced, it is the new kid on the block and TFPs track record for initial balance isn't really good. It would have been more useful if you mentioned how far you were with weapons on day 30.

Unfortunately, specifying a cap on crafting skill by changing picking skill is not a nerf to picking skill, but rather an enhancement.
I won't go into why it is an enhancement.
It's very simple arithmetic, so I'm sure you're all smart enough to notice it right away.


No, not smart enough, I don't get it.

 
It would have been more useful if you mentioned how far you were with weapons on day 30.
I believe I crafted a Q6 machete around day 28 before the horde. Can't remember exactly, it was very quick and definitely not day 70 like the patch notes suggested

 
I believe I crafted a Q6 machete around day 28 before the horde. Can't remember exactly, it was very quick and definitely not day 70 like the patch notes suggested


Noticing your name I am not surprised 😁. I am definitely slower, but I don't expect to have to wait for day 70 either. But the patch notes speak of "will find themselves still engaged on day 70" which is as vague as a prediction can be.

Generally they did succeed in prolonging everything and I am quite pleased with how well it is balanced in my own game, though I haven't been too far in yet. I will have to see on what day I reach the cement mixer and if that looks right. At the moment I haven't even had a need to place cobblestone and concrete would be much too early.

 
Of course, I understand that this is an experimental version and all that, and up or nerf is an integral part of this process, but why make it so that armor modules cannot be inserted into heavy armor? Let's say you've nerf heavy armor. In 309, it was 22.4 per item +2 per module for a total of 97.6% armor, that is, 2.4% incoming damage, and probably it was right, I don't know, in 312 you reduced both the armor itself to 21.1 and removed the possibility of mods +2, as a result, the armor became a total of 84.4%, that is, 15.6% incoming the damage, that is, 15.6 / 2.4 will be incoming damage, other things being equal, from NPCs for me has become 6.5 times more. okay, this is experimental, this word justifies everything, let's say you made a mistake and couldn't immediately add up and understand that 97.6% of armor without other things reducing damage is a lot, and now you realized the mistake and fixed it, but why segment mods and kill the opportunity to insert +2 armor into heavy armor?, just cut 2% armor with heavy and return the mod insert +2% armor. Thank, english not my native language. By the way, in 309 there was a problem with the stamina recovery rate depending on the fps of the client, at low fps values of about 7-11, stamina is significantly slower to recover, compared to other people on the server, I do not know if this is fixed in 312, perhaps this is a known problem or feature I don't know the engine/code of the game.

 
During the streamer weekend, I unlocked Q6 armour on day 30 with 52 minute days. And with 2 points in lockpicking I didn't even have the chem station unlocked on day 30.

The best way to balance forge ahead (IMO) would be to double the required magazines needed, triple the loot probability boost that advanced engineering provides (forge ahead), and leave lockpicking as it was.


The biggest problem is the same as it ever was: Advanced Engineering boosts the probabilities for three magazines, Forge Ahead, Electrical Engineering, and Electrical Traps. This is the only perks and magazine combination which works like this and should honestly be changed. Perhaps Batons should regulate Electrical magazines instead, or at least Traps, while leaving Advanced Engineering governing basic electricity and workstations, but not traps specifically. Or perhaps another Perk might govern electrical Traps.

Alternately, perhaps other perks like Vehicles or Physician could add small boosts to workstation book-finding.

Or at least let lockpicks boost up to 25, so people can at least get to workstations to make lockpicks WITH.

I don't mind if it takes more perk points to find the magazines you need, but removing the agency from the player to choose their magazine drops even at *any* cost runs counter to the entire rest of the system.

 
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