You know you don't HAVE to put stuff in the slots that trigger encumbrance right?
I guess my question is, Would you rather have the backpack from A16 with its limited size or or the much larger A17 backpack that takes a little bit longer to open up?
Sorry for the late response but i prefer the bigger A16 default backpack.
When do you need the most space? When you start playing because you have no bike, mini bike, jeep with storage. You need a lot of intact tools, cooking pot, raw resources etc.
But after a specific point, you simply do not care anymore about adding extra storage point. A lot of "junk" you simply scrap, it was useful at the start but you reached a point where you prefer the raw ingredients over the loot. You also get access to storage in your vehicle. And most people still use drop chests instead of wasting perks on more storage.
In the end, you simply do not care anymore. For now locked slots are simply a forced two points dump and after this you rather put points in weapon buffs, mining, crafting or other more useful perks.
...for overdoing it.
A zombie falling from fake ''stone ceiling'' in mine POI ? HAHA. I laughed so much.
Oh the cringe.
No kidding. Remember, the Sleeper system was promised as a way to "spice" up the empty houses and prefabs. Now you needed to wonder, if that dead body we had in A15, really a dead body or a sleeper. We already had too many zombies in A16 in the houses compared to the capacity. A17 made it even worse.
But instead of going quality, they have gone quantity. Sleepers are now standing in corners, because they can get faster upon you. Sleepers in cabinets and fake walls. Sleepers in barrels. Sleepers in roofters.
And so "strategically" placed so when for instance you enter a garage, they are right above you when you enter and will fall behind you or to your side.
The POIs actually are boring. The normal route is always the same. Hidden zombies, floors obvious for falling down, ferals in the top or bottom location ( end point of the route ). Every one looks almost the same with its sandbags, pallets and typical forced routes. Lets also not forget the landmines placed in just the right spots where a player may jump over a bag, that yells "stay on the roller coaster route!". Some POIs look nice, like a meth lab etc but it gets ruined with the whole zombie/traps/... everywhere.
Where are these many people who do not like the changes?
Challenge, yes, bring it on! But keep the challenge semi realistic. Yes, the carry weight is not realistic and we do not need to go in that detail a thousand times. But the game world tried to go for realism. Now we are in a situation that almost every house is a dungeon or they will all be when the Pimps finish them. You already know what to expect. The challenge aspect is present on the first time you play but it fades very fast into disbelieve. And one turns tired of seeing the same tricks all the time.
Its like a horror movie. If you overuse jump scares, your movie tends to flop. Because people anticipate it everywhere.
I see same 20 people over and over ranting on forums and 20.000 playing the game in silence.
People who do not like the changes are vocal minority, nothing more.
Well, i love something and because 20.000 other people are playing a game, it means they must also love it. That sums up your comment. Fallout 76 has a lot of people still playing the game, despite it being a complete train wreck out of the door.
Its easy to misuse on argument and us it as a statement to silence all complaints.
But if you like state:
July 10, 2017: Peek was 32.765 players
November 19, 2018: Peek was 27.389 players
So the game people have waited for 16 months, has a lower peek then A16. 20% less people played A17, then A16.
4 Weeks later, A16: 21.072 players, 11.693 lost in players. 35.6% drop
4 Weeks later, A17: 19.162 players, 8.227 lost in players. 30% drop
Both releases are losing a very close amount of active players.
This for a Alpha that enhanced on A16 by:
a) Hyped for a long time then A16
b) Has a massive amount more streamers, twichers etc. With a more international public of streamers.
c) Had a more orchestrated "launch"
d) Introduced a lot of new game changes, changes that supposed to keep people playing for longer by slowing the game down.
e) 7D2D launched with also mass discounts
So no offense but i am not seeing a lot of "mass" approval, as you state. I am seeing a lower active player base then in A16, with almost the same percentage wise drop levels. I can even state that 27k peek was a dismal number for TFPs, when you had so many people waiting for it.
Here is another interesting fact:
A16 has less organised streamers but hit 40K twitch viewers, where as A17 hit only 25K peek viewership. So please do not use the argument that people need to "opt in" into the beta. Twitch has total no requirement like this. The people opting in are actually the same die hard players that you see complaining on this forum.
So please, counter argue with "People who do not like the changes are vocal minority" because my states are showing that A17 is actually not going very good for the pimps. The delay in gameplay speed has kept 5% more players longer playing then A16 but this really is weak sauce.
And the main reason for the drop is the same as all the year before. The game offers nothing interesting after point X. The middle or late game lacking content. Imaging they spend 16 months improving 7D2D with more actual content to keep the game fresh and interesting after playing it a few weeks. You know, that thing we "complainers" have been complaining about the last 3 years. Electricity in A16 looked like a nice step forward but look at us now. 16 Months later and still the exact same freaking content. And a nice downgrade on same of the gameplay mechanism as extra.
In my eyes, not to be negative, i feel that TFPs expected more out of A17 as a money machine.