PC Zombie loot removed to keep people from intentionally farming zeds, but xp IS loot

Limdood

Refugee
The new xp/level-based-only system and hard level gating of important progression tools makes zombies more of a resource than ever before.

Before I get into it...no, i'm not upset about the loot changes...when the zeds drop loot now, its exciting, and I lose quite little.

BUT the intention was to make zombies something to suffer through, to be avoided when possible and fought when necessary, and that...didn't happen at all.

My friend is a cautious, careful player who makes sure things are secure, avoids unnecessary zombies, and prefers to explore, build, farm resources, and hoard resources. He started a game, which I joined at nightfall on day 1 (so he had about 16 hours of daylight play before me). By nightfall on day 3 or 4, he was level 3 or 4, while I was level 15, having travelled each night sniping and clubbing zombies and stealth clearing POIs during day and night.

Despite him liking the crafting and basebuilding aspect more than me, I'll certainly be able to do more, faster than him. Forges are gated to level 20, so unless he buys, quests for, or finds a working forge, he can't get iron tools...he can't make decent weapons, and he can't even purify jars of water to carry stacks of fresh water (cooking pot is part of the gate).

With the low quality of the gear available before level 20....and the slowness of travel before level 30, zombies are the most ideal resource early game....and arguably later game as well (level 50 for steel, and the further level gates continue to encourage pushing for levels at all stages of the game)....You could chop trees, hack at boulders, dig dirt, build a base, or sneakily explore, but you remain stuck with poor tools, poor food/water, poor stats, AND you do all of those things more slowly than if you'd focused on running from zombie to zombie solely for kill xp.

The gates honestly seem very high....particularly the first one. Lowering the requirement of the level 20 gate to level 10 makes useful (not OP, but merely the first step in actually being able to do a task efficiently) tools available to get you past the tedious stone-axe phase AND encourages greater specialization (you can't max as many perks before the next gate unlocks).

Additionally, if zombies are to be considered an obstacle, and not the prize, then other playstyles need some significant xp buffs. I'm fine with zombies being the best xp/hour, because it's arguably more dangerous than most other activities, but when 1 little girl zombie gives me the same xp as 3 in-game hours and about 7 full stamina bars of chopping wood, there is a HUGE gap that needs some closing.

 
The devs are working on making balance changes including increasing xp from non-zombie killing activities but I dont think this is an accurate representation of the devs intentions: “BUT the intention was to make zombies something to suffer through, to be avoided when possible and fought when necessary, and that...didn't happen at all.”

 
I believe they where removed due to gore blocks using up sytem ram or cpu, can not remember which?

How true I do not know?

Personally I believe it is just to force you into all the dungeons they have been creating.

Zombies are the only form of xp farming now. :/

 
I seem to recall reading that madmole said that the intention was to make zombies an obstacle, not the goal. I tend not to be able to run searches on the forums because the advanced search "type in this letter string" never gets accepted for me.

 
The devs are working on making balance changes including increasing xp from non-zombie killing activities but I dont think this is an accurate representation of the devs intentions: “BUT the intention was to make zombies something to suffer through, to be avoided when possible and fought when necessary, and that...didn't happen at all.”

Where did you get this information from? please link!!

I was told yesterday by tfps zombies was the only way to farm now and will be the only way!

 
Well i am glad there is no gore blocks anymore. A16 felt like playing a janitor sometimes. And the loot wasn´t that good.

Now people don´t have to go and farm Z´s for loot. A not really tough POI on day 3 in the morning and i had 5 pistols, 3 shotguns and a 44. Overall that is, POI had one of each. With lot´s of ammo. And only the 44 was exclusivly found in that bigger POI. Pistol and Shotguns are not so rare and tough to get.

Weird. You sure that was the reason, because you couldn´t get a shotgun plus ammo, let alone a 44 that early in A16 even when you would have been able to farm the ferals that early.

But yes, so far A17 is generally one step more towards pure FPS and two steps away from the genremix. I tested it, i couldn´t level up on day one using a 90 minute day with no zombies. (By just playing, maybe if you grind something on purpose, didn´t try that so far)

 
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Again, I'm not the least bit sad about the loot changes (although if anything, guns are TOO common....I'm set up near 2 traders and at this point I'm just scrapping pistols and shotguns...the traders buy 3 each during each inventory cycle, but it seems every POI i go into has 2-4 guns, and I really have no need for 14 pistols every 3 days)

Its about the level gating, the xp gap between killing and anything else, and the fact that the way to play seems to encourage players at ANY level of of preparedness to go out of their way to go kill a zombie...We are SEEKING OUT these dangerous, deadly things more than ever, over ANY other style of play because you need levels to play a builder/gatherer/tinker playstyle and nothing even comes within like 1/10th of the xp of simply running zombie to zombie with a club and bow

 
With everything level gated the fastest way to be able to craft anything is by killing zombies for XP. This encourages hunting zombies, while the nerfing of bows means you have to learn to melee kite.

Then you find a buried treasure and you have tons of money. At that point you can buy the best things in the shop, as well as buy and sell back for XP, but more importantly you can have a machete and steel/military armor in a day or two.

Right now, waiting to be able to build crafting stations is pointless. You can find all of them in the world fairly easily, but you will find or buy better gear long before you learn to make it. Meaning that if they want to balance the game they can either nerf loot to the point that the game is pure tedium, or remove/reduce the level gates on the attributes.

Basically, the game steers you to play one way only. Melee kill tons of zombies, do missions, don't bother building a base.




Hopefully that gets worked on before a17 stable release.

 
Exp is perfectly fine, as long as resources, weapons, ammo, rare books/recipes, rare materials for armor and military quality loot doesn't just simply come to your door step.

 
Exp is perfectly fine, as long as resources, weapons, ammo, rare books/recipes, rare materials for armor and military quality loot doesn't just simply come to your door step.
For a FPS or ActionRPG maybe. Not for a genre mix, where zombies should be the obstacle and not the main goal. (At least that was said by staff, long time ago tough, nearly forgot this until someone mentioned it in another thread)

 
I seem to recall reading that madmole said that the intention was to make zombies an obstacle, not the goal. I tend not to be able to run searches on the forums because the advanced search "type in this letter string" never gets accepted for me.
They did say it at some point yes and will revisit xp source balance.

 
Well, I also look at it fron another perspective, that of a new player. If a new player jumps 40 levels by day 7 farming trees and etc - increasing their gamestage up- not killing very many zombies, they will not be prepared skill wise for the increased-special zombie types that will inevitably come at them by surprise. BUt yeah, sure, maybe a little buff to farming xp in some way (maybe more for destroying trees/rocks). Definitely no nerf to zombie xp, I see those numbers as just right. Maybe increase lumberjack XP by a little bit, possibly wrights.

 
I seem to recall reading that madmole said that the intention was to make zombies an obstacle, not the goal. I tend not to be able to run searches on the forums because the advanced search "type in this letter string" never gets accepted for me.
Except if thats the case it backfires, as zombies are the main way to level, so they just became even more important of a goal.

 
Simplest solution I see for those who want to be base builders and resource harvesters is to play with a friend and set the shared xp setting to max. That way when your Z-slayer friend makes a kill, you get a handsome amount of exp as well. You level with your partner and they have a nice cozy base to come back to using your newly gained levels and crafting abilities.

- - - Updated - - -

Maybe loot was just step one...
That's not even funny Roland :upset: We've been down this "Nerf Zombie EXP Drops" road before and I think most of us remember how demoralizing that was.

 
Except if thats the case it backfires, as zombies are the main way to level, so they just became even more important of a goal.
which is exactly what the title of this thread is, and the first post is all about

 
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