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Things you'd like to see in A17.1?


Scyris

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I'll start.

 

Encumbrance from inventory as well as the pack mule skill removed, there is no point to giving us a bigger inventory if your just going to make us waste 5 skill points to actually get the full use out of it. Just give us the full 45 slot inv. I literally won't play on a server unless they got a mod for this, as I find the system completly unfun and just a hassle.

 

Armor Encumbrance rebalance: Gloves/boots/helm shouldn't be debuffing the player as much as a much heavier body/leg armor does. The armor boosting skills should also lower said movement/stam penalities as well.

 

A16.4 dismemberment: I miss this, if you hit hard enough there was a chance to decapitate/remove a arm or leg. Now? its perk restricted and only seems to allow you to pop their heads.

 

Weapon rebalance: The Hunting knife/machete are pretty much worthless as a weapon when a iron reinforced club does more damage and is avail at level 1. Marksman rifle needs higher damage maybe 60 base, as its pretty much worthless without aiming. Hunting rifle is fine as is, I see the reason why its so bad in the xml's. Please whatever you do, do not touch the shotgun unless your going to improve its falloff range, the shotgun is finally a good gun again, don't screw it up again like in a15 and a16.

 

Allow over hydration like you do over eating, this makes sense gameplay wise as its kind of silly to have one but not the other. Also lower the food/water cost of regening stamina a tad, its still far to high imo.

 

Make the silencer better, it bascally does nothing currently, I mean yeah the sound seems quieter but it still wakes up a entire poi in 1 shot even with it, and the damage reduction is pretty substantial.

 

Fix reflections so its not a global thing and it only applies to the textures it should Examples: non-rusted metal, glass windows, car windows, and water. There are very few things that should actually have reflections.

 

This is about all I got for now. Anything you all would like to add?

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Allow over hydration like you do over eating, this makes sense gameplay wise as its kind of silly to have one but not the other. Also lower the food/water cost of regening stamina a tad, its still far to high imo.

 

And show the overeat/overhydrate % in the character screen.

 

Better yet, remove the overeat and have max stamina reduction and stamina regen penalties start at 49% and get worse twice as fast. There should be a grace period...a significant grace period, of optimal performance. I don't start suffering performance penalties the instant i'm finished eating or drinking, or the instant i'm not extra-belly-stuffed full.

 

 

Add quests to find other traders. give us an organic way to find traders beyond our first that doesn't involve blanket-searching the entire map or screenshotting the map generation file.

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Zip lines.

More ziplines.

Reversed ziplines, aka grappling hooks.

Give trader Jen a lighter voice.

 

 

Balance:

Slightly reduce max stamina loss rate by 50 - 70%.

Remove, or reduce the gating on making the crucible, so steel can be made earlier.

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The quest to find other traders sounds great!

 

Why not trader quests where you have to take stuff from one trader to another? Could help players locate traders more easily. Maybe they could also one day make it so you can keep the stuff you're supposed to deliver, but not without consequence (reputation with traders goes down, prices go up).

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I support the removal of encumbrance as I absolutely hate forced point spending.

 

Reduce Stam Softcap, its just too much the way it is right now, 49% as people are suggesting seems very reasonable, right now you're constantly eating just to keep from losing stam.

 

Remove the freaking -40% water debuff from taking a pain killer. This is something that has always bugged the crap out of me I know that its recommended to take pills while drinking a glass of water, but c'mon you all know we just do it by taking a sip of Coca Cola.

 

You can get by without having to put points into Food/Water perks even till late game, however you CANNOT be without the extra bag space late game, it just isn't feasible.

 

I want skill ups by doing back, I can't wrap my head around why I have to farm zed to learn how to do everything.

 

Bacon/eggs and Cornbread unlocked initially;Everyone knows how to make bacon and eggs,corn bread, Hell my 6 year old niece knows how to do this and my 12 year old niece can actually cook decent meals.

 

Add Spices to cooking, salt/sugar\pepper add Rice and Wheat plants so we can cook breads and rice dishes like stew, or spaghetti and meat balls, ect.

 

Add Fruit trees, Apples,oranges,pears,cherries,peaches, Ect. They would take considerably longer to grow and once grown they will continue to passively grow fruit to eat and/or cook with.

 

Revert Farming back to harvesting with the Action button, Stop forcing me to waste stamina and time to pick up crops when I don't have to do it for several other things. If I want a massive farm let me have one.

 

Ability to paint Dart traps,turrets, ect.

 

Bring books back. I know how to fix/repair guns but I can't cook corn bread?

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I'd love to see true economy in the traders:

 

The more a trader has of something, the LESS it costs you to buy, and the LESS they give you for that item (rather than the hard cap of 3)

The less a trader has of something, the more they pay for it, and the more it costs you to buy.

 

Their stock could still rotate around on restock days...some things show up, some disappear, at random, to simulate other survivors buying and selling.

 

This would mean players could sell rare items for big money, and would organically fix the issues where players find items they can craft and sell at huge profits over and over.

 

It would mean things that the trader has a ton of could be acquired very cheaply, and you'd see players stocking up on high-supply items even if they normally wouldn't buy them or don't currently need them, because it's just too good a deal.

 

The overall stock of trader goods would have to go up to really make it work, but I think it would make the traders a lot more important to the game, especially on MP servers where multiple people might be buying and selling different items or competing for the same resources.

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The systems in place are the way they are, and I would bet my every penny nothing is going to change that.... and that's fine by me. What I want to see is simply the devs adding to everything.

 

1) More mods, especially early game mods.

2) More perks (which could eventually lead to more xp, more points, etc to balance it out)

3) More zombies. Thanks for vomiting vultures! Behemoth idea in the past was decent, but I would like to see the game slowly step up to such monstrosities so that they fit the style of the game. We have radiation, so starting to mutate these bad boys could expand future possibilities, more avenues for creativity.

4) More animations. When zombies are in sync, it looks like a flash mob!

5) Zombie AI enhancements (yeah, I know this will be worked on probably for years to come... but always looking forward to it)

6) Random generation improvements, including smooth biome transitions, smoothed roadways, no floating or sunken POIs, at least one major city with skyscrapers per 4k map

7) Completing the random radiation zones found around some random gen maps.

8) Maybe some more melee options (still hoping for blocking or kicking or fast dodging... something a little more than just swinging and swinging harder)

9) More missions... maybe some crazy involving mining, getting to something at the bottom of a deep lake, a quest to the top of the tallest mountain on the map.

10) Some kind of danger in water.

11) Fishing

12) Fish traps, snare traps

13) More zombie traps

14) More early game recipes, then nerf the bacon and eggs a tad. (JUST A TAD, I SAID! geesh)

15) Something better than dead zombies just disappearing.

16) Autumn trees again (Man, I miss those colors)

17) More items place-able at 45 degrees with better joining against neighboring blocks (such as the doors). I don't know why some items are like this now, but I am loving it. I am hoping that everything can be rotated like this as it brings SOOOO much more to the table when it comes to building.

18) More door options such a double doors for the symmetry-compulsory disease, and doors large enough to handle the new vehicles.

19) Just more work towards improvement in vehicle movement.

20) Scrap-iron spikes

21) Razor wire

22) Zombies get slightly hurt from breaking blocks, possibly losing hands then arms. Not looking for anything drastic, just some damage to them to negate the whole impossibility-of-zombies-breaking-stone thing. This would have to kill them eventually though or otherwise you would have tons of zombies stuck in pits.

23) Magazine make more sense.

24) Trees can support blocks again.

25) The ability to remove the cap from the jar before drinking from it.

26) Not all food looks like a chunk of lard in your hand.

27) Muddy biome surrounding larger bodies of water. Will always crave the day to see zombies rise from mud... covered in mud... while you trudge though it.

28) Looted things appear looted (until a loot reset if applicable)

29) Different way to prepare food. Drying, smoking.

99) Ziplines

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Agreed

 

Skill trees that make sense: construction, mining, hunting, melee, crafting, looting, etc. Switch to learning by doing. That would make my day.

Learning by doing was always substantially better, even learning from books made much more sense. The system now is just kill for a while and unlock which is boring as hell. They should definitely bring back books and maybe add computer terminals that can be "looted", granting a recipe or knowledge of some sort. Also, just adding this here instead of making another post... please for the love of god, bring back better entity damage/gathering with quality. The game is so stale now and finding quality items is boring. Absolutely no one I have played with since A17e has even cared about quality unless it was something like a wrench where they could get more gas from cars before it broke.

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Learning by doing was always substantially better, even learning from books made much more sense. The system now is just kill for a while and unlock which is boring as hell. They should definitely bring back books and maybe add computer terminals that can be "looted", granting a recipe or knowledge of some sort. Also, just adding this here instead of making another post... please for the love of god, bring back better entity damage/gathering with quality. The game is so stale now and finding quality items is boring. Absolutely no one I have played with since A17e has even cared about quality unless it was something like a wrench where they could get more gas from cars before it broke.

 

Or they can have both, have it be a perk you can learn for points, or find the book for if your willing to wait to get it.

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I mainly want to see bug fixes. We've encountered these ones so far, playing with a few friends:

 

- Random radiation zones in RWG. (Pointless death and frustration of one player)

- Bleeding after respawn.

- Things sticking to the toolbelt. Luckily I read about the workaround and was able to help the player.

- Helmet lights not casting light for other people in MP.

- Healing other players doesn't work. (And does not give any mouse-over info, like "Press RMB to heal Player123")

 

Other than bug fixes, I'd really like to see hunger being balanced with stamina in a different fashion. Atm I think max stamina depletes in 1:1 correlation with hunger, perhaps it should only start affecting max stamina after hunger is at say, 50%? Stamina has been the major topic of complaint amongst our player group.

 

Also, the UI for putting points in perks/skills should get a little facelift, since it has been quite confusing for the newer guys how to buy and unlock things.

 

The FOV slider should be brought back.

 

Other than that, we've had a blast so far. :)

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I mainly want to see bug fixes. We've encountered these ones so far, playing with a few friends:

 

- Random radiation zones in RWG. (Pointless death and frustration of one player)

- Bleeding after respawn.

- Things sticking to the toolbelt. Luckily I read about the workaround and was able to help the player.

- Helmet lights not casting light for other people in MP.

- Healing other players doesn't work. (And does not give any mouse-over info, like "Press RMB to heal Player123")

 

Other than bug fixes, I'd really like to see hunger being balanced with stamina in a different fashion. Atm I think max stamina depletes in 1:1 correlation with hunger, perhaps it should only start affecting max stamina after hunger is at say, 50%? Stamina has been the major topic of complaint amongst our player group.

 

Also, the UI for putting points in perks/skills should get a little facelift, since it has been quite confusing for the newer guys how to buy and unlock things.

 

The FOV slider should be brought back.

 

Other than that, we've had a blast so far. :)

 

I say max stamina should be like the regen penalty with water, it starts once you get below 75% hydration, so IMO the stamina max should not move until your below 75% fed. Then again the over eating kinda fixes the stamina issue for me, they need to add it to hydration

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I mainly want to see bug fixes. We've encountered these ones so far, playing with a few friends:

 

- Random radiation zones in RWG. (Pointless death and frustration of one player)

- Bleeding after respawn.

- Things sticking to the toolbelt. Luckily I read about the workaround and was able to help the player.

- Helmet lights not casting light for other people in MP.

- Healing other players doesn't work. (And does not give any mouse-over info, like "Press RMB to heal Player123")

 

Other than bug fixes, I'd really like to see hunger being balanced with stamina in a different fashion. Atm I think max stamina depletes in 1:1 correlation with hunger, perhaps it should only start affecting max stamina after hunger is at say, 50%? Stamina has been the major topic of complaint amongst our player group.

 

Also, the UI for putting points in perks/skills should get a little facelift, since it has been quite confusing for the newer guys how to buy and unlock things.

 

The FOV slider should be brought back.

 

Other than that, we've had a blast so far. :)

 

The first one is not a bug... it is an unfinished feature. Not sure exactly what they have planned, but I do know that a Geiger counter is in the works.

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Why not trader quests where you have to take stuff from one trader to another? Could help players locate traders more easily. Maybe they could also one day make it so you can keep the stuff you're supposed to deliver, but not without consequence (reputation with traders goes down, prices go up).

I like where you're going with this. Let me put the finishing touches on it for you! If a player doesn't deliver, the trader offers a bounty on that player to the next player(s) looking for a quest! ;)

 

Of course, the risk is a server could devolve into PVP. :p Oh well, was a fun idea.

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The first one is not a bug... it is an unfinished feature. Not sure exactly what they have planned, but I do know that a Geiger counter is in the works.
Oh, alright. Didn't know this. A geiger counter sounds good. Hopefully it will be a "hands free" model though.
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I'm the opposite to most posting in this thread in that I prefer the skill trees to learning by doing because learning by doing always devolved into a few optimal paths that were annoying (e.g. crafting clubs and throwing them on the ground or having to keep the forge open and listen to the bonk-bonk-bonk of making arrowheads or even worse both at the same time!).

 

My one wish for 17.1 is that the death penalty be changed to something other than taking away your most recently learned skills. That is an extremely anti-fun way of implementing the penalty. I'd suggest an XP debt, where you level at half the pace until you pay off the debt.

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I'm the opposite to most posting in this thread in that I prefer the skill trees to learning by doing because learning by doing always devolved into a few optimal paths that were annoying (e.g. crafting clubs and throwing them on the ground or having to keep the forge open and listen to the bonk-bonk-bonk of making arrowheads or even worse both at the same time!).

 

My one wish for 17.1 is that the death penalty be changed to something other than taking away your most recently learned skills. That is an extremely anti-fun way of implementing the penalty. I'd suggest an XP debt, where you level at half the pace until you pay off the debt.

 

Why is this always brought up as if A16.4 didn't exist forever with the whole crafting xp thing removed?

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I support the removal of encumbrance as I absolutely hate forced point spending.

 

It's not forced, I was pretty surprised how much time I freed up by ignoring things I don't need now and I'll be able to mine or forge or grow in bulk later. One kind of food, one kind of drink (boiled meat for both is tempting but meat's not _that_ easy to come by, is it?), just the tools I need for the day's expedition, I'm currently liking the yellow house in Diersville as a base, it's almost everything very close by, I generally don't put any points at all into pack mule.

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