Viktoriusiii Posted January 11, 2019 Share Posted January 11, 2019 This will be the last post I make. Yes I said this before, but I actually had some sort of interest still left and wanted to wait to see what A17.1 fixes (answer: not much) So here is my complete response to A17: As many have complained about the following part, please follow the link, as that is more important than the following. The good +stunning graphics. It looks supremely nice and most things have been reworked to give the game a better feel of dread +new blocks and pois. Just wow. I feel like its a completely new game. It feels more alive in every way. Pois are now varied and even the same pois look different because of the +lootcontainers. YES. This is really nice. It gives you a feel of reward instantly. Not sure if "empty" ones from the start will respawn stuff lateron and become "normal" containers (that would be awesome) but while not perfect, it improves the feel of looting a lot +mods. (gunparts in the bad) I really like the different effect of them. I disagree with them giving the weapon damage, but the mods itself are awesome. +traders. Finally a trader isn't like your granny who somehow has everything you could possibly need and basically giftwraps every item for you, while buying the most useless ♥♥♥♥ for insane prices +quests. I will mention this in balancing, but overall a really nice feel to it. The rewards really make me WANT to take the quests and go through the chores of digging for 10 minutes or walking through endless desert +vehicles. OMG I CANT WAIT TO FINALLY GET IN ONE!!! It looks great, I only heard great things, this is probably the best thing of this alpha. The meh +-death penalties/wellness. Well.. I was a big fan of wellness, as it slowly increased over time, while it rewarded you for not dying and actually eating good food. The problem was that when you already were at min wellness, dying made no difference. I would have liked for the wellness system to stay intact and give the death penalty depending on your maximum wellness (a lot of wellness? only 5 minutes penalty-10 wellness; at the bare minimum of wellness-0wellness 45min of penalty) but its fine this way. +-progression/feel of the game. I am generally a play who likes to spend his time on the buildup. So I welcome a bit slower earlygame. However, the way this is done in A17 is not a good one. Instead of giving more to do, increasing crafting costs and ressources with lower quality simply not giving a lot of ressources, you have made the earlygame a crawl. This will be talked about in the bad again, but overall, this needs revision, because slowing the game down a bit is fine, but the way it is done is not. +-RWG. I hate that it is now always the same (snow north desert south) this takes away a lot of freedom and replayability. I know why it was done, the new temperature system is brutal. But still. The other stuff is fine! When excluding all the bugs, the world feels more like a real world and not just some sin cos lines on top of each other. There are flat parts, there are small hills and bigger ones (mountains are missing, at least in the grasland... amybe thats just me). So if you work out all the bugs, its a more believable world. +-perks. I like some of them. I like a lot of them. But most of them don't feel like I earned them. It feels like the trader in A16. Like I just farmed a bit and then bought it and there I am, now with a perk. I think more perkvariety or even extra challenges (instead of levelgating) like "walk 20km" to get that sprintboost 5 would feel a LOT more rewarding. It feels like what I'm doing makes a difference. Right now the perks... are just there. They are fine... and can be fun... but aren't much special. The bad -no gunparts. I hate that you now find guns in the whole and every gun does the same damage and quality was set from 600 to 6, which in turn scrambles progression. (*) It gave such a nice curve of progression and if they had just done what a lot of people suggested (stock improving stability,barrel accuracy, magazine how often reload is stuck, parts durability and all of them improve damage) they would have such a nice system. Now its a simple "gun or no gun!" and the only difference is how many mods I can install, which give dmg (yay. My weapon is now green, so it shoots harder! Yay my weapon now has a scope/laser so it shoots harder yay) There was NO REASON to completely remove this awesome system, as it made every weapon unique and had a lot of potential. -level gating. HOW. WHY. Who thought this is a good idea. Name me one game where levelgating helps the game and is not an obvious last resort to fix glaring progression issues (so no A16). No one who has studied gamedesign... hell no one who has played games regularly would think levelgating is a good idea in a SANDBOX SURVIVAL GAME (even for rpg/horror games) Just don't. I gave you my examples on how to fix this without arbitrary levelrequirements... do with those what you want. But if you don't remove them, I will, for the first time in 7d2d, mod my xmls. -performance. DAMN this is bad. I understand that it is EA experimental. But I cannot see how this could improve AT LEAST on the level that A16 was running (we were promised improvements on performance). Yes I have no doubt you will get this to work, but it still had to be said. -progression. its all over the place. Leveling takes longer, better perks are gated behind level, but in the same breath I found an AK-47 and a shotgun with around 70 ammo on day 8. And since weapons are all the same, I'm already better off then I was in A16 on day 50. -zombies. I like that they now are a threat. BUT. Their A.I. is way too straightforward, they rather sit there for 5 minutes to hit blocks on end, instead of taking the "free" route through the spikes that they don't even see. They must be psycic. The conga line of wandering hordes are still gps trackers and are now slow as hell on daytime. The spawning of zombies in pois (not talking about amount, thats for balancing) is cheaty. They are only there to surprise the player, which doesn't feel like this world is actually real, but that the devs just wanted to scare players. There could have been other ways to do that. Also playerdetection is super weird (*jumps* *atomic bomb explodes*). -hitboxes. Has been talked about in this forums, but still: You should not only hit a zombie when he is in the little cross at the end of your swing. My sledgehammer should hit everything in front of me (at least depending in the swing). This way makes faster weapons a lot more forgiving, which feels bad, because I like the harder hitting ones. This could have been in bugs, because its so broken. Fix this. -removal of stainless steel. Zombies got more dangerous. We need more endgame content. WHY WOULD YOU REMOVE and endgame item now? Especially since it was so super rare that you only had that day 100+ and even then without defenses this would crumble. (*) if I have to find 4 parts and the chance is 1/50, the overall chance to find them is 1/200. But until then, i gradually progress, finding more and more parts, until I finally have the gun. If I have to find 1 part and the chance is 1/200, for a long time I don't have anything to show for it, no plan to go to the trader to look for that last part... and suddenly BOOM. Completely functional, endgame AK-47. The balance issues I have not played enough of A17 to give more balancing issues, as I've only reached lvl 25, day 10. Thats why most of this is bound to the early game. (Also nothing with levelgates is mentioned because I hope they will remove that soon) -block hp/zombie blockdmg -spawnrate of ferals in pois/quests (should not appear before a certain gamestage, maybe not even before day 7) -spawnrate of zombies in pois/quests -too many guns -nests are everywhere (900 feathers and 90+ eggs on day 9) burnt biome should not have any (or at least very very few) nests, because they all burnt and because you can see them so insanely well -a "lucky gun find" early is worse then a crossbow. only perks make weapons viable. -running takes too much stamina. I get why mining should take a lot, but stopping every 150 meters (non desert) to get a breather (even with lvl 1 perk) is just not enjoyable -loot from zombies should be more frequent, and more specific to the killed zombie (hazmat guy dropped an ak... instead of hazmat clothes, nurse dropped water instead of healing...) -loot in cars is absolutely insane. Got 20+ 7.65 bulltes on my very first car and more Link to comment Share on other sites More sharing options...
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