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Feedback for The Fun Pimps on Alpha 17


firstedition

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Better is always a question of definition.

 

For many, the only weakness in the AI in Alpha 16 was that the zombies have often run in circles. I never heard the zombies weren't smart enough for the players. I guess you just don't expect much intelligence from a zombie because they're basically brain dead.

 

What I definitely don't want are zombies whose behavior is completely random. That would be pretty much the worst thing for an efficient base building because you couldn't really plan anything anymore.

 

Agreed, completely random would be really bad. Don't agree that A16 zombies had only one weakness

 

In A16 I once tried to be clever and build a big cone shaped funnel to get the zombies to a chokepoint where I put dart traps. See, I'm the intelligent one here and should be able to outsmart them, right? Forget it. As expected most horde nights they simply stormed from a different direction and my defense was useless. But even if the miracle happened and they came from the right side most of them just hit the side walls of the funnel. If they are as dump as a bullet I don't need brains, I need a bullet-proof west.

 

I think it was the last time in A16 I helped building the horde base. After that I let the miners in our group do the building.

 

Not saying the status quo is optimal. But blood moon had lost any fascination for me a long time ago. There simply was no sense doing anything else than a 4 sided cube. Now in A17 finally something I would call "crowd control" became important.

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Roland... You stated...

 

"I typically play dead is dead. Endgame for me is restarting...."

 

Which, I think you've mentioned it before but it only I guess sank in.

 

It's no wonder why you don't understand casual players or builders.

 

Dead is Dead + Insane difficulty players really need their own forum discussion group.

 

Everyone else should have a separate one.

 

Not restricted to the groups. But General discussion groups that break out these conversational groups. Because frankly, they're diametrically opposed to each other.

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Roland... You stated...

 

"I typically play dead is dead. Endgame for me is restarting...."

 

Which, I think you've mentioned it before but it only I guess sank in.

 

It's no wonder why you don't understand casual players or builders.

 

Dead is Dead + Insane difficulty players really need their own forum discussion group.

 

Everyone else should have a separate one.

 

Not restricted to the groups. But General discussion groups that break out these conversational groups. Because frankly, they're diametrically opposed to each other.

 

Yes, this is a good point. Some people want "end-game" to mean "continued entertaining/fun content" after achieving high level and equipment. I'd even wager most, but definitely a meaningful amount of people. This is why colonies are such an important addition to the game I personally want, or at least some endless or nearly endless RNG mode where you can continue to progress in some form or fashion.

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It is yet another band-aid being supplied after the patient has had an amputation.

 

The root problem is the zombie AI's almost clairvoyant ability to detect and path straight to the weakest point in your defenses. Couple this with a huge block damage bonus for all other zombies hitting the same block, and also the bug where zombies can clip into each other (and thus ALL of them can attack the same block simultaneously) and you have the perfect storm of problems as far as the AI is concerned.

 

Reducing zombie block damage is a pathetic, lazy and amateurish way to fix this problem. Because it fails to address the main issue, the loss of FUN caused by the new AI. All the FUN bases people used to build are no longer practical because why spend days and weeks building your fort with equal defences on all sides when the new AI will attack at one or two block points and never vary from there?

 

It seems to me you're missing the obvious. I believe it was Faatal that explained it best. You cannot have a "working" AI before first making it "perfect" and then "dumbing it down" to where it is fitting for zombies. Right now they are still in the stage of making it "perfect".

I strongly feel this "perfect" AI will end up being used more on bandits than on zombies and the "dumbed down" version will be the zombie mode. Tldr: this is a nothing but a WIP and a necessary step in the process. Whether it is "fun" by your definition does not change the equation in the slightest. We either play the steps along the way or we don't. That choice is up to each and every one of us.

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Roland... You stated...

 

"I typically play dead is dead. Endgame for me is restarting...."

 

Which, I think you've mentioned it before but it only I guess sank in.

 

It's no wonder why you don't understand casual players or builders.

 

First off...”typically” not exclusively. And lately it’s been dead is sorta, kinda, mostly dead as I’ve been allowing myself a few before I finally restart. That’s my SP game. I also play occasionally with my family and keep going after dying— obviously not going to force my Mom to restart the server because I made a mistake...

 

Secondly, I understand casuals and builders just fine and can even relate to them. I probably have 3 hrs playtime over the past two weeks due to job and family duties. I don’t have the patience for mega builds but I understand the appeal. Casuals and builders are not exactly mysterious folk.

 

Dead is Dead + Insane difficulty players really need their own forum discussion group.

 

Everyone else should have a separate one.

 

Not restricted to the groups. But General discussion groups that break out these conversational groups. Because frankly, they're diametrically opposed to each other.

 

I don’t play insane difficulty. I play Nomad or Adventurer which is default and default -1. I don’t play Dead is Dead because I’m a hard core player. I play it because I like the feeling of needing to pause and assess the risk before doing something. Some things are worth trying if all you have to do is return for your stuff and play gimped for 30 minutes but not worth trying if it’s game over.

 

I’ve never posted anything anti-casual. I’m not sure why you think I am. I don’t subscribe to rushing to the top of the progression by power grinding whatever game action happens to be the most efficient at granting xp at any given moment but I hardly think that playstyle is exactly casual.

 

In conclusion: you ain’t getting rid of me THAT easily ;)

 

Lol

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Apologies Roland. I reread my post and the tone wasn't what I was going for. Sorry bout that.

 

I dunno. I do feel like you have a disconnect with the casual play style and builder play style. *shrug*. Not as a criticism. We all have our preferred ways to play.

 

But if I look at the majority of who seems to butt heads with you, it's casual, builders, and crafters. Like... To me... It seems glaring.

 

Which again, is totally fine. Just seems like a good community separation of discussions.

 

And I didn't mean as though you play on Insane difficulty. Dead is Dead players, to me, have similar play styles to Insane difficulty players. Y'all have to play on a much more intense level of game play. An intensity level, that my stressful life just doesn't allow. lol.

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I would like a Dead is Dead option, where it wipes your game immediately.

 

i wish a option for multiplayer

 

* No Death is death

* Death is Death optional decision per player (but with the option that a gamemmaster can force a player into death is Death (as example offensive pvp player on a PVEVEVP Server))

* Death is Death Serverwide.

 

Singleplayer Death is Death is completly nonsense in m opinion.

For what, people who play death is death will delete the savegame. And the ones who dont play honestly Death is death will backup their savegames anyway.

 

The worst is that the try to prevent that only ends in a situation a bug kills the game (looking towards fallout 4, grrrrr)

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that's too bad the other thread got closed, but the moldy bread guy was right, the zombies cause way too much bleeding its ridiculous. im wearing heavy armor ffs. at least make it so that heavy armor actually reduces chances of bleeding vs light armor, then the player must make a choice. be nimble and avoid zombies with light armor and attack from afar, or wade in like a tank with heavy. or have a perk that counters the constant bleeding. as it currently is, every other hit results in bleeding, no matter the zombie type

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maybe bleeding is a function of difficulty setting? also not sure if Pain Tolerance helps mitigate bleeding.

 

My experience has been very different. Once I hit heavy steel armor, the only thing that makes me bleed consistently are dogs and vultures, and a quick retreat and bandage mitigates that....

 

Early game I am way more worried about infection from a hit than bleeding. bleeding I can stop easily. infection without antibiotics is a very different story.

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I think you may find a lot of DID players do so because of lack of end game content and that is not diametrically opposed to the way others play. Its just another way to play in the same way as being a miner/builder etc there is no disconnect just different ways to play the game.

DID isnt hardcore its just a way to play that makes you focus on now and what risk you are prepared to take given that you only have one life which is very easily lost.

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maybe bleeding is a function of difficulty setting? also not sure if Pain Tolerance helps mitigate bleeding.

 

I got four out of five points in pain tolerance. Apparently doesn't help against bleeding.

I would have to try it in a test world if there is an obvious difference but from the feeling I would rather say no.

 

My experience has been very different. Once I hit heavy steel armor, the only thing that makes me bleed consistently are dogs and vultures, and a quick retreat and bandage mitigates that....

 

I bleed as often with steel armor as with military armor. There seems to be no difference.

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I don’t play insane difficulty. I play Nomad or Adventurer which is default and default -1. I don’t play Dead is Dead because I’m a hard core player. I play it because I like the feeling of needing to pause and assess the risk before doing something. Some things are worth trying if all you have to do is return for your stuff and play gimped for 30 minutes but not worth trying if it’s game over.

 

Nitpick: is it actually possible to die on Adventurer? I mean you could step on a landmine or eat glass by accident I guess, but....otherwise? I not being clever here, genuinely curious, haven't played that difficulty for the longest time. At least for a seasoned player (which I assume you are). After several thousand hours I am pretty sure I would never die on Adventurer, outside of a self-induced landmine accident or similar.

 

As far as bleeding goes, something effects it. One of the perks probably but I have no idea which. I am almost maxed out on my main play-through and where my character is I more or less ignore bleeding, because it just stops after about 20 HP (out of 200, so...meh). I will bandage if there is downtime, but in a fire fight I tend to just ignore it now. I used to flee the scene and bandage asap because it used to be a lot more dangerous.

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My feedback on A17

 

I know i am late to the punch, but i updated very late as i was waiting for a more stable version to be released. I am currently on day 11 in my first A17.2 game on nomad settings with 120 minute days.

 

My biggest/only complaint will be how OP Z's are now. It seems that they are trying to make things more realistic with this game, but having zombies that died and came back with super strength is extremely unrealistic in my opinion. Other than this i am falling in love with this game more and more.

 

Having resources more scarce makes the game more challenging and i like it

Trader quests that give you coins AND a reward along with anything you find during the quest, brilliant!

Having weapon mods instead of being forced to assemble each gun makes much more sense to me.... you're not going to be finding gun parts separately when the world ends, you're going to be finding whole guns in safes.

Air drops that have food was needed! dropping gun parts and schematics in a supply crate doesn't make much sense in the real world

Addition of several option for vehicles is sweet, i will say that the bicycle is pretty useless to me..... it cant climb hills and most of the roads in my random gen world have tons of hills.

The new perk system is taking some getting used to, but overall i like it. I will say that some of the perks do seem pointless or like they shouldnt actually be perks at all

Making cement and cobblestone piles in POI's so that you can make concrete bases early on is super cool. This may be to offset the OP zombies im guessing?

 

What do or dont you guys like?

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...

 

What do or dont you guys like?

 

Me, I would say I don't like about 80% of A17. Vehicles I like. Most of the graphics I like. My biggest dislike is the perk system. Game just seems more tedious than challenging. I try 17 every now and then, but I just can't get into it. I get bored and annoyed within an hour. I go back to 16 (with mods, but not because I don't like vanilla, I've just played it so much) and find hours have passed without realizing it.

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The pimps have been awfully quiet since they released the new garbage A17. No video's or communication from them as before. I'm thinking they're hopefully doing some soul searching to try and figure out how to fix the mess they made.

 

The A18 Dev Diary thread is out with tons of new information. Guess you missed it.

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  • 2 weeks later...

17.2 feedback

 

I love your game. I’ve played for over 3k hours. As much as I enjoy the game, recent design changes have very much diminished my enjoyment. Below I’ll attempt to explain the changes I’m objecting to and what effect they have on my experience. Please understand that this is just candid feedback, I still love the game.

 

Level Caps – I’ve played the game many ways. That’s one of the things I really enjoy is trying different approaches to surviving. Such experimentation often involves min/maxing along some specific path, like all armor/defense, all weapons/attack, all building/crafting, just run!!? The level caps pretty much kills this sort of experimentation. It forces me down path that the developer seems to want me to go. As much as I enjoy your game, I don’t care at all how you want me to play the game. By limiting my specialization and forcing me down specific paths, you’re simply removing my options and choice, which is what I value in an open world game in the first place. This is especially frustrating when I’m taking the builder/crafter path as by the existing level caps, my game doesn’t really even begin until level 10-15.

 

Creature spawning/strength linked to level – In previous versions of the game, creature spawning, and strength was linked to time. The longer the game went, the more dangerous the creatures became. This created an engaging race against the clock. I needed to build and skill up as fast as I could to survive the coming threats. Further, this was customizable by the player. I could adjust the day cycle to introduce a more challenging experience, as with a reduced day cycle, I had less time to prepare. Or I could make the monsters and world conditions very unfavorable to me but increase the day cycle to give me more time to prepare. It was my choice and I could try different things. This also made a sort of sense in the world. I could believe that over time the creatures became stronger and more people became zombies, so life just got harder. This added to the immersion of a survival game. With the change of linking threat to level, I’m not racing against anything and there’s really nothing I can do to try to get ahead. It would probably be best if I just didn’t level up at all, as what’s the point. This also breaks immersion, as it makes no sense why creatures would automatically adjust to me. It feels like a game, not like an apocalypse.

 

Quest/Vendor – I get it that some people want quests and some signs of life in their apocalypse. I get it. It’s not for me, but in the past, I could just ignore it. I’d ignore/avoid the venders and scrap the quest. No harm, but with the recent level cap changes spending time near the vendor seems nearly mandatory. I just don’t have access to the things I need in the game any more without visiting the vendor. And of course, the game is a lot easier if one just takes the vendors quests. Once again, this feels like the game developers trying to force me down a path, trying to get me to play the game the way they want me to play it, rather than simply providing an apocalyptic playground I can enjoy as I wish. Again, I don’t mind the vendors and quests being there, It’s the changes that make the game near unplayable without interacting with them that I object to.

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