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My personal opinions on the a18 release notes


The Blue Fox

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I had a read through the official A18 release notes and I'm definitely liking what I'm seeing.

 

Nothing but great improvements across the board, as well as proof the devs are listening to the community.

 

Loving the promise of a buff to the stamina bar.

 

The only exception is their decision to make boilied water still have a chance to give you dysentry when you drink it.

 

WHY?!?

 

Boiled water was fine the way it was.

 

It satisfies your thirst. That's it. It's not like it gave you any advantages.

 

From what I can gather, it's coz the devs wanted players to drink the teas and other liquids more.

 

Yeah, I feel that's not a very good reason.

 

I mean, teas still had a use for if you got dysentry or some other illness elsewhere.

 

It literally makes no sense.

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Comparing boiled water and mineral water IRL, boiled water is really bland in view of how many things it contains. Sure the microorganisms and bacteria are boiled away, but along good minerals.

 

To put this into more perspective, i could drink A LOT of mineral water, but drinking a lot of boiled water makes me sick. On the other hand, drinking tea or coffee based off boiled water tastes okay, mostly due to additional elements dissolved in the water.

 

So i guess it's not just a developers imagination that "boiled water should give dysentery", but surely it's placed in real life. In games this may be a hindrance, but dysentery is there for some reason.

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If you want to be realistic then boiling water does kill bacteria but does not magically remove all harmful substances from the water.

 

Now making tea obviously does this because... reasons... it's a game... getoverit. ;)

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You'd have to boil and filter to get all the crud out of the water.

 

 

I'm annoyed about the food poisoning from cooked foods vs canned.

Mind you, without canning or refrigeration, you would if you saved say, bacon & eggs for a week and tried to eat them.

(ugh)

 

So, if canning makes it in (official or mods), then it's great.

(ok, so should be easy enough to mod in the recipies to can. workbench req of course. Could do it in an afternoon with 1 pot of coffee)

:)

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The only exception is their decision to make boilied water still have a chance to give you dysentry when you drink it.

 

WHY?!?

 

Boiled water was fine the way it was.

 

It satisfies your thirst. That's it. It's not like it gave you any advantages.

 

From what I can gather, it's coz the devs wanted players to drink the teas and other liquids more.

 

Yeah, I feel that's not a very good reason.

 

I mean, teas still had a use for if you got dysentry or some other illness elsewhere.

 

It literally makes no sense.

 

Boilied water isn't the same as purified water.

You might have killed some germs, but there are still solid pieces of matter inside that can upset your stomach.

 

Its perfectly realistic, it makes sure you don't just use most basic stuff all the time and there was always supposed to be disease hazard from everything but canned food since the kickstarter trailer.

 

And no, teas didn't really had any use, because it was pretty much impossible to get sick before.

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Waaaait a minute...

 

...are we talking about the boiled water in a can? Coz this whole time I thought it was talking about the jar of water you can make in the campfire as well.

 

I always looked at the boiled water in a can item and just saw water in a rusty can and thought "Yeah, sure, THAT'S safe to drink...NOT!!!"

 

So on that note...

 

You'd have to boil and filter to get all the crud out of the water.

 

The water in a jar looks very pure and clean. So I kinda figured the idea was in the game you were using cooking to evaporate the water, collecting the evaporation somehow and drinking that. Perfectly clean fresh water.

 

Yeah, I'm reading a lot into something that's just a game. It's all mechanics.

 

So yeah, I take back what I said in my original post. The rusty can of boiled water absolutely could and should have a chance to cause sickness.

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I put my tablets in and waited the standard 30 minutes, filtered through my bandanna with the charcoal in it, and then washed my hands with the hand sanitizer made from grain alcohol and aloe (to keep my hands from chapping). I wait the standard two bloodmoons to ensure I don't have giardia. I got the zombie vaccine made from vulture blood and moldy bread, just in case.

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You'd have to boil and filter to get all the crud out of the water.

 

 

I'm annoyed about the food poisoning from cooked foods vs canned.

Mind you, without canning or refrigeration, you would if you saved say, bacon & eggs for a week and tried to eat them.

(ugh)

 

So, if canning makes it in (official or mods), then it's great.

(ok, so should be easy enough to mod in the recipies to can. workbench req of course. Could do it in an afternoon with 1 pot of coffee)

:)

 

In A18, you can't get food poisoning from canned food anymore. Instead, you may get food poisoning from cooked food.

You throw up and lose a lot of your water and food. I think you only have 25 food and 25 water left after that.

 

The Iron Stomach will certainly be a perk in which I will invest points. And I will always have enough food and drink with me in case I throw up.

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The changes all look amazing. What it does look like is that water will be a slightly more complex need to keep met - but honestly before the first week is out all I'm drinking is tea anyway. Satisfies better.

 

I'm on the fence about the fact that apparently you're just going to get sick a lot regardless. Not a huge fan of 'new complications were added to make certain perks functionally a must-have' stuff.

 

However we won't really know until after the experimental drops. Largely it's all stuff I'm super excited about.

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In A18, you can't get food poisoning from canned food anymore. Instead, you may get food poisoning from cooked food.

You throw up and lose a lot of your water and food. I think you only have 25 food and 25 water left after that.

 

The Iron Stomach will certainly be a perk in which I will invest points. And I will always have enough food and drink with me in case I throw up.

 

Yup, I'm going to wait to see it in action.

 

Mind you, I still want the canning. Take your cooked foods and can them. This removes chance of food poisoning.

(metal can or jars, whichever. hmm... or both. small can for on the road, large jars for at home... hmmm...)

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Yup, I'm going to wait to see it in action.

 

Mind you, I still want the canning. Take your cooked foods and can them. This removes chance of food poisoning.

(metal can or jars, whichever. hmm... or both. small can for on the road, large jars for at home... hmmm...)

 

Better yet we have electricity now so maybe make a use for all those ovens and fridges? Ovens could be required to cook top tier meals.

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Not a huge fan of how the attributes are set up now. Each attribute giving X% headshot damage to the weapons managed by the attribute is a bit bland.

 

In my next multiplayer game, I'm gonna be focusing mainly on Perception and Agility, and if I invest points into other attribute trees for their skills I feel that the effects that the attributes give (ie Fortitude or Intellect) would be a bit wasted on me. I prefer to only use weapons and gear that fit my build, so as an Agil/Perc player things like sledgehammers or shotguns I will never use in the game unless I have no other choice.

 

A small, non-specific bonus relevant to the attributes would be a reasonable thing imo. Such as maybe a tiny movement speed increase (maybe 1% per rank) for Agility, or taking 1% less damage per rank of Fortitude. 1% more block and entity damage per rank for Strength, 1% better ranged weapon damage per rank for Perception, and 1% faster crafting per rank of intellect. The way Alpha 17 handled the attributes in this fashion was good. Way more interesting and impactful than just headshot damage bonuses for specific weapons, especially if you have to spend the points to access important skills not in your build, such as Sexual T-rex.

 

If I knew what values to change in XML's or if there's any modlets in the future for the above, I'll be all over them.

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