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Alpha 18 feedback and balancing thread

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Yes, sorry, I wasn't very accurate : when I speak about shared XP, I mean it the way it was handled in A17. The bonus that was given at the same time made nos sense for me. According to Gazz' answer, sounds like it has been corrected (but not enough, if I understand it correctly).

Shared Xp without bonus don't bother me at all : if people are doing similar thing at the same time, it even sounds logical.

 

i agree. 100% split would work but seems they've already tweaked it some for a18. though if madmole goes on a rampage to get it removed completely i hope he tries that first instead.

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Change is hard. See if it grows on you.

Based on the responses from A18, the changes appear to be well received by the majority. So there is a good chance you will to if you approach it with an open mind. If not, move onto to something else and check back in again once the game goes gold.

 

Its been a pattern with me and this game. I've been playing it for a while. A couple of the major patches break things big and I stop playing for a bit. There are things I did like about 18. Yet definitely not in the mood to have to relearn the combat yet again. These changes just seem to draw out combat a bit to long.... have to hit a couple times, run away, wait, hit a couple more times, run away wait. Knife weapons are absolutely useless ATM, and they even acknowledge that in their next patch.

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Its been a pattern with me and this game. I've been playing it for a while. A couple of the major patches break things big and I stop playing for a bit. There are things I did like about 18. Yet definitely not in the mood to have to relearn the combat yet again. These changes just seem to draw out combat a bit to long.... have to hit a couple times, run away, wait, hit a couple more times, run away wait. Knife weapons are absolutely useless ATM, and they even acknowledge that in their next patch.

 

Tbh honest most approaches are going to feel longer vs the old swinging while backpedaling tactic. However, there are ways to pick up the pace rather considerably. Perking into weapon types, knocking zeds down (e.g. power attacks, attacking zed legs, etc.), junk turrets, etc.

 

Even if it does take longer, there is so much variety and choices now, the game feels more fun and deep. I suspect others feel the same.

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Try to make one in real life in that amount of time... lol! I made two workbenches, and crafted both main parts at the same time, went out for the day, came back and assembled them at night.

 

Getting even a level 1 auger early on though negates the need for both a iron or steel pickaxe, and possibly even the game for the shovels. In our new mp game, on day two out of 4 players two of use have level 2 augers, and wrenches to get gas from cars for them.

 

The downside of course is the resulting screamer hordes when using them.

Well, to be fair there's zill realism in any video game lol. I've never summoned screamers with augers/chainsaws at over 200 gamestage. Wonder if it's group-tied.

 

I thought at first ammo was way to abundant. But thing is it really runs out fast as well and depending on your settings (and perks) it can take a good amount of ammo to clear a POI to get more. Again it depends on what you perk into, and how you go about dispatching zombies.

 

I am more a gun blazing type I guess so get through loads myself haha.

 

Oh yeah lol. I play on Nomad / jog day, nightmare at night/ferals/bloodmoon with 16 spawning, I never finish a horde night with much extra ammo. I'm specced into machine guns (use the AK/M60), yet when out and about I only use a pistol/melee/arrows to save the precious 7.62. I don't even craft 9mm, I just use what I find and no more. At default settings, yeah I had tons of excess ammo.

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I play on 25% xp nomad, all day horde night

 

You guys did a great job with most of the balance.

Loot is ok, zembies did surprise me with their occasional charge, life became pretty harsh out there.

 

What i did notice that bows really got nerfed, i mean dont get me wrong i wont expect much from a handmade on spot bow and stone on a stick at the start of the game, but its really hard to do any ranged damage early on. *maybe add an iron scrap arrow* thats between the stone and smelted iron arrowheads and make wooden bow more frequent to find in hunting lodges rather than in cities

 

As for melee damage im fine with the current RNG damage and quality mixup, but what i reall miss since the start of 7 days to die to have a Shield or weapon block to avoid or reduce attack of a zombie

 

i mean currently everyone just max melee range hit the zombies and running if they start to run or swap to guns

it would be really fun to have a dynamic option to eighter go and be close and personal to a few zombies and brawl them

 

 

Guns are still awesome, they are well balanced with the perks and im really happy with the armored zombies vs ap bullet and of course more more guns. wonder when we can do setup a nest with machine gun pre loaded on a tripod to jump between positions

 

Recipes: Well done on the recipe vs perk ideas, but to be fair please on seeds like corn, yukka etc, remove the recipe and make it default *or atleast make the recipe available after looting a corn*.

(I mean if a person in the post apocalyptic world cannot figure out where the seeds are on a corn, should shoot themselves in the head)

 

Graphics and world generation: really good job, seeds generated smoothly. like the rugged terrains and no more endless flat terrains (sometimes barren biome is too empty on the 8k gen)

Started to notice on multiple setups that really far away mountains with fog tends to flicker in and out of existence

 

Talent distribution: Now this is a topic you guys probably dont like

At the moment yes fortitude is too overpowered with the current distribution

What i would definetly add OR add a list on an item what perk affects what weapon (lets say i loot a bone knife or iron pickaxe, will it be affected with one handed weapon damage or two handed? ) , best would be on a weapon it would show currently affected by what with the percentages *also i would add on the weapons the category, 1 handed club etc to make it more understandable for people who just started

I personally adore and hate some changes in talents and it will take time to explore hybrid talenting solo

 

I would also advise u guys to make zombie spawn frequency/event frequency(like roaming zombies or wolves), loot multiplier/balancer settings on server/game so you statisfy some players who want total mayhem or get more reward per investment on their own free will without destroying a generic balance on all gamestyle

 

I really like the changes and the directions you guys are heading * Good job to the devs and all involved* , i like the harsh survival and hard encounters you are going towards, still ai and battle dynamics could get better in the future (also please add in multiple type melee weapon animation (for gathering tools and melee weapons not just for power attack) and please please please make weapon jam/malfunction a thing!

 

Ps.: also i would love to add that please make a few nodes to be visible on top of the ground , not all of the resources (at the moment i hit each 2 mins a resource indicator with my bike)

Edited by Problem (see edit history)

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Balancing feedback

 

Hey guys!

 

This is our feedback thread, please post suggestions and feedback on A18 in this thread.

 

1 plant gives 1 seed. 5 plants for 1 seed is ridiculous. :sour:

 

1 meat gives 1 boiled or grilled meat. 5 meat for 1 boiled/grilled meat is ridiculous. :sour:

 

1 large bone gives 1 bone knife. 5 bones for 1 knife is ridiculous. :sour:

 

1 rez sickness is so 1990s. Bad enough you get thrown all the way back at your bed roll but now your weak for 30 minutes because you got overwhelmed by zombies. :sour:

 

Max stamina and health reduction needs to go. There is no point in it other to make the game frustrating. Make it a switch that defaults to off at the least.

 

The new crafting 'helper' blocks aren't helping. I like to search the menu for what I want not perform some voodoo nonsense to conjure up a block that isn't right only to have to repeat it over and over.

 

Forced update to Alpha 18. I was playing in Alpha 17 and now my games are trash. I didn't want 18 especially forced!

 

We hope you guys enjoy Alpha 18!

 

If you change the above maybe.

Edited by Igorath (see edit history)

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1 plant gives 1 seed. 5 plants for 1 seed is ridiculous. :sour:

 

1 meat gives 1 boiled or grilled meat. 5 meat for 1 boiled/grilled meat is ridiculous. :sour:

 

1 large bone gives 1 bone knife. 5 bones for 1 knife is ridiculous. :sour:

 

1 rez sickness is so 1990s. Bad enough you get thrown all the way back at your bed roll but now your weak for 30 minutes because you got overwhelmed by zombies. :sour:

 

Max stamina and health reduction needs to go. There is no point in it other to make the game frustrating. Make it a switch that defaults to off at the least.

 

The new crafting 'helper' blocks aren't helping. I like to search the menu for what I want not perform some voodoo nonsense to conjure up a block that isn't right only to have to repeat it over and over.

 

Forced update to Alpha 18. I was playing in Alpha 17 and now my games are trash. I didn't want 18 especially forced!

 

 

 

If you change the above maybe.

 

Rez sickness? That is soo 2018. Were on A18 now. Keep up with the times! 😂

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1 plant gives 1 seed. 5 plants for 1 seed is ridiculous. :sour:

 

1 meat gives 1 boiled or grilled meat. 5 meat for 1 boiled/grilled meat is ridiculous. :sour:

 

1 large bone gives 1 bone knife. 5 bones for 1 knife is ridiculous. :sour:

 

1 rez sickness is so 1990s. Bad enough you get thrown all the way back at your bed roll but now your weak for 30 minutes because you got overwhelmed by zombies. :sour:

 

Max stamina and health reduction needs to go. There is no point in it other to make the game frustrating. Make it a switch that defaults to off at the least.

 

The new crafting 'helper' blocks aren't helping. I like to search the menu for what I want not perform some voodoo nonsense to conjure up a block that isn't right only to have to repeat it over and over.

 

Forced update to Alpha 18. I was playing in Alpha 17 and now my games are trash. I didn't want 18 especially forced!

 

 

 

If you change the above maybe.

 

A few of those things were changed by A18.

 

Rez sickness is no longer a thing. You get an XP deficit instead.

 

The first three points I don't like either but it is what it is at this point. It doesn't ruin the game or the balance so its whatever to me. A18 is my fav alpha so far. You should give it a try.

Edited by Xafius (see edit history)
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Forced update to Alpha 18. I was playing in Alpha 17 and now my games are trash. I didn't want 18 especially forced!

I'll tell you how to revert to A17:

Go to steam library

Right click 7 Days to Die

Click Properties at the bottom of the menu

Go to the Betas tab

Click the drop down menu for betas

Alpha 17.4 is the forth one from the bottom of the list right above alpha 8.8

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A few of those things were changed by A18.

 

Rez sickness is no longer a thing. You get an XP deficit instead.

 

There is no longer a loss of max health and stamina either.

 

The first three points I don't like either but it is what it is at this point. It doesn't ruin the game or the balance so its whatever to me. A18 is my fav alpha so far. You should give it a try.

 

whhhhaaaaaat this is a troll post right? None of this is true besides xp deficit.

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if the issue is someone sitting at base mining or whatnot while getting shared xp then the problem isn't the shared xp, its the ridiculous range. the range should be limited to the size of the largest poi's.

 

Also, why should the person making the food, or gathering the resources, be left behind ? Is it not coop ? The XP gains are not balanced. The guy who runs the trader quest will be level 100, and the guys looking after and building the base will be level 20.

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..,

 

It's a Early Access game in Alpha stage of development. It is going to change a lot still. Try to indulge the change and find way to enjoy it, as you can't stop it. I am sure if you actually play a little more, you will find more things you like in A18, than those few points you don't like.

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Either an option in Server settings to Remove the Zombie Rage mechanic or reduce how often it happens. cause i dislike it and im sure others feel the same

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Either an option in Server settings to Remove the Zombie Rage mechanic or reduce how often it happens. cause i dislike it and im sure others feel the same

You're right : 2 others guys wrote they didn't like it. I will try to make you meet them. More seriously :

- You can remove the rage mechanic by playing in the first level of difficulty. No rage in that mode.

- You can set the speed of zombies at "nightmare" : they won't be able to go faster.

- You can learn to deal with it, because it's a feature now and it's good to adapt your playstyle to what is created by the devs.

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Warrior diff Day 19. Doing the shotgun messiah i fired 300+ AK47 rounds. 70% aimed headshots. The loot was completly useless. Time + Brass> LOOT

 

Tier 5 POI's are not worth the cost. So completion of all the tier 5's, need to be a part of a final quest.

 

Final quest possibilities:

-End the Blood mood hoard, forever!

-Find the location of Dukes Hideout! (which will have Massive amounts loot and of course, Dukes)

-Get a 50% price reduction at all the traders!

 

Something like that.

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I will tell you what I changed to play now. If it

"accidentally" gets nerfed, I will mod it back because

I like it, just as if in the wild for me. Originally

I would use the re-enforced iron club.

 

 

Now day one create 6 frames, 5 wooden ladders,

5 stone spears, a wooden bow and a few arrows and

as you can make torches 5 minimum 10 is better.

 

Goal one is base food, but you might as well be

mooning the pig early on. Instead when you spot

your first, stack 3 frames re enforce them, make stairs

or the other 3, put the spears in 5 consecutive slots.

aggro the pig with the bow, power hit with spear when

below rinse repeat till dead. may take 3.

 

For melee, in the beginning 5 power strike spears will

stop black wolves, lumberjacks, mountain lions, boar, and

some ferals. Even when they rage, once you get accustomed

to the throw timing you can throw, reload from a safe

distance, and throw again till each is dead. If stamina is

low go to bow and basic not focus headshot till stamina

builds.

 

Works well with the screamer horde. I go outside, to a

crossroads because the gravel sounds are easier to detect.

I fight mostly at night gamma set to 19 so its dark.

Lay the torches in a circle but keep one should you need to

sprint a bit. The light from 3 torches will allow you to

efficiently dispatch a group.

 

As you progress advice do as many of the trader treasure quests

many of the rare things needed to make the beginning livable

are the choices they give. Vitamins so you can eat roadkill,

and purifier to drink toilet water safely.

 

The ladder rungs are for your very first pois, ninja dogs, and

mountain lions, I put them on the sides of garages, for elevated

point of attack, Night fighting you beed an edge to survive,

the little gottchas.

 

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Also, why should the person making the food, or gathering the resources, be left behind ? Is it not coop ? The XP gains are not balanced. The guy who runs the trader quest will be level 100, and the guys looking after and building the base will be level 20.

This is an assumption, right, not feedback?

For every complaint that quests / killing zombies is too much XP you will find one about harvesting / building yielding too much XP.

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day 2 lvl 2 first POI i went into and 2 yes 2 screamers beeline into the building and call down hell from below on my ass. no forge no torches and i only just put down the LCB about 50 blocks from this POI... spent the whole next day looking for honey.. rng it might be but 2 honey from over 15 stumps found? and damn how few of those stumps there are.. got killed due to suden FPS drop while searching the only upside to this is i dont need the honey anymore. was geting 60 to 40 FPS but for some reason after the death it tanked to 14...

 

GTX970 4Gb

3770k @4.2GHz

16GB ram

1920 1200 resolution.

in 17.4 got a solid 60FPS same settings on 18 and tanked to 27 to 40. everythin else with this update is great but the loss in FPS performance is shocking.

 

EDIT: great, just great. my trader from starter quest is in the wasteland.. not going to happen....

Edited by spud42 (see edit history)

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I wanted to get plenty of Game time in before giving any feedback so I waited until now.

 

I think you guys are well on your way to a success. The addition of the "Books" means even if you reload a map you have played before, it will always be a different game. New Books = New Skills = new Abilities= New Playstyles (at least for some). I really like this addition.

 

The return of the "Above ground" minerals we saw back in A16 is a sign that what was once tested and worked, is used in the future.

 

Not too crazy about the reversal of the "Food" system where the canned food is now the basis for survival and "Created food" is something players now eat only in their bases to top up before heading out. I can see the idea behind boiled water being "slightly" dangerous as boiling kills bacteria but doesn't remove chemical contaminants, but some crafted food should be totally safe to eat as well. I am sure a balance will be found.

 

Absolutely LOVE the new icons and POI changes. Great look.

 

Construction took me a bit of getting used to but another great improvement imho.

 

Too many Screamers spawning with near zero "Heat"

 

Love for a way to RanGen a map without getting 70% Desert and/or Wasteland and 10% Snow 10 Burnt and 10 Forest. It would be really nice to be able to input the % desired before creation. (I know there are mods out there that can do that but I am talking about the base game)

 

I believe that I have purchased games in the past that were not this fleshed out as "Released Material" and you are still in Alpha Stage. All in all, I am VERY PLEASED and can't wait for what comes next. Thanks.

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First, I want to thank the developers of 7 Days to Die. I have enjoyed this game thoroughly and I have 2000+ hours of actual game play.

 

I also want to state I am not a soft player my game mode is on Insane or Survivalist, default on everything else except air drops, they are marked on.

 

When I play a solo game, all zombies are running always.

My play style is Killer/Looter/Quest/Builder/Gather/Miner. I do it all because I enjoy everything in this game and to survive in hard mode.

 

My current game build is 18.1d2 and my character in this game is level 59 I have put in about 50 - 60 - hours into the 18.xx release at this time with a few friends.

 

I respect everything you have done with this game except the point in making crafted items only level 5. If you put all needed points in an attribute you should be able to craft Legendary items, this does not diminish the game instead it adds to the game because a person should want to go fully down a Stat tree to get level 10 in per, str, fort, agil and int.

 

The way the game mechanics are right now you still have to go out and do POI’s or (quests) or you have to kill/loot a place and hope you get items you can scrap down so you can have parts that are needed to create a better weapon/item. You cannot just go down a Stat and bam make level 6 items, you need part of that set to make that items. ( I love this please don’t change it)

 

Like you have suggested different level items should require different amount of parts.

 

I have played this game in alpha 18 for 50+ hours and I have been able to build myself 2 level 5 steel tools (for example) and I am level 59. Why not double the amount of parts needed for level 6 and classify it legendary? ( I would have only been able to make 1 legendary steel tool then with the current settings.)

 

This still makes the items very rare because the amount of parts needed, also more balanced then just maxing out lucky looter, better barter, and daring adventure. Then buying level 6 items from the trader or finding them while looting/questing.

 

This allows other builds which is your goal as per the update notes. If this is not allowed Perception, and Intellect will become the new norm tree line with a few adjustments to compensate so level 6 can become attainable more easily.

Again, thank you for this fun game looking forward to see what you do.

 

PS. Do not make the game easier because people complain. There are more of us out here who love the game and find it not difficult enough but instead of complaining we are gaming.

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Some feedback: day 29 (Nomad)

 

1. The usefulness of the burning shaft mod in combat is questionable as it nearly guarantees triggering rage while not doing much damage.

2. Not enough arrows in loot. Also I havent found any steel arrows in loot and I really miss being able to save up a stack of steel arrows from loot.

3. The rotting flesh requirement for farm plots feels a little high. I think reducing it to 8 would be good, or maybe making an alternate recipe.

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I have noticed that if you try to replace gravel with asphalt in the Creative Mod, for example, you put gravel instead of asphalt. An experiment revealed that the soil type used does not matter, it is always replaced the existing soil. Each type of soil behaves like the soil filler

Version 18.0

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I have noticed that if you try to replace gravel with asphalt in the Creative Mod, for example, you put gravel instead of asphalt. An experiment revealed that the soil type used does not matter, it is always replaced the existing soil. Each type of soil behaves like the soil filler

Version 18.0

 

It's actually a little worse than that. You could place sand, gravel, etc on top of asphalt for example, as opposed to replacing, and it will still look like asphalt.

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This is an assumption, right, not feedback?

For every complaint that quests / killing zombies is too much XP you will find one about harvesting / building yielding too much XP.

 

Nope. I left my friends far behind when it came to XP, and we finally raised the range so they can get XP from me as I do quests. Spend your first 3 days in game just doing quests, you will have no problems ahead. Fitted and skilled ready to prepare for horde night. .... and I wasn't complaining, I was agreeing with previous poster....

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