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Alpha 18 feedback and balancing thread


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@madmole Hm... regarding the agility and melee weapons. I think why it feels so weak is primarily due the extreme differences in weapon damage, stamina cost, and durability. Comparing a hunting knife of quality 5 vs a machete of same quality.

Hunting knife:

Damage (basic attack): 8

Power attack damge: 28

Stamina cost: 5

Attacks/ Minute: 120

 

VS

 

Machete same quality of 5

Damage basic attack: 26

Power attack damage: 45

Stamina cost: 12

Attacks/ Minute: 55

 

It's no wonder why the rank 1 and rank 2 melee for agility feels lacklustre. Essentially, if you want full potential you pretty much need a machete or just rely on the bleeding effect. Though, on the other hand once Alpha 18.2 comes out we shall see if it still needs another pass, as the knives are being buffed with a speed debuff as well.

 

As for the spears? Why not also allow them to penetrate zombies, considering that perception really is all about that trait.

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A18.1 I play solo games, I like the jack of all trades no specific build. day 40 something with 300% xp and nerd glasses, have 3 points in lucky looter, have inventories worth of stuff, can't seem to get the xp up quick enough to allocate points to be able to build gear or weapons better than what I can loot. So now all the looting seems pointless and grindy to just get bullets and random books.

So I ditched that save game, new game, 1 in lucky looter to avoid forever loot times, balancing between looting and crafting seems to be way better, although looting still supersedes crafting. My thoughts, speed up looting to level 1 lucky looter equivalent and ditch the perk or change what it does. And maybe weapon and gear crafting gets better as you craft, a learn by doing thingy, eg 1st pistol craft level 1, 2nd one level 2 etc

I tried a game where I didn't use any weapon I looted I scraped them and used crafted only, was challenging and not bad game play either.

Oh and the springs man, chain mod needs 10 springs, this needs 10 springs that needs 10 springs, want to hammer a bunch of nails at the end of your baseball bat, that'll take 10 springs to do that.

note:still absolutely love the game

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Would be nice if the bleed effect didn't pretty much perma rage zombies, thats blades 1 major downside, you bleed a zombie, which you will, its pretty much in perma rage. IMO dot's should not trigger the rage effect, only the actual hit from the player.

 

Bleeds should not be that bad. I fixed that months ago when I was playing agility. Bleeds do tick twice a second, but at 10% of the chance, so at nomad difficulty (30% rage) you get a 6% per second chance, which would be an average of raging every 16 seconds.

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So the lags are caused by the lack of ram? (I have the game installed on an ssd, cpu intel 8300, 8 gb of ram and a gtx 1050ti that runs at ~50 fps)

 

There is VRAM on the video card and system RAM on the motherboard. If a texture is accessed from system RAM by the video card, it will be slower than if it was in VRAM. It is much worse if it is frequently accessed textures like the terrain textures.

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FOV setting, it would seem I cannot change it via console command before joining and have it saved. It says it set it to 90 but when I took pictures for side by side comparison of various FOV settings I noticed nothing had changed. Did they lock FOV on dedicated servers in A18 now???

 

 

251570-20191203131326-1.png251570-20191203131544-1.png251570-20191203132301-1.png

 

 

EDIT: Just tried on single player. I think I have my FOV locked at 90. I guess what I was thinking would work, works and I had already done it and forgot lol. will test further but still wanting to know if its locked on dedicated servers to default setting in A18

 

Lmao, I thought I was the only one putting mushrooms on the my walls and ceilings.

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Given that we can pull 4x4 trucks out of our backpack immersive safe sizes are low on the totem pole of priorities.

 

Haha, definitely fair enough! The game's already so atmospheric that the unimmersive bits aren't enough to bother me.

 

I think unique resources per biome is a good goal. Having to plan and work with what is available makes for better game play. Not everything needs to be convenient.

 

Maybe their concern was single-biome worlds. I know you probably aren't supporting that kind of playstyle, but some sort of sandstone material that doesn't require clay (or requires much less) could be nice.

 

That said, I do enjoy that on a desert-heavy/only map, clay suddenly becomes super valuable, to the point where you pick up every potted plant and dig up every PoI garden you find. It mutates the gameplay in a fundamental way and I relish when games allow for such mutations. It's why I kinda wish there was a sub-biome that was a mix between desert and wasteland, where instead of stony rubble, there was just sand, but was still a more threatening biome than desert.

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How about removing that dreadful wasteland biome, and use the free resource-space for a prettier one?

(dark foggy Forest, palm-beach, dry plains, southern swamp, "Canadian summer" autumn forest, northern conifer forest... so many more interesting biomes)

 

The burned forest and wasteland could be combine into one, if you need that destroyed look.

Edited by Damocles (see edit history)
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I think unique resources per biome is a good goal. Having to plan and work with what is available makes for better game play. Not everything needs to be convenient.

 

Normally I'd agree, but clay is so crucial to doing basically anything in the game that it just makes the desert not viable to live in. Every game I just end up hauling ass to the forest and living there instead. There's just not enough clay or wood to make a sufficient horde base. The other non-forest biomes are similarly too high-risk/low-reward but at least you CAN live in them if you want. Please consider adding soil patches or something in a future RWG update to the desert. It just sucks as-is.

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Normally I'd agree, but clay is so crucial to doing basically anything in the game that it just makes the desert not viable to live in. Every game I just end up hauling ass to the forest and living there instead. There's just not enough clay or wood to make a sufficient horde base. The other non-forest biomes are similarly too high-risk/low-reward but at least you CAN live in them if you want. Please consider adding soil patches or something in a future RWG update to the desert. It just sucks as-is.

 

I'd have to agree with MM, in fact I'd like to see Nitrate or Coal only in the snow biome.

 

Being a forest dweller it forces me to go outside of my comfort zone and change my shirt and pants.

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I'd have to agree with MM, in fact I'd like to see Nitrate or Coal only in the snow biome.

 

Being a forest dweller it forces me to go outside of my comfort zone and change my shirt and pants.

 

I wouldn't mind secondary resources like that being biome exclusive, but clay being so crucial to the tech tree makes the desert just totally untenable to live in long-term. Really the problem is just that I'm sick of 80% of my world seeds starting me in the desert. I don't want to spend another 20 minutes generating a new world or spending a day or two in-game hiking out of the desert only to walk into the wasteland or something. The desert just sucks in a way the other biomes don't as-is.

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Its not hard, its tedious, and would be throw away work with the plan we have to rectify it.

 

Ok, we'll wait and see then.

 

Offtopic, testing the dismemberment chance on either the head or other parts of the body seems off in insane difficulty. Either it is bugged or the description is inaccurate and in no way represents the dismemberment chance described (50% on highest attribute) .

 

Also the chance to stun zombies with clubs seems to be inaccurate as well.

 

See this topic:

 

https://7daystodie.com/forums/showthread.php?136254-Headshots-how-do-they-work&p=1070980#post1070980

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How about removing that dreadful wasteland biome, and use the free resource-space for a prettier one?

(dark foggy Forest, palm-beach, dry plains, southern swamp, "Canadian summer" autumn forest, northern conifer forest... so many more interesting biomes)

 

The burned forest and wasteland could be combine into one, if you need that destroyed look.

 

Southern swamp with zombie alligators...I think I've posted about this in pimp dreams before. :)

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Lmao, I thought I was the only one putting mushrooms on the my walls and ceilings.

 

Sadly I seen they patched this in 18.2 notes I guess. thanks a lot person who told the testers about this lol. I've been doing this for years. R.I.P mushrooms on everything :(

 

- - - Updated - - -

 

People are gonna be pleasantly surprised to find out the fov command no longer works in the new patch...

 

Does this means the slider is back?

Edited by ZombieSurvivor (see edit history)
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Sadly I seen they patched this in 18.2 notes I guess. thanks a lot person who told the testers about this lol. I've been doing this for years. R.I.P mushrooms on everything :(

 

- - - Updated - - -

 

 

 

Does this means the slider is back?

 

They streamline building, then take away a bunch of creative options on how to use stuff (si and adv rotations) one step forward, one step back.

 

And no the slider is not back. They seemed to have disabled adjusting fov outright. Hopefully it's just a bug, but seeing how things are going idk.

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They streamline building, then take away a bunch of creative options on how to use stuff (si and adv rotations) one step forward, one step back.

 

And no the slider is not back. They seemed to have disabled adjust fov outright. Hopefully it's just a bug, but seeing how things are going idk.

 

Damn and I thought Maybe I had locked the fov during my testing last night. A bug or it being removed sounds about right. damn....i hope they did not remove it for the sake of those who actually need it in order to play.

Edited by ZombieSurvivor (see edit history)
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You see his recent vehicle elevator. That was amazeballs. May copy that in a future build. Or use it as some type of fun trap...😂

Well, he modded the game to make that work and if you do that, anything is allowed. A base flying 20 blocks up? No problem at all.

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Maybe their concern was single-biome worlds. I know you probably aren't supporting that kind of playstyle, but some sort of sandstone material that doesn't require clay (or requires much less) could be nice.

How is that an issue?

You have to mod the game to create a single biome world.

If you do that, do it right. Adjust the resources to make it work.

TFP is not obligated to fix your mod. =P

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How about removing that dreadful wasteland biome, and use the free resource-space for a prettier one?

(dark foggy Forest, palm-beach, dry plains, southern swamp, "Canadian summer" autumn forest, northern conifer forest... so many more interesting biomes)

 

The burned forest and wasteland could be combine into one, if you need that destroyed look.

 

Dark foggy forest sounds damn nice...., and in general I do agree. Would like more likeable biomes. At the moment we are reduced to one combined green biome, and 4 not so likeable ones.

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@madmole Hm... regarding the agility and melee weapons. I think why it feels so weak is primarily due the extreme differences in weapon damage, stamina cost, and durability. Comparing a hunting knife of quality 5 vs a machete of same quality.

Hunting knife:

Damage (basic attack): 8

Power attack damge: 28

Stamina cost: 5

Attacks/ Minute: 120

 

VS

 

Machete same quality of 5

Damage basic attack: 26

Power attack damage: 45

Stamina cost: 12

Attacks/ Minute: 55

 

It's no wonder why the rank 1 and rank 2 melee for agility feels lacklustre. Essentially, if you want full potential you pretty much need a machete or just rely on the bleeding effect. Though, on the other hand once Alpha 18.2 comes out we shall see if it still needs another pass, as the knives are being buffed with a speed debuff as well.

 

As for the spears? Why not also allow them to penetrate zombies, considering that perception really is all about that trait.

That would make spear finding a lot harder, and I don't even know if projectiles can penetrate, it might be limited to ray cast weapons. I don't have any reason to believe spears need a buff, I had no problem with them if used as intended.

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How about removing that dreadful wasteland biome, and use the free resource-space for a prettier one?

(dark foggy Forest, palm-beach, dry plains, southern swamp, "Canadian summer" autumn forest, northern conifer forest... so many more interesting biomes)

 

The burned forest and wasteland could be combine into one, if you need that destroyed look.

 

The whole game should be dreadful, post apocalyptic and scary IMO. Burnt forest and wasteland will get a bit more love yet.

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