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Alpha 18 feedback and balancing thread

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Fantastic work TFP, y'all even working on weekends. Hope you get a great rest on the upcoming holidays that you deserve.

Yes, that is how it currently works. Each player gets blood moon immunity, so a zombie would have to see you to resume their assault.

Yeah, but we couldn't resume it because all the zombies disappear when we both die at the same time. We tested that twice.

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I wasn't intending to post again till next year, but the team's dedication is admirable! I'm reading about more performance improvements, and thats ALWAYS a welcome gift!

 

Now I just need te see it the santa hats are back and if I can put my helmet mods in them. ;)

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Faatal, RE A18.3 b3 exp: could you please take a quick look at the text for LCB as it's half the size of the rest of the text in game and too small (perhaps because it extends to 2-lines)?

 

Image - https://i.imgur.com/wGwLj9h.png

Edited by SMiThaYe (see edit history)

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18.3 Can not write chat message in game with other localization language anymore so sad and steam name not show or display with Emoji char and other language. T_T

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Faatal, RE A18.3 b3 exp: could you please take a quick look at the text for LCB as it's half the size of the rest of the text in game and too small (perhaps because it extends to 2-lines)?

 

Image - https://i.imgur.com/wGwLj9h.png

 

There were a lot of code/xml changes to support the new fonts and there are still issues to be resolved. We are all off until Jan 2, so it will have to wait until the next exp.

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A18 ~100 hours additional feed:

Leveling:

- 1.05 multiplier is too steep, limitting leveling to ~50lvl. Played with 1.025 - too low. 1.035 should be fine.

- many useless perks - animal seekeing, walking on mines, sprinting etc.

- too low benefits from armor perks

- useless bonus in machineguns - stamina is useless is ranged anyways.

- skill in using tolls/weapons and skill in crafting tools/weapons - have to be different things.

 

Books:

- add signs if you've already read this practicular book. Every time i have to make IRL note with all books and sign out for not buying/using book i've already read...

- the same with schematics

- add some cumulative effect for books series, as it was in Diablo for armor sets: more books read = more bonus effect. As it's common that you can't find 1-2 volumes to get final series bonus.

- penetration should be added to magnums in stock as a "selling point" feature, as with so limited clip, rate of fire and stability it's almos useless.

- bows and crossbows needs improvements to compete with firearms

 

Crafting:

- crafting hi-level gear take more parts, but scrapping hi-level gear don't give you more parts.

- steel tools... need schematics, when you FINALLY manage to get it - no steel parts for crafting... means, almost all steel tools are looted/rewards and not crafted.

- where is barbed wire recepie? still finding it on fencec on pois, cant make myself...

- special ammo is too expensive in resources

- strange mods item-level limitations: item lvl.3 in fact = lvl.4, as the have the same mod slots (lvl1=lvl2 too).

 

Looting:

- too many canned food, empty cans and bottles - making hunting and farming not useful.

- always thought clothes loot in desks is strange - should be bookeshelf loot.

- car engines in POIs are scrapped by wrench into ... plastics? really?

- too low zeds item drop chance. Make drop great again! I mean, something like in A.16 - not so good drop but more often.

- need more tool / weapon parts in loot

 

UI:

- already known books / schematics icon

- hanger / thirst always on display option

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There is already an indicator on the icon for books and schems that show if you've read it or not.

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There were a lot of code/xml changes to support the new fonts and there are still issues to be resolved. We are all off until Jan 2, so it will have to wait until the next exp.

 

Merry Christmas Faatal, thank you and the rest of the devs for 7d2d. Enjoy the break and see you guys in 2020. 😎👍👍

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In reference to previous post made by Urtz.

- Something has to be done about leveling, it seems to take a bit too long after finally reaching lvl 50. Completely agree.

- Some of the perks should be merged together to be actually viable. Animal seeking could be merged with harvested resources from animals etc.

- .44 revolver seems fine to me, penetration could have been a thing with this weapon since day 1 same as with 7.62 weapons.

- Bows and crossbows cant compete with firearms at any point.

- Steel tools schematics make such tools almost impossible to be crafted, far easier to loot them.

- Far too many canned food especially while space is kind of limitted in single player mode and more new stuff has been added so...

- Make drop great again and double the chance or make more lethal enemies dropping more often.

- UI should be pretty much as functional as in SMX mod. Hunger and thirst visible optionally on display alongside with body temperature etc. Option to sort, move items by one click from backpack to the chest where similar objects can be found etc.

 

Am I the only one who doesnt have visible possible rewards after completing tasks from the notes at traders?

 

Something came to my mind and partially the old weapon leveling system could be implemented back at some point. For example, on the basis of bullets shot/zombies hit - hip fire accuracy and even range could be gradually improved by 2% up to 50%. Same with reload speed on the weapon that could be based on the number of mags changed etc. But such changes would probably nullify better stance perk. Id rather see the damage pattern unchanged except for bonuses after scoring a headshot. Ammo type should impact damage and penetration and slightly weapon quality itself.

 

Weapon perk feels like should be completely separate and drive through all ammo types, so at the end of the day would be easier to determine what suits a player better, give deeper sence of progression.

 

Id rather see no stamina perks, only running endurance perk perhaps. Id rather see combat in which stamina problem is no longer an issue, so the zombies could rage more often. Make running and jumping to take more stamina, less absorbing while fighting with malee weapons and cycling, or make stamina regenerate faster. Idk.

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One more thing i've forgotten:

- weapon/tools comaparison and stats. With new random stats system on tolls/weapons you always have to compare the thing you have with things you've found. The trouble is, your thing's stats are always shown with all mods, so you have to dismount all mods before you can see clear stats. So, we need both base item,s stats plus moded stats (i'd add modded and with all perks affected, but it'll be too good).

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Yeah, but we couldn't resume it because all the zombies disappear when we both die at the same time. We tested that twice.

Ok, so it definitely seems that this is a bug. If all players die at the same time, the zombies disappear and it's impossible to resume the blood moon. I'll file a bug report.

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And a thing about RWG.

though I generally like new towns and water borders kinda more logical, but...

- when asphalt roads are more or less fine (but sometimes should be smoothered), gravel roads are often broken: strating and ending in nowhere, crazy altitude jumps...

- large flat but extremely bumpy areas, where a bicycle ride becomes a trial attempt. IRL this can't exist. Needs smoothering.

- trading posts density. Can be 2 posts on a borders of one town and can be no one post on a quite large area.

- needs some logic and restrictions in POIs placement: military bases, barns, crop fields, junkyards etc should not be in town borders. On the contrary, why are trading posts are in the middle of nowhere and not in towns?

Edited by UrtZ (see edit history)

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Font or localization question ?

 

Hello everyone I came from Thailand or Player in Asia and I'm Admin server game in Thailand I have question and problem about er.. Text or Font something, Cause we have many players in Thai around 50,000 players play this game please help .

 

Question

- After update alpha 18.3 I heard about alpha 18.3 have new update localization in current support only 13 Languages I can not type message in chat game with Thai language or Thai Char anymore, they change new Font so pretty cool and my question is in future can we write message different than localization 13 Languages ?

 

- Can we name Steam profile with Thai character or different other character ? cause when we set name like "ผมสบายดี" or "ᶘ ᵒᴥᵒᶅ !! IS" in game our name not show on Score bar, If we don't know player name the problem sample is many stranger players with incorrect name like "Єᵒlᵒ™" connect in server and we don't know about what are their names ?

 

- From both on top 1-2 question If game not support other localization like (Thai language) can we adjust Modlet font in game ? Cause I want to change in chat system and player name I don't know how to change maybe in code game is hardcode.

 

- Main current localization 13 language very important for localization, Have any way to support TH= Thai localization in future ? because we have many player in thai and big community, I want to improve is it possible.

 

 

If this issue is ridiculous you can remove any time, Thank you

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For Devs:

 

Has the event gamestage calculation changed since 18.0 b155? If so, how. I'm having problems with the diminishing value calculating negative gamestages as part of the total event gamestage calculation for a group.

 

I would not expect diminishing to include negative results.

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And a thing about RWG.

though I generally like new towns and water borders kinda more logical, but...

- when asphalt roads are more or less fine (but sometimes should be smoothered), gravel roads are often broken: strating and ending in nowhere, crazy altitude jumps...

- large flat but extremely bumpy areas, where a bicycle ride becomes a trial attempt. IRL this can't exist. Needs smoothering.

- trading posts density. Can be 2 posts on a borders of one town and can be no one post on a quite large area.

- needs some logic and restrictions in POIs placement: military bases, barns, crop fields, junkyards etc should not be in town borders. On the contrary, why are trading posts are in the middle of nowhere and not in towns?

 

RWG roads are a known issue. RWG in general was almost completely broken in a17; a18 it's usable but the gravel roads and POI placement by gravel roads are still rotated wrong, and the biome distribution is on an always-same pattern. It's better than it was but still a work in progress.

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That sounds like some good feedback. You didnt give the most important feedback though......was it fun? 😂

 

Also, curious what GS you ended each playthrough on?

 

The Str/For playthrough ended when the save game got corrupted, so I don't have an exact number. A backup from two days before was at 258, level 74, day 63.

 

The Per/Agl playthrough wrapped up on day 142, with gamestage 340 at level 100.

 

- - - Updated - - -

 

Wait, zombies deal 6 times more damage to poles??? Where did you get that info from?

 

Bug report, which I confirmed by testing. Mind you, just normal poles. Centered poles work fine. Jawoodle used side-centered poles, but I don't know if they work fine or not. It was originally discovered by Grand Spartan, as far as I can tell.

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A18 ~100 hours additional feed:

- add signs if you've already read this practicular book. Every time i have to make IRL note with all books and sign out for not buying/using book i've already read...

 

The icon has an open book if you know the recipe, and a closed book if you don't. There, that one was easy! :)

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The Str/For playthrough ended when the save game got corrupted, so I don't have an exact number. A backup from two days before was at 258, level 74, day 63.

 

The Per/Agl playthrough wrapped up on day 142, with gamestage 340 at level 100.

 

- - - Updated - - -

 

 

 

Bug report, which I confirmed by testing. Mind you, just normal poles. Centered poles work fine. Jawoodle used side-centered poles, but I don't know if they work fine or not. It was originally discovered by Grand Spartan, as far as I can tell.

 

Thanks.....so......back to the all important question. Did you have fun? 😂

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Thanks.....so......back to the all important question. Did you have fun?

 

Nope, I had to force myself to keep playing all those hours. 90 minutes days too, so that should be well over 200 hours.

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Nope, I had to force myself to keep playing all those hours. 90 minutes days too, so that should be well over 200 hours.

 

Not sure if sarcastic....😂

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On the subject of xml and worldgen stuff, I hear that a bunch of POIs (namely the skyscrapers) aren't set to spawn in RWG anymore? Is this true or are they just really rare, because I'd like to use all the vanilla POIs in worldgen, if possible.

If they are truly not set to spawn, does anyone know how to change that in rwgmixer? I know that RWG is set for a bit of an overhaul soon so hopefully we get to see all the potentially missing content in the future now that performance is much less of an issue. It's a little dull how it seems like the only POIs these days are redneck stores and oat mills.

Edited by AlabasterW (see edit history)

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been playing the new experimental

seems way smoother (I have a potatoe hp pavilion thing)

 

quick grrr now localisation is a thing. potatoe not potato, tomatoe not tomato. call the whole thing off ffs

lol silly red underlines

 

seems to me the pace i expected when choosing settings was bang on. tells me maybe the balance is getting there.

very enjoyable.

 

seems something has changed around how your character reacts with objects. mostly inside or it is more evident inside.

feels like when you go into a room, kitchen with chairs or bathroom with toilet, you are jerking up and down a lot as if the chairs or toilets were acting like stairs.

 

also, when you focus on a thingamajig to loot it (mostly everything outside), there is a split second where the 'press y blah blah' notice is for something else before it comes right and is for what it is for. its too fast for me to see what the other is, but it still flicks in and i can see it. grrr

 

looks awesome. grass fading in and out is evident. a bit exploity as you can see bags and nests and trash a bit before the grass so you can plot your course to pick up max loot from a to b. maybe thats why the balance feels good lol

 

anyway. have a good break tfp

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