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A18 subjective feedback


Viktoriusiii

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Well this is the 2nd part for my review which needed a bit more playtime than the objective one, since those were obvious at first glance (rwg and so on).

My first post was a bit too positive for my liking, as you get enough positive feedback on the forums already.

So I will try to keep this more to small criticism, but I will mention small improvements that I really liked and will give props for it. And I wont mention stuff again that I already mentioned HERE.

 

 

Lets start with sound:

Already said that I liked the music itself but that it wasn't for me, since its a bit too dreadful for my taste. But there are other things that I like:

The chainsaw and auger do not have these disgusting sounds anymore. Even though those tools are very loud in reallife, before A18 I dreaded using them because they were so loud and had such a bad sound when hitting stuff.

Zombies and all animals now give warningsounds and most have a walking sound, so there are no more silent ninjas around.

 

I also love the new intelect tree. I think most people play on the standart difficulty so they won't know what I'm talking about, but the junk turrets stunning and a flaming stunbaton are the ultimate weapon. Except for full auto smg and stuff, this combination is the best. I would like heavy hits to always stun, but either remove stun from fast hits or increase the needed hits with it to balance it out. (A more reliable way to stun is often needed)

I finally have a use for all my scrap iron! Before I had THOUSANDS of scrap iron just from stuff that I scrapped, but i never wanted to use it because its so inefficient to burn and you never know when you need it. Now I just grab it make turret ammo BOOM. big thumbs up.

 

I harshly dislike the XP required to level up. Not early game so much (although even then it feels very punishing since oyu have all purple but are still level 40) but the lategame XP has been talked about Here.

We all know you rather like us to start a new game than to continue our hard earned characters. BUT these numbers are ridicoulus. How do you justify 477538000000 XP in a game where the higherst reward you get ist ~7000 (demolisher I think). This means you would need to kill 68 MILLION Demolishers.

I am all with you on the "we want nobody to be perfect" argument... to a point.

I don't want to be lvl 300 on day 100. But Even if I kept my machine on autorun with enough ammo for all the Demolishers, I couldn't reach lvl 300 in time before A19 would release. I would need 2 years in this constant fire mode(without reload animation and acting as if 1 demo per second were possible).

Please PLEASE rethink this. Because this is absurd to the highest degree. It feels more like a middlefinger to all of us who pleaded you that we please may reach the highest level possible and have all perks unlocked.

"Ha, there you go. You CAN get there LOL you got what you wanted, aren't we nice?"

All this is bad enough, but on day 40-50 we are already all T6 with thousands of ammo.

 

*added*

even though I said it before, here again:

Give more xp from non killing building and harvesting. More XP from trading, more XP from looting in particular (x100 from what it is right now should feel fairer overall, but some stuff might go overboard)

Same goes for books. They are 750 a piece but only give 50xp when read... feels bad when you find one that you already read... better to scrap it for the paper :-/

 

Which brings me to my next point:

while XP is way WAY too slow, looting is way WAY too fast. But you also need this loot because the hordes are gruesome and a real material chomper.

On the flip side traders don't give enough xp and dukes for harder quests in my opinion, just framing up and getting the loot is way quicker.

 

electric doors and hatches are awesome although still a bit wonky.

 

Vehicles are too slow, but the gas usage is better now.

 

Gear Tiers are awesome in my opinion, giving each weapon a distinct feel. Maybe make the diviation even bigger.

 

Drinking is a nonissue. Plants are everywhere. Teas should still give diarrhea and only purified water/mineral water should fix it. Red teas already have the advantage of digestion, maybe do the same but for drinks with goldenrod and have both have 4% chance. Boiled water 8% chance and unboiled 30% chance. Otherwise its a nonissue.

 

Give us a way to treat food poisoning. Maybe with activated charcoal (either lootable or craftable by combining loads of coal with antibiotics or something). Yes you can prevent it (still haven't got it on day 30) but if you get it and there is nothing you can do, it feels bad :-/

 

Increase either gem drop probability (once oyu have that book read you can find it in normal ores) OR and I like it more: ramp up the prices for those things.

A diamond is worth 375... I scrap gear that is worth 600 on the regular on my lootruns. So these small ones are not making a difference at all.

 

 

Give us more cosmetic blocks back PLEASE. Asphalt is one of those that I LOVED. I loved building new roads that are to my liking. And there are quite a few others that went byebye this and last alpha.

 

A.I. improved and I really like it now. It still finds the best entrance, but they do not take one path only and hit on one specific door anymore. If there are blocks next to the door, they will hit those too if they can't hit the door right now instead of stacking. Not quite perfect yet, but on a good path.

 

Oil shale is TOO common in the desert. If about half of it becomes other ressources there is still more oil than a 100 player server could ever use up.

 

*more to be added for sure once I remember it*

 

 

Overall a very very great alpha fixing nearly all my problems with A17, while only introducing very few, most of them fixable via slight modding (although I'm not a modder myself).

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It looks like their vision is to have players never hit the "endgame".

 

The endless chase I guess is the flavor of the month. I suspect the next goal for 7d2d will be some sort of hunger games drop in the center of the map while the map slowly floods and forces people to random spots on the map.

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There was another thread regarding XP, I made some calculations for XP/lvl. If you change the XP multiplier to 1.015 or so, it gets a bit more reasonable.

 

See: https://7daystodie.com/forums/showthread.php?130729-Time-to-max-out-all-perks-and-attributes-a-challenge&p=1045859&viewfull=1#post1045859

 

https://imgur.com/ydQWAwu

 

That DOES sound a lot more reasonable...

I love how they said "a god player is a boring player" without even thinking that a STAGNANT player is also a bored player.

Progress is why we play sandbox games... nay, games in general. We like accomplishing things. If I need 50 hours to get one perkpoint that might not even be enough to level an attribute, we stagnate. And then we go to other games...

Yes there might be one or two players (hyperbole!) that start over...

But most gamers don't start a game over and over when they have just played it for 100 hours to complete it. Especially, if it is a sandbox.

That they thought this was a good idea... is mental... honestly. I am currently lvl 50 on 300% xp on day 29.

I leveled ONCE on hordenight from 22-04. Basicially there is no level after ~80-100. Effectively, noone will reach that point. And it is ridicolous.

I need I think 20 points just for one attribute + 5-10 for the weapons in that attribute Now you have only the weapon and no mining, trading, farming or whatever. Basicially at lvl 80 (after ~100 hours) you are mostly done with your main perks. But after that, there is nothing you can do but the fergetin elixier (which I like). And its frustrating and not needed.

.010 is more than enough to keep players engaged and give those that continue playing a goal.

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cant hit endgame when we do not have end game content yet.. that inconspicuous hint has been dropped many times already.

 

not criticizing here but i play specifically SP and have yet to have the need to max out on everything (even on default settings). you however did what you felt you needed to do and that was to adjust the curve... congrats... thats why the ability is there. :)

 

remember... we are still wanting bandits and a lot of other cool things in before we can call end game IMO. :) but we are getting there.. a17 was the foundation to getting there.

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cant hit endgame when we do not have end game content yet.. that inconspicuous hint has been dropped many times already.

 

not criticizing here but i play specifically SP and have yet to have the need to max out on everything (even on default settings). you however did what you felt you needed to do and that was to adjust the curve... congrats... thats why the ability is there. :)

 

remember... we are still wanting bandits and a lot of other cool things in before we can call end game IMO. :) but we are getting there.. a17 was the foundation to getting there.

 

Oh don't get me wrong, I don't feel like I have to.... the game is balanced really well, IMO. I just like to try out different play styles in the same game. That needs more than the usual number skill points.

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cant hit endgame when we do not have end game content yet.. that inconspicuous hint has been dropped many times already.

 

not criticizing here but i play specifically SP and have yet to have the need to max out on everything (even on default settings). you however did what you felt you needed to do and that was to adjust the curve... congrats... thats why the ability is there. :)

 

remember... we are still wanting bandits and a lot of other cool things in before we can call end game IMO. :) but we are getting there.. a17 was the foundation to getting there.

 

How is weaponvariety going to help with bandits wtf?

Its not like we get stronger by getting more weapons or beeing able to craft traps.

After that lvl 100 mark, anything you would buy would be comfort stuff. Maybe you wanna use a shotty for small buildings but went full rifle... or something.

 

We don'T get better (or at least not as much as with the powerspike that we get from lvl 10 attribute+lvl5perk) after that...

It is comfort only. "don't feel like buying your food anymore? buy iron gut and plant a garden!"

"Don't feel like only shooting with the pistol but want to use the high calibers? Perception (i think)"

 

Once we are proficient in one weapon, we don't get stronger, or only marginally so, by buying other weapons and perks. We only get some more content.

 

Basicially what you just said is:

"We don'T have endgame content, so we restricted you access to the stuff that makes you feel like you have endgame content!"

 

Just... come on.

Either start with a higher "xp per level" number and linearly increase it, or make the increase exponential but not by .05 but by .01 at most. (466.000.000.000 to 19.000.000 that is over 2000 times)

 

- - - Updated - - -

 

For me, this means the house is now built on sand.

 

hahaha take my +1

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These really weird arguments come up once in a while.

 

It looks like their vision is to have players never hit the "endgame".
Basicially what you just said is:

"We don'T have endgame content, so we restricted you access to the stuff that makes you feel like you have endgame content!"

7DTD never had endgame content nor does it now.

 

There is no way to restrict endgame content that does not exist.

 

There is no point in the game that defines "endgame" so we do not have any means to prevent players from reaching it.

 

If you define such a point or event then you are free to mod loot and XP progression to give you appropriate rewards for the completely new game balance you are setting up.

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Give us more cosmetic blocks back PLEASE. Asphalt is one of those that I LOVED. I loved building new roads that are to my liking. And there are quite a few others that went byebye this and last alpha.

 

I couldn't agree more. As someone who is a creative builder, taking away the ability to craft asphalt doesn't make sense. If the Fun Pimps are reading this, please bring back the ability to craft asphalt in Alpha 18. I really like having the ability to build my own roads and other designs.

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