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How do you like A17 experimental NOW?


Roland

How do you like A17 experimental NOW?  

374 members have voted

  1. 1. How do you like A17 experimental NOW?

    • It is the worst version yet. I hate everything about it.
      11
    • In general I hate it. The things I do like are overshadowed by the bad.
      43
    • In general I dislike it. It has good aspects but overall it is worse.
      73
    • In general I'm ambivalent. I have mixed feelings or am still unsure.
      38
    • In general I like it. It has bad aspects but overall it is improved.
      104
    • In general I love it. The things I don't like are overshadowed by the good.
      83
    • It is the best version yet. I love everything about it.
      22


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Compared to the previous version, here are my thoughts:

 

1) Singleplayer, at least, feels much more threatening and scary than A16. Building takes much longer and experience gain is nowhere near as fast, meaning you don't "power up" as quickly. Which is a good thing...this is a horror game.

2) I don't like your maximum stamina being linked to your hunger, at least not linearly. Perhaps once you're hungry enough you start suffering a penalty to your maximum stamina, but being at 90% hunger should not leave you with 90% max stamina, it whittles down far too quickly.

3) I really don't like the maximum health cap decrease, or how easily it happens, or that the only ways to heal it require lucky drops, aloe (which requires you to have found, and explore, a desert), or high level Intelligence perks.

4) Wild plants having a 10% chance of food poisoning is extremely harsh. Especially since food poisoning decreases your maximum health...meaning that unless you get really lucky and can kill an animal for food pretty quickly, or find a cooking pot on your first day (and have jars to spare for boiling eggs or whatnot), you're likely going to lose maximum health just as an exchange for keeping your maximum stamina high. Wild edibles should be safe to consume raw.

5) As much as it maddens me, I do like that the yucca plants were nerfed. Desert survival was way too easy before, it was almost the perfect biome to spawn in because you had access to both unlimited food AND water, plus healing supplies.

6) Loot rate is a bit too low, and experience gain for killing zombies is proportionally too high. It feels like you HAVE to spend your time killing zombies to level up so you can unlock perks and get stronger, but there's no other reward. Conversely, if you spend your time doing anything else, you level up too slowly to be able to deal with the challenges. I realize this is probably at least partially intentional to force players to balance their activities between killing and other, but it's far too skewed towards killing, IMO. Part of what I liked about A16 is that builders could sit back and build, and level up proportionally as fast as players who were out on anti-zombie patrol or looting buildings.

7) Death penalty. It sucks. Death comes quickly in this game, it's unavoidable to some extent especially if you're playing SP and have nobody to watch your back, most especially due to glitches (I ran into a house last night to escape a zombie bear and the bear glitched into the basement and nommed me), so penalizing the player with a -1 stat debuff that consequently makes some of your hard-earned perks unavailable for a full half hour is extremely sadistic. Either reduce the debuff time, or make it require more deaths in a short time period to trigger.

8) Glitches. I respawn bleeding and go down to 63 health with 80 max heath. I respawn stunned. Mobs glitch through openings that they should not possibly fit through. Mobs float in the air and then jump towards you when they get stuck on terrain, making it impossible to predict their movements. I saved this for last, because it's an alpha, it's going to have glitches so this should all be expected. But combined with everything else on the list, they amplify the other issues.

 

Overall, though, I have to say that the game has a much grittier feel to it, and considering that appears to be what they're going for, it looks like a step in the right direction.

 

I agree with your assessment of the game being more threatening and scary. It feels like a horror game now, and a bit harder. I am actually nervous now when a horde approaches, whereas before, I just kind of ran around them. Not to mention the jump scare zombies in closets and ceilings. Great addition!

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Well at the very least, here you can talk to the devs. Unlike Bethesda, AE, Blizzard, Ad nauseam.

 

That we actually get any insight into what maybe coming is 1000x than you get from a *** of a mess like Fallout 76.

 

I'm comparing apples to oranges with 76 and 7dtd, as far as game development studios go. However, you go talk to Bethesda and see what you get out of them. Here you can talk to the creators.

 

Yes yes, its all nice and fine to be maddy face about your personal grievances with regards to the game play and how it has changed and how it isn't like alpha xyz.

 

TFP is actually reading what YOU say, not ONLY professional game review sites. Keep that in mind when you are trying to make a valid point (aka reasonable argument). You won't find AAA studios that will care about what you say.

 

Being hostile with people that will actually listen does you 0 benefit. Either way enjoy forums :D

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Well at the very least, here you can talk to the devs. Unlike Bethesda, AE, Blizzard, Ad nauseam.

 

That we actually get any insight into what maybe coming is 1000x than you get from a *** of a mess like Fallout 76.

 

I'm comparing apples to oranges with 76 and 7dtd, as far as game development studios go. However, you go talk to Bethesda and see what you get out of them. Here you can talk to the creators.

 

Yes yes, its all nice and fine to be maddy face about your personal grievances with regards to the game play and how it has changed and how it isn't like alpha xyz.

 

TFP is actually reading what YOU say, not ONLY professional game review sites. Keep that in mind when you are trying to make a valid point (aka reasonable argument). You won't find AAA studios that will care about what you say.

 

Being hostile with people that will actually listen does you 0 benefit. Either way enjoy forums :D

 

AMEN!!

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Death penalty apparently has issues. Last night we were playing and I died - no death penalty - then after sometime (less than 30min?) I died again because the zeds and vultures where still there and got the death penalty!

 

I may be able to help with that one. Was the first death pre level 5? The penalty does not apply before then as intended.

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So I just came back from a break after A14 to A16 and have played some A17 now. Overall I love the direction it's headed but I do feel it needs some tweaks which is understandable given the sheer amount of changes to the game and no real patches yet. Here are my opinions on A17 for what I have experienced so far for what it's worth.

 

Pros:

-The new graphics look amazing and make it feel like a new game.

-The new stealth systems are a great idea.

-I love a lot of the new content such as the bicycles, jeeps, and buildings.

 

Cons:

-No more dismemberment? Whaaaa?

 

-I liked the class starter idea of Valmod, we all did something before the world went to hell. Martial artist = Great cardio and hand to hand combat. Ninja = Stealth and a Katana. School teacher = Patience and intelligent, they can out wait and out smart any Zombie. Retail clerk = Anger issues and does more damage. Mechanic = Great with a wrench and has the uncanny ability to take apart anything you see and can almost put it back together and with very few spare parts...you see where I am going with this? lol

 

-New zombie loots bags not staying during the 7th day horde is something I don't like, in reality the stuff wouldn't just magically disappear.

 

-The Bicycle plows through boulders and destroys them but the motorcycle doesn't.

 

-I miss the Valmod A16 HUD design and feel that your temp and food/water levels should be listed on the hud, I know some people want it minimal so perhaps an option in the settings where we can adjust it or turn it on/off.

 

-The audio system/distancing. It sounds all too often like there is a zombie right on top of me and I look around and there is nothing remotely close in any direction, my incoming dog panic mode kicks in.

 

On the fence:

-I like the recoverable arrows but noticed if the corpse rolls over you usually can't get them all back (unsure if this is by design to simulate broken arrows) also would like corpses to stay just a little longer.

 

-The new precision hit boxes take a minute to get used to but really make you aim, this is great with firearms save for shotguns maybe (Have not tried them yet) but I feel melee weapons such as a large club shouldn't be able to miss the entire body so easily.

 

-The new perk system is okay but I feel it limits you a little too much in some ways, for example you can't boil items early on such as corn cobs or meat. You place the food in water and boil...How do I not know this you ask yourself. Also I preferred the stamina to go up as you used it as in A16 which is realistic.

 

-The new health system was a little confusing as I am eating food and water and am at 98-99 percent on those and not healing despite having the first level of healing perk. Also you have to eat a lot of food just to get back up from 50 percent early on until you get the perk. I had to eat like 6 cans of food and was still at like 75 percentish, that's a bit much.

 

-In the middle on this one. The new zombie AI may make them a little too smart, If I were to ground myself in reality Zombies would be fairly dumb just trying to get to food. Special zombies could excel at various areas making you work hard on multiple aspects of your base for example spider zombies could climb easily, rushers are fast, Big zombies do more block damage, Some explode doing area damage, basically A16 mixed with what we have now I guess.

 

Ideas just for fun: Joel you know you want to...lol

-True story, I took my GF to a game of zombie laser tag that just opened up in Orlando and when we were leaving there was a huge protest in the streets. It was the McDonal's employee's protesting for a lot more money and as I saw the news helicopter overhead I thought to myself this is the perfect opportunity to promote your business. You have guys in full zombie makeup shuffling after the McDonal's protesters carrying signs that demand a 2 hr lunch break or brains in the green room...this brings me to my next suggestion.

 

-As I was deforesting my area to build my first base I thought, it would be hilarious if we had zombie protestors in the area...Undead tree hugger has a nice ring to it, Also not sure if they have been in here in a while but the Zombie clowns were fun...Killer clowns from Navezgane!

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I saw a post about someone not liking the New layering of the biomes. I actually very much liked it, just because it seems to make since. Hot is more south, Cold is North of equator. There isn't normally a desert connected to anywhere that snows in my knowledge. (Always drives me nuts lol). I noticed that the gen seems to be back to the way it was. Maybe I'm one of the few that likes layered biomes? Although, I will say I didn't like how the burnt biome was scattered. It'd be better to just have one or very few strips/irregular circles of burnt forest.

 

Hope everyone had a great Holiday :)

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A few points from me

 

+ RWG is so much better, just needs to undo the levitating building spell. So many new POI's to explore. It is good to not know what is around the corner again.

+ Made me get into melee quite a bit more, always a ranged fighter before. Just have to whack them more these days, and not get hit. It is fun.

+ The Z's are smarter, and there is less crap like running around in circles or endlessly jumping onto the same block.

 

- Not sure about the latest build, but the biomes seems messed up - snow in the far north, desert in the south, and fairly endless forest in between. They need to be more random, perhaps a little larger.

- Fired up a new game a few days ago and for the first time my frame rates were horrible (<20, hell probably <10). Need to check that it hasn't turned on some god-ray effects or something that are causing it, but my rig has been fine playing this game with decent frames up until now. Not sure about this, but it didn't make me want to play the game for long. Might have been the POI I was near/in, but it wasn't especially large and I'd cleared it - so again, not sure.

- Sometimes the spawning of the Z's seems a little too predictable, both outside and indoors. I know there are huge number of possible spawn points, and work has been put into this, but it still feels like and issue. Not a fan of the Z's falling from floor above much either. That might have been fixed now too, not sure.

 

Overall it is still not quite a polished to play as A16, but I can now see where they are going with it, and pretty soon it will be. Then it will keep getting better and surpass A16. Yes, I believe it will.

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I really like most of the changes in the current version of A17.

 

I have some suggestions though:

 

1) XP: Re-increase the XP from non-killing activities.

 

XP is the main reward and chart of your progress in the game. At the moment you can only get significant XP from killing zombies, which devalues other aspects of the game. This conflicts with the current attribute system, which encourages specialisation. People want to play as various different types of character, but the game gives much higher rewards to character types that specialise in killing zombies. If you want RPG elements to a game you have to balance rewards for different playstyles, or everyone ends up playing the same character. This is particularly an issue in multiplayer, where the whole point of working as a team is to allow players to specialise. At the moment, that is not practical as you end up with a huge level disparity.

 

You can still prioritise combat rewards if you like, and make XP rewards there greater, but the current balance needs shifting.

 

 

2) Re-balance base defence

 

There are a number of issues here.

 

At the moment base design is quite a specialist activity. You have to really understand game mechanics in detail before you can design even a partially effective base. This seems to have created a polarised situation, where bases are either quickly destroyed, or virtually impervious to damage. This has made the game both too easy for experienced players, and too hard for those less experienced.

 

Not everything should be realistic in a game. The whole point of games is that they aren't realistic, they are simplified so we can enjoy the experience better. But for the parts that do try and reproduce aspects of real life, it helps if they accurately reflect real life. This ensures the learning curve isn't too steep right at the start of the game, which is likely to put quite a few people off. We can debate the positive side of steep learning curves but ultimately having the core mechanics realistic makes the game more accessible, both to new players and to casual players.

 

This has also reduced the variety in the game, which reduces enjoyment through replayability. If you make a greater variety of base designs viable again, and then balance the game without removing that flexibility, you give people many more opportunities for enjoyment.

 

Base defence is a continuum rather than having discrete patterns, and I guess ideally you want to encourage players gradually to use a combination of these, but ideally you want elements of all these types of defence to be useful:

a) Passive defences (defences that defeat zombies slowly through attrition)(e.g. spikes)

b) Active defences (defences that defeat zombies with action)(i.e. players in combat)

c) Cunning defences (defences that rely on understanding zombies)(i.e. traps and mazes)

d) Brute force defences (defences that rely on sheer power)(i.e. turrets and walls)

 

If possible also:

a) Melee combat

b) Ranged combat

 

All these elements are clearly already in the game. However some of them feel like red herrings because they are so ineffective right now, which frustrates players who feel like they have wasted their time exploring them. I think there are several elements that need to be combined to re-balance this.

 

i) Reduce zombie block damage. It should be possible for players of all levels to build hardpoints (of materials they can craft in reasonable amounts) that can resist direct zombie attack for a substantial period of time. In previous game versions players gained access to durable materials faster than zombies increased in strength, which led to zombies being delayed too easily, but it has swung too far the other direction now, with materials being delayed longer and zombies seeming to damage blocks faster.

ii) (Re?)Introduce variety into the AI. It's is ridiculous to see zombies lining up in a single line. Ideally, different zombies would behave differently. Some would go for a weak spot, some would go for a direct approach. As the game progresses zombies would try gradually more and more varied means of attack, starting from only the most basic frontal assault and building up to coming from all angles. Without the other changes this would make the zombies truly OP, but done right this would encourage combined and multi-layered base tactics, as there would be no one-size-fits-all approach.

iii) Improve the effectiveness of spikes and turrets to make them effective again. They should pose a substantial danger to zombies when used in the right way. For example, spikes should cause a lot of damage when falling onto them, but virtually none when just moving past them. Barbed wire would be the reverse of that, causing less damage from falling onto it, but more when trying to move through the area. Turrets would be less effective against mobile opponents, but very effective against stationary or restricted ones.

 

 

3) Reduce the stamina drain from all activities except combat and sprinting, and reduce stamina regeneration accordingly. At the moment resting to recover stamina is wasted time, because it is too short a period to be able to do anything useful in it, and happens so often as to be a substantial impact on gameplay.

 

Max Stamina should also degrade more slowly. I think this is an issue caused by 'eating' affecting both food level and stamina, but with food level also affecting stamina. At the moment it feels like being on full stamina is an unobtainable goal, because it takes time for your max stamina to return once you eat something, but your food level will have dropped again by the time your stamina gets near the top limiting your stamina once again. I suggest max stamina shouldn't start degrading at all until food is below 50%, to avoid having to eat when not hungry.

 

 

4) Reduce the temperature sensitivity for players, or increase the comfortable temperature range. It's just a bit too hard to avoid the effects of heat and cold at the moment. It feels like we're only using the extreme ends of the scale.

 

 

5) Get rid of encumbrance. Having an extra thing to worry about isn't always better in a survival game. We should be concentrating on the interesting or challenging things, and this is neither. I fail to see what is so OP about being able to carry 20 different things in my backpack. The only effect seems to be to make the tedious parts of the game even more tedious. It has introduced 'walking very slowly through the countryside' as a substantial gameplay element, and that is not an improvement. We already have enough of that because we run out of stamina. I don't care whether it is realistic or not. It doesn't add anything. Its only outcome is to slow the game down. It is unnecessary and detracts from the more interesting aspects of gameplay.

 

 

6) Give melee weapons a larger area of effect for the purpose of determining hits, ideally simulating their swing arc. Seems a bit odd that a sledgehammer takes 2 seconds to swing, but apparently doesn't actually swing through any of the space adjacent to where you're aiming. I don't want heads to be any easier to hit because it's nice to have that challenge, but it just ruins the melee experience when a zombie creates a small gap in its body shape precisely where your cursor is and thereby negates your attack completely.

 

 

7) Don't pay too much attention to experienced players who claim the game is too easy. This is more a suggestion for approach to feedback than a specific change to the game itself. Games SHOULD be easy to play once a player is experienced. A game that never gets easier gets frustrating instead.

 

The danger with early access games is that because it is playable for a long time, you will get feedback from people who enjoyed the game as it was but who now want something different (developers are not immune to this either, if they are playing their own game). They will tend to suggest changes that are 'different' rather than 'better', because from their perspective different is indeed better. There will almost always therefore be a conflict between the types feedback you receive, between those people, and the newer or more casual players who are still trying to play the game the first time. It is difficult to balance those two source of feedback.

 

Regarding negative feedback, I think both players and devs should be aware when they get into it, that they are taking a risk with early access games. Players should be aware that early access games can change, and devs should be aware that they have the potential to annoy and maybe alienate gamers by presenting an unfinished product.

 

I do think though that the responsibility for the player-dev relationship lies primarily with the devs. They initiate everything by releasing the game, and they have the control, ultimately, to decide what happens with it. Changing the game significantly after people have started playing it effectively makes it a new game. They are discontinuing the old game and replacing it with a new game. That's fine for players who think it's just a straight upgrade in every way, or who have got bored with the old game and want a change. But we all have to understand that for people who preferred (or are still enjoying) the older version, the net result is that the devs are stopping them playing a game they enjoy. Even if players can roll back to a previous version, at best the devs have cancelled any future support for their buggy game. Of course players will feel frustrated by this. It's only natural. But that doesn't mean you should ignore it, on the contrary you should listen to it closely. It's the most honest feedback you're likely to get! So devs, take the criticism on the chin and use it to improve the game. That's the whole point of this, right? :)

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I'm not surprised 40% of this pole has come in with uncertainty at best. When you move a game so far one way your going to upset a few heads. sadly there is no win either way they go now unless they move the game to more of the middle so mods can fix what they have broken and allow for mods to move it they way people like it now.

 

 

Atm for me I cant see it being enough to make me want to play it or suggest it to others to play. You can't really expect people to be happy when you completely make a new game or sequel and remove the playstyle people expected as a base to still be happy!

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RWG is pretty broken at the moment...biome distribution and size makes no sense and POI mix is strange. POI might be okay at later game levels with a good vehicle so I'm not too worried about it. But in terms of biomes almost all seeds are just garbage...would also help if the previewer wasn't so slow and clunky to use.

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I was beginning to enjoy A17 until the latest update, the stamina drain is just ridiculous, I mean am I a 12 year old trying to swing a sledge hammer? I feel a grown person would be able to swing it more than just 2-3 times before needing to stop for 10-15 minutes to regain stamina. I really enjoyed the gates to the progression, made you slow down and enjoy the zombie kills, made you think on where to put that point to do the most good. But now you go kill, rest, kill some more and put your points into whatever line you want and done. I also don't like how almost all the houses and buildings are now pretty much a dungeon, I always started out in a prefab but finding one now is a chore. The temp changes are a little overboard, hot one second, take a step now you are freezing is just not realistic. To much burnt biome, it's everywhere, I started one world and spent 2 in game days running to get out of the burnt biome and when I did took another day to find a poi that wasn't a dungeon. The wasteland is another biome that is way to prevalent on most RWG, you are either lucky and get a good mix of all biomes or unlucky as I have been and get mostly burnt or wasteland biomes. Just wish the fun pimps would listen more to the community as a whole and not mainly to the streamers that got it first. I have almost 1000 hours into this game and I didn't start playing until about 9-10 months ago. I had the game for longer than that but I kept dying the first 5-10 minutes of the game so I gave up until this year. I do think with the stamina, the RWG and some of the rng most new players are playing for a short period, find it to hard, and quit and don't want to play anymore. As I stated first, the beginning of A17 was good, but the recent changes to points needed to get perks up and the stamina drain making the power move not worth using just makes the game not as good as it could be or was. That's my 2 cents.

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In general I love it. The things I don't like are overshadowed by the good.

 

I like the new systems in place, though I do think they could use some additional balancing. The game looks so wonderful and I can't wait until optimization comes around. The game itself feels tense again, especially in SP. Even my friends who aren't big into horror games are enjoying it.

 

1.) The new leveling system. Overall, I think it feels pretty good. Zombie XP could still use a decrease and other XP sources an increase. I know the following has been mentioned elsewhere, but it's a sticking point for me - CRAFTING STATION XP AND TIME. I really hope it's possible to change it to where you still get the XP and the stations keep your crafting time once you exit. There are a couple of things that might (?) need some attention in the perks. For example, Leather Armor has to be made in a workbench, but you can unlock leather armor sooner than the workbench by 5 levels, iirc, that's just strange. I do wonder if all the perks should be attribute based. Some of them feel a bit weird, like cooking.

 

2.) Food and Drink. Not going to lie, I really thought that I was going to hate this system when it was first talked about/shown and yet, here I am, mostly pleased by it. Food and Drink feel necessary now instead of just a side system that I have to sometimes pay attention to in order to raise my Wellness. That said - and this ties in somewhat with cooking - I do think food might be too prevalent. I've had one game where I had to resort to eating raw foods (and damnit, yes, I got food poisoning TWICE) and generally speaking by the end of the first week, food is a non issue. Perhaps game should be more scarce? However, I would like a way to detect and track game if that is the way to go.

 

I do think the hunger/stamina needs a bit of tweak perhaps between 80-100% fullness, we lose 1/2 pt of stamina per pt of fullness and then transition to 1pt lose per pt of fullness between 60-80, then maybe higher if you drop below 60 with a bottom floor of say 30-40 stamina? The ability to 'overeat' should be clearly lined out and shown to the player though.

 

3.) Looting has been made great again. I know there's a lot of mixed feels about slower progression and such. However, I will say that it's nice to find iron/steel tools now whereas before, they were scrap/smelt. The new resource gathering items are fantastic (the piles of sand, blue tarps covering cobblestone, the cement bags etc) feel like a true alternative to investing early in intelligence - especially when combined with the trader. Speaking of our trader friends....

 

4.) Loving the changes overall from balancing to quests. I would suggest limiting T1 quests to a 500-600m radius from the trader for a couple of reasons - early game stamina can be difficult to manage and the further out you have to go, the more stamina you'll have to use and that begin to, IMO, severely limit the usefulness of the quests. Perhaps an XP or dukes reward bump would also be good. Rewards themselves - in the future, I think it would be nice to be able to ask for a specific reward or have the options be more general, say instead of 'here's your lvl 2 iron hoe', you get a choice of any lvl 2 iron tool. Basic things like forged iron, raw meat, etc should always be in the trader's inventory with the quantities varying (on the first day, the trader has 1 raw meat, on restock he has 10, on the next restock 3, for example.)

 

5.) Mods - definitely liking them so far. I would like to see the trader perhaps carry more T1 mods at least or perhaps containers where mods are more readily available.

 

EDIT: 6.) Dungeon POIs - generally like them but their prevalence early game can be a bit much. Also, still getting any where from 4-5 zombies in one room which makes clearing a house with more than one room super time consuming.

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Still hate the magazines, a lot. Just had my base completely crumble building 2 blocks out with wooden bars from the quad support frame, in the middle of the night. Been trying to give this a chance. A lot of glitches and balancing remain. Why would a base completely crumble over it's own support firmly rooted in the ground?!

 

Edit: I was distracted by the glitch-loss of my base and didn't really reflect on the state of the game as a whole.

 

Cons:

-Painfully slow leveling up.

-Everything locked in a skill tree without any 'learn by doing' is not fun for me at all.

-The lack of bug fixing from previous alphas before adding a ton more is starting to get annoying.

-Magazines instead of schematics is a terrible swap in the loot sense, magazines terrible idea in general.

-Stamina, health, hunger, thirst and weather all broken and not able to be addressed by player early on, ruins any fun the skill tree left in

-If you want to turn the zombies up in difficulty that's fine, give players a way to counter-act at the beginning.

-Clown-car POIs are terrible. How many zombies can come out of one room, answer: more than makes any sense at all.

-Random crashes. I just know the game will crash now. It's not a matter of 'if', it's 'when'. A lot of times around 10 min.

-No story, barely any lore, No bosses

-Hitting zombies almost feels like you're rolling a dice, you can swing right at them, but it all depends on the RNG of the animation frame.

-Really annoying futuristic 'xp' graphic

 

Pros:

-Purty

-Heavy attack on vulture most satisfying moment in the game

-New POIs have the potential to be neat to explore assuming clown car zed problem is addressed

 

If TFP hadn't gone to the trouble of making it purtier, I would assume they were actively trying to kill the game. A lot of the big changes need changes, not necessarily rollbacks, but replaced with something that fits the feel of the game and corrects issues of the past without being at all like the current changes (skill-tree, stamina, and magazines).

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Still hate the magazines, a lot. Just had my base completely crumble building 2 blocks out with wooden bars from the quad support frame, in the middle of the night. Been trying to give this a chance. A lot of glitches and balancing remain. Why would a base completely crumble over it's own support firmly rooted in the ground?!

 

No way of knowing unless you show it.

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Still hate the magazines, a lot. Just had my base completely crumble building 2 blocks out with wooden bars from the quad support frame, in the middle of the night. Been trying to give this a chance. A lot of glitches and balancing remain. Why would a base completely crumble over it's own support firmly rooted in the ground?!

 

I've had that happen. It's like a kick to the nuts. There have been glitches like that forever. I've been told sometimes there are caves or spaces underneath that mess things up but who knows.

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No way of knowing unless you show it.

 

Wasn't recording when disaster took place, but easy to visualize because there weren't many complications. This exact build worked fine in other recent experimental builds as well.

 

2x2 4 blocks high for support. 1 wooden block horizontal out from support on top vertical support blocks around the support column, and then 2 wooden bars out from that in a uniform square design. Upon completing the last of the WOODEN BARS on the second line (I was mistaken originally, with the 1 wooden block expansion, this would have brought me to 3 blocks horizontally) not only did the bars fall, but literally everything but the support column. This included the second story also built up directly over the support column and supported by an additional support on the support column 3 blocks high.

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his included the second story also built up directly over the support column and supported by an additional support on the support column 3 blocks high.

 

I'm going to guess this is what did it. The evidence is that the whole 2nd story came down. Coming off of the main support with blocks meant to support doesn't work very well. By making it three blocks high and attached to the main support definitely helps a lot, but it still is not as good as using the main support. Trying to support this way I have noticed can cause some collapses you would not expect, but it does happen. You should try planning designs so that, if you can imagine, the main supports through all stories are straight lines right to bedrock. These days with these zombies, I dig holes for my main supports so that they sit on the stone layer for extra measure.

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I cant find a suitable answer, because the rwg is the most ultimative highest absolute bull♥♥♥♥ and i don't want to play after 1000 hours on nevazgne again.

So basically absolutely unplayable for me right now, because rng is the worst i ever saw. (both b199 and b233)

But in general it might be good. I can't vote for other the changes, because rng makes the whole game unplayable.

 

fully agreed

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"Everyone" is talking about the "great improvement" of the AI... I dont agree, and what made me quit totally is this little atory.

 

Started a game and after a while found one of these steel mobile homes. I like em, small and durable. Took it over and started to make base. Started with making tripple walls of cobble, since you cant make anything stronger ian a while after starting. Obviously filled in the door and windows with the same. Upgraded as far as I could with cobble.

 

To the point, the whole outside of the base is the same material. No difference anywher. So what did all Z's, dogs and bears attack.... The exact spot of the former door on the inside of my outer casing. Even dogs can see through walls to find the weaker spot. It's a joke really, saying the AI is so good. It's just been programmed so all enemys know what materials are where no matter what.

 

TFP forgot one thing though, they missed to put into the AI that traps are dangerous. Enemies rather walkk over 10 spkes than break a wood frame. Really predictable and really bad.

 

So I've moved on.

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"Everyone" is talking about the "great improvement" of the AI... I dont agree, and what made me quit totally is this little atory.

 

Started a game and after a while found one of these steel mobile homes. I like em, small and durable. Took it over and started to make base. Started with making tripple walls of cobble, since you cant make anything stronger ian a while after starting. Obviously filled in the door and windows with the same. Upgraded as far as I could with cobble.

 

To the point, the whole outside of the base is the same material. No difference anywher. So what did all Z's, dogs and bears attack.... The exact spot of the former door on the inside of my outer casing. Even dogs can see through walls to find the weaker spot. It's a joke really, saying the AI is so good. It's just been programmed so all enemys know what materials are where no matter what.

 

TFP forgot one thing though, they missed to put into the AI that traps are dangerous. Enemies rather walkk over 10 spkes than break a wood frame. Really predictable and really bad.

 

So I've moved on.

 

I agree, I don't see the AI as improved when it is far too predictable. I would much prefer the zombies to pick random parts of a base spreading out the damage, this forces you to defend your whole base, not just the side you stood at when the bloodmoon started.

 

Instead of the zombies going for the exact location of the player, have them head for a small zone around the player if possible. Spread out their spawns and have them attack whatever is in their way within the zone.

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