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    #46
    It is interesting to see the make up of our forums thus far with 66 responders. I believe that this game's development has three distinctive eras.

    Alpha 1-10:

    The game was just purely survival and exploration. There was zero xp or tool or player progression. You just built bases, explored, mined, collected loot and killed zombies. PVP worked the best during this era and the game felt the most like a sandbox because the structure was so basic and there were no RPG elements involved. Alpha 10 was the culmination of this era and is well remembered and loved.

    Alpha 11-16:

    The game started adding progression of tools and weapons in Alpha 11. Over the next alphas different ways of progressing the quality of gear and eventually the player character as well were experimented with. Passive progression of gear stats and player skills (LBD) was a key feature of this era. This era culminated in Alpha 16 which is well remembered and loved.

    Alpha 17 - Present:

    The game added more RPG elements. Zombie behavior was changed drastically. LBD was dropped as a design choice and a point economy was chosen for player progression. The current era is dominated by a "Push to Gold" attitude from the developers that includes heavy emphasis on streamlining gameplay, polishing existing features and assets, and optimizing performance.



    ----------------
    I'm glad to have been able to witness all these changes. Not every change has resonated with me well but watching the progress of it all is what I signed up for and I'm glad I have memories of each era.

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      #47
      Alpha 1 where all the zombies tracked you like you had a beacon on your head.
      And one shotgun shell was a full reload, fun times.
      Still think back to those days.
      Was a day too late for Kickstarter sadly :/

      Comment


        #48
        Played since alpha 13 where in my first minute of play I earned the Evil Knievel achievement.

        Comment


          #49
          Originally posted by Roland View Post
          It is interesting to see the make up of our forums thus far with 66 responders. I believe that this game's development has three distinctive eras.

          Alpha 1-10:

          The game was just purely survival and exploration. There was zero xp or tool or player progression. You just built bases, explored, mined, collected loot and killed zombies. PVP worked the best during this era and the game felt the most like a sandbox because the structure was so basic and there were no RPG elements involved. Alpha 10 was the culmination of this era and is well remembered and loved.

          Alpha 11-16:

          The game started adding progression of tools and weapons in Alpha 11. Over the next alphas different ways of progressing the quality of gear and eventually the player character as well were experimented with. Passive progression of gear stats and player skills (LBD) was a key feature of this era. This era culminated in Alpha 16 which is well remembered and loved.

          Alpha 17 - Present:

          The game added more RPG elements. Zombie behavior was changed drastically. LBD was dropped as a design choice and a point economy was chosen for player progression. The current era is dominated by a "Push to Gold" attitude from the developers that includes heavy emphasis on streamlining gameplay, polishing existing features and assets, and optimizing performance.



          ----------------
          I'm glad to have been able to witness all these changes. Not every change has resonated with me well but watching the progress of it all is what I signed up for and I'm glad I have memories of each era.
          Agreed, though if you consider some of the larger core game changes, you might set it up more like this...

          Alpha 1-9
          Alpha 10-14.4
          Alpha 14.5-16
          Alpha 17-18

          Comment


            #50
            I might have something more serious going on here.
            But i remember it well.
            not sure what server i joined but me and a longtime friend bought the game.
            we ran around and it became night.
            he was trying to build a wooden block or door or hatch lol.
            all i know is i was scared ♥♥♥♥tless lol as zombies were trying to kill us and we had no light at all.
            dark and scary place in a attic they broke part of the floor and we died multiple times just running around trying to not die lol.

            after that i was hooked and i rented my first game server from ping perfect.
            and i am still here 5 years later.
            i heard of the outside. but i don't entertain that, youtube knows all.

            p.s yes i really have that many screen shots lol
            and i started alpha 9.

            Rip Lif.jpg
            Last edited by wicketness; 02-11-2020, 10:55 PM.

            Comment


              #51
              I started in Alpha 9 and have thousands of hours. I have enjoyed each new version as they have come out, so much so when trying to go back to a previous version I can't stand it. This game just keeps getting better. As you can see I hardly post but have been a lurker for many years. Reading these forums is very entertaining.

              Comment


                #52
                Originally posted by Matt View Post
                I started in Alpha 9 and have thousands of hours.
                Noob!

                Comment


                  #53
                  Alpha 5 checking in.

                  -A

                  Comment


                    #54
                    Originally posted by Aurelius View Post
                    Alpha 5 checking in.

                    -A
                    You are the Luke Skywalker of this Early Access!

                    Comment


                      #55
                      A14

                      2617hrs ive killed and been killed

                      Comment


                        #56
                        Started in A7.

                        Spawned, moved forward, looted a car, died to dogs.

                        Rage quit.

                        Tried again in A8.

                        Comment


                          #57
                          Originally posted by SylenThunder View Post
                          Agreed, though if you consider some of the larger core game changes, you might set it up more like this...

                          Alpha 1-9
                          Alpha 10-14.4
                          Alpha 14.5-16
                          Alpha 17-18
                          What changed between 14.4 and 14.5? I didn't play that much because the graphics were broken on the Linux version, and didn't get fixed until A15.

                          Comment


                            #58
                            Originally posted by zootal View Post
                            What changed between 14.4 and 14.5? I didn't play that much because the graphics were broken on the Linux version, and didn't get fixed until A15.
                            RWG had such a complete overhaul that it wasn't even funny. It was also when we lost the hub city for cheeses.

                            Comment


                              #59
                              Originally posted by Roland View Post
                              Alpha 11-16:

                              The game started adding progression of tools and weapons in Alpha 11. Over the next alphas different ways of progressing the quality of gear and eventually the player character as well were experimented with. Passive progression of gear stats and player skills (LBD) was a key feature of this era. This era culminated in Alpha 16 which is well remembered and loved.
                              I’m not here to re-hash the debate on which is better, but that’s not the terminology I would have used. I wouldn’t call it an era of passive progression. Learn by doing required, y’know, doing. I would label it more accurately and characteristically as an era of direct 1-to-1 progression, and now we have an era of indirect or generalized progression.
                              Last edited by Crater Creator; 02-13-2020, 03:25 AM.

                              Comment


                                #60
                                Originally posted by Crater Creator View Post
                                I’m not here to re-hash the debate on which is better, but that’s not the terminology I would have used. I wouldn’t call it an era of passive progression. Learn by doing required, y’know, doing. I would label it more accurately and characteristically as an era of direct 1-to-1 progression, and now we have an era of indirect or generalized progression.
                                No harm meant. I simply used it to mean that as players played the game their stats increased under the hood. I don't mind retracting the word "passive" if it offends. Simply talking about skills and abilities increasing in the background as you play the game rather than stopping to spend a point to make the skill or ability increase. That's all.

                                In Alpha 11, the very first iteration of this, the quality of our tools increased every time we crafted with a +/- 50 point randomizer thrown in. That was the beginning of a major change in player focus for playing....

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