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    Suggestions:
    1. Tier V clear and clear/fetch quests should give better rewards for quests that might last an entire day minimum. They should reward an entire level worth of experience (iirc ~180,000 experience) and at least five digit credits.
    2. The solar panels should cost far less amounts of credits. I personally don't have money problems (thanks to drawbridges and chassis) but it's still a grinding issue . Worse multiple cells are needed to power basic traps.
    3. All man-made craftable items should be craftable : engines, solar cells, springs and mechanical parts, acid, beakers etc. Making them expensive by using rare materials and other diffucult to craft man-made objects could be required to offset the balance.
    4. Wrenches should get a +5 damage. A maxed out wrench (level 6, maxed perk, fully modded with iron breaker) requires 3 hits to wrench 300 hp blocks leaving them with ~5 hp
    5. Bigger cable distances. I can't stress this enough. There are traps that require more than 10 blocks of space to build and they CAN'T be build even with cable extenders. E.g. double 5 width pressure plate with dart traps on each side with electric fences: can't be built because of cable limits.
    6. AND/OR gates needed for electric traps. E.g. multiple pressure plates should be able to trigger the same traps.


    Bugs:
    1. Wrenches can be heard in pvp even when crouching.
    2. The terrain can sometimes make the player get stuck midair (loading issue perhaps? )
    3. The simple poles have a hidden 600% damage multiplier. It should be stated or removed as poles are weak and unfit for base building.
    4. The battery banks do not work correctly in series. If battery bank A is connected to battery bank B which is connected to traps and A is depleted, B will not provide power to components.
    Last edited by Hollowprime; 02-03-2020, 02:31 AM.

    Comment


      Originally posted by Hollowprime View Post
      [B]

      Bugs:
      1. Wrenches can be heard in pvp even when crouching.
      2. The terrain can sometimes make the player get stuck midair (loading issue perhaps? )
      3. The simple poles have a hidden 600% damage multiplier. It should be stated or removed as poles are weak and unfit for base building.
      4. The battery banks do not work correctly in series. If battery bank A is connected to battery bank B which is connected to traps and A is depleted, B will not provide power to components.
      Connecting batteries in series increases voltage, It does not increase overall amp-hour capacity. If you want to hook up batteries so they last longer in a device(e.g. a trap) the only way to increase the time usable would be to connect the batteries in parallel. Technically speaking, connecting them in a series should short out your trap and make it useless.

      Comment


        Originally posted by Gnomaana View Post
        Connecting batteries in series increases voltage, It does not increase overall amp-hour capacity. If you want to hook up batteries so they last longer in a device(e.g. a trap) the only way to increase the time usable would be to connect the batteries in parallel. Technically speaking, connecting them in a series should short out your trap and make it useless.
        Yeah you are very right sir. But if I recall correctly we don't have parallel connections for batteries at least.

        This is where realism would really help... Connect everything in parallel (except power source) and worry not about what component dies out. Either that or battery banks have many more slots.

        Comment


          a18 Balancing Feedback
          Progression is too fast. I don't believe that level gating is a good solution since many perks have level requirements already. But, in my games I find a lot of AK47s, military armor and steel and power tools long before I feel like I should. I'm in week 1 for example and have an auger, chainsaw, 4 ak47s, 3 iron pickaxes and I can't even make a forge yet.
          I have to spend my first 5 points in INT if I want to be self sufficient. Even in a multiplayer game we all feel like we need to do this in order to make our own basic crafting stations. I'm not sure what the solution to this is, but running around for two in-game weeks without a forge or workbench is really frustrating for players. I always unlock those things first but other players don't like being told how to play.
          I may not be explaining this in a way that makes sense. When I offer solutions to struggling players they get upset that there choices are wrong because they're not getting the results they want for example from an agility build because they can't make repair kits without a workbench.

          Comment


            Originally posted by Baratan View Post
            a18 Balancing Feedback
            Progression is too fast. I don't believe that level gating is a good solution since many perks have level requirements already. But, in my games I find a lot of AK47s, military armor and steel and power tools long before I feel like I should. I'm in week 1 for example and have an auger, chainsaw, 4 ak47s, 3 iron pickaxes and I can't even make a forge yet.
            I have to spend my first 5 points in INT if I want to be self sufficient. Even in a multiplayer game we all feel like we need to do this in order to make our own basic crafting stations. I'm not sure what the solution to this is, but running around for two in-game weeks without a forge or workbench is really frustrating for players. I always unlock those things first but other players don't like being told how to play.
            I may not be explaining this in a way that makes sense. When I offer solutions to struggling players they get upset that there choices are wrong because they're not getting the results they want for example from an agility build because they can't make repair kits without a workbench.
            You are aware of the alternative method to get a workbench early?

            Comment


              Listen I am able to get a forge and workbench but like I was trying to say I am one person on a multiplayer server of 6 players and I listen to them complain about these things constantly and when I offer them those suggestions it just leads to complaining about being told how to play or not wanting to do those things. I really don't know what the solution is but I do know that 4 out of 6 players complaining about the same thing constantly may be something that the developers would like to know about.
              The forge, I never see for sale or find one to use. I always have to make a forge if I want access to one without exception. This is not a problem for me because I always use my first point to unlock it but I am one person and the other people for some reason would rather not spend that one point.
              Workbenches are a little better and also a little worse. I personally rush to unlock this with my 4th point, but the other players again, don't want to make an INT build so they don't unlock this ability. You can find them in garages, sometimes working and the trader sometimes sells the plan for this, unlike the forge but if they don't find one by the time the gun they looted is broken the complaining commences.
              This is just my personal preference, but a system like Ravenhearst where weapon and tool skills increase by usage and crafting skills are in the perk trees work better when the player wants to craft something that's in a different tree than the weapon and armor type they want to use. It would be nice to have that flexibility. I think it's really just an issue with the labeling of the perk trees. Maybe if they were called, Combat with all the weapons and armors in it. Gathering with the mining and farming skills, Crafting with the workbenches and chemistry in it. It sounds silly and more or less a name change but I think it might help with those complaints. I think. Maybe.

              Comment


                Originally posted by Baratan View Post
                Listen I am able to get a forge and workbench but like I was trying to say I am one person on a multiplayer server of 6 players and I listen to them complain about these things constantly and when I offer them those suggestions it just leads to complaining about being told how to play or not wanting to do those things. I really don't know what the solution is but I do know that 4 out of 6 players complaining about the same thing constantly may be something that the developers would like to know about.
                The forge, I never see for sale or find one to use. I always have to make a forge if I want access to one without exception. This is not a problem for me because I always use my first point to unlock it but I am one person and the other people for some reason would rather not spend that one point.
                Workbenches are a little better and also a little worse. I personally rush to unlock this with my 4th point, but the other players again, don't want to make an INT build so they don't unlock this ability. You can find them in garages, sometimes working and the trader sometimes sells the plan for this, unlike the forge but if they don't find one by the time the gun they looted is broken the complaining commences.
                This is just my personal preference, but a system like Ravenhearst where weapon and tool skills increase by usage and crafting skills are in the perk trees work better when the player wants to craft something that's in a different tree than the weapon and armor type they want to use. It would be nice to have that flexibility. I think it's really just an issue with the labeling of the perk trees. Maybe if they were called, Combat with all the weapons and armors in it. Gathering with the mining and farming skills, Crafting with the workbenches and chemistry in it. It sounds silly and more or less a name change but I think it might help with those complaints. I think. Maybe.
                Buying the forge-perk is a no-brainer, sure, that is why I didn't mention it. TFP needs to put a lot more forges into POIs for scavenging being a real alternative to buying that point.

                Buying the workstation perk is an option, to play it safe, nothing more. In A18 half of the destroyed workstations have the recipe as loot. Lots of people now actually hope to find destroyed instead of working ones. You must be VERY unlucky to not get the recipe in a few days if you set your mind to it.

                A while ago I made the suggestion to rename the attributes to class names or professions. AGI would be the Assassin, INT the Scientist, PER the Scavenger, STR the Miner, FOR the Brute or Commando. Maybe even with names so it is clear that Joe the Miner is a fan of shotguns, not every miner in the world. But Madmole waved the idea aside. Maybe when more people post similar ideas TFP might change their minds, who knows.

                Comment


                  if its coop then make one for your mates
                  if its pvp laugh and enjoy your advantage that their stubbornness has given you.
                  i dont want to go to work today
                  no one is telling me i have to but i do to a degree if i want to survive and definitely have to if i want nice things .
                  anyway, 1 point on day 1 to be able to make a forge is cheap and a bit too easy imo. it should be harder to get.

                  Comment


                    Originally posted by meganoth View Post
                    Buying the forge-perk is a no-brainer, sure, that is why I didn't mention it. TFP needs to put a lot more forges into POIs for scavenging being a real alternative to buying that point.

                    Buying the workstation perk is an option, to play it safe, nothing more. In A18 half of the destroyed workstations have the recipe as loot. Lots of people now actually hope to find destroyed instead of working ones. You must be VERY unlucky to not get the recipe in a few days if you set your mind to it.

                    A while ago I made the suggestion to rename the attributes to class names or professions. AGI would be the Assassin, INT the Scientist, PER the Scavenger, STR the Miner, FOR the Brute or Commando. Maybe even with names so it is clear that Joe the Miner is a fan of shotguns, not every miner in the world. But Madmole waved the idea aside. Maybe when more people post similar ideas TFP might change their minds, who knows.
                    Ew. Why do people want this game to be so bland? This isn't Fortnite or Apex Legends or Dota or something where everything has to be calculated for min-maxers. Pre-defined classes are the opposite of what should be in an open world survival game, and would further contribute to draining the water from what was at one time a deep experience with plenty of upside in the pipes.

                    Comment


                      Originally posted by Baratan View Post
                      Progression is too fast.
                      Agreed there, pretty sure TFP see it too, you're joining a long queue of impassioned "slow it down!"s and they've agreed with several suggestions. I have high hopes that the early game will get some lovin', my own private success metric is keeping gunplay and trap usage to a minimum, melee, archery, molotovs, those are fun. And I haven't tried everything yet.
                      I have to spend my first 5 points in INT if I want to be self sufficient
                      I don't. I spend one point in INT week 1, to get my very own forge, playing jack-of-all-trades traderless which I think qualifies as taking "self-sufficient" seriously. My SP startup perks are pete s.tyr 69er cardio, then chef and forge, then I'll run str up to 5 for the 3 pete and 4 s.tyr/69er before I start on food and health and workshop, then it's whatever I want. Seems to me somebody has to run 69er up to 4 or so, otherwise home invasions are just godawful slow. Similarly with cooking, somebody on the crew should have at least 2 of that. I can do without my very own workbench/chemstation for a while because there's always a working workbench handy in some garage or basement nearby and I don't need meds or molotovs until about week 3 or so, by which time the extra 7? points to build everything short of power is a mnior expense, a cost-of-doing-business affair and only one player needs to spend it. And two of that is for molotov production, my current favorite crowd control..

                      Comment


                        Originally posted by TSBX View Post
                        Ew. Why do people want this game to be so bland? This isn't Fortnite or Apex Legends or Dota or something where everything has to be calculated for min-maxers. Pre-defined classes are the opposite of what should be in an open world survival game, and would further contribute to draining the water from what was at one time a deep experience with plenty of upside in the pipes.
                        Why does someone who uses a shotgun need a different build than someone who makes first aid kits. The system in place now places arbitrary restrictions on character development. No one wants predefined classes and that's the problem with the current system. If you want to do one thing you are pigeonholed into other totally irrelevant things that happen to be assigned to the same attribute.
                        I think if we separated choices of weapon, armor, gathering and crafting into different categories players would have more choices than they do now.
                        I'm not here to solve the percieved problem, just doing my best to communicate the collective useful feedback of my group of 6 players.

                        That is one part of it.
                        The other part is that the progression seems to be too fast, maybe too rng would be more accurate. I have an AK47, iron pickaxe, chainsaw and auger all because of rng loot in week 1. Another player has a motorcycle and another player is still looking for a workbench. If this is the developers intent then, bravo wai. If not, I think they'd like to know.
                        Last edited by Baratan; 02-06-2020, 06:22 PM. Reason: Formatting

                        Comment


                          Originally posted by TSBX View Post
                          Ew. Why do people want this game to be so bland? This isn't Fortnite or Apex Legends or Dota or something where everything has to be calculated for min-maxers. Pre-defined classes are the opposite of what should be in an open world survival game, and would further contribute to draining the water from what was at one time a deep experience with plenty of upside in the pipes.
                          You probably misunderstood my post. It was about renaming the attributes to look like classes, there would be no change to gameplay at all.

                          Comment


                            Originally posted by Baratan View Post
                            a18 Balancing Feedback
                            Progression is too fast. I don't believe that level gating is a good solution since many perks have level requirements already. But, in my games I find a lot of AK47s, military armor and steel and power tools long before I feel like I should. I'm in week 1 for example and have an auger, chainsaw, 4 ak47s, 3 iron pickaxes and I can't even make a forge yet.
                            I have to spend my first 5 points in INT if I want to be self sufficient. Even in a multiplayer game we all feel like we need to do this in order to make our own basic crafting stations. I'm not sure what the solution to this is, but running around for two in-game weeks without a forge or workbench is really frustrating for players. I always unlock those things first but other players don't like being told how to play.
                            I may not be explaining this in a way that makes sense. When I offer solutions to struggling players they get upset that there choices are wrong because they're not getting the results they want for example from an agility build because they can't make repair kits without a workbench.
                            Progression is only too fast at early game. Leveling up past lvl 50 is a bitch. I dont think it's too fast, just fairly unbalanced. Should be a bit slower earlier and not too ridiculous hard latter on. But for the items, it's a choice to use them. You know using advanced tools in the early game will drain stamina like hell and they will be crappy and you're gonna spend tons of repair kits. Maybe they are too abundant, but they are still a choice of resources you're gonna have to pay for that. (if the problem is getting forged iron to make repair kits, there's plenty of ways to get them without a forge)

                            About the forge, there's currently 5 ways to get them (the same applies to workbenches):
                            -Perk
                            -Finding working forges on POIs/traders
                            -Finding schematics on broken forges
                            -Finding schematics on trader
                            -Finding the forge per se on traders.

                            I think that's a fair amount of ways to obtaining them. Specially if you consider 4 of them dont involve spending SP. Unless the loot abundance in your server is below default, your people must be either not looking hard enough or just having a real case of bad luck on RNG. And remember you can even "trick the server" with POI's quests resets to get your way into finding those.

                            It's only logical that there are more workbenches available than forges. You walk around your neighborhood and ask how many of your neighbors have a forge in their house. Possibly none. But it's very likely some of them will have some sort of workbench.

                            Now, don't get me wrong. I agree with you that some of these stuff are unbalanced. I just dont agree with the arguments you're using to justify your point.

                            Comment


                              I honestly don't have an argument or point other than trying to articulate the collective feedback of a small group of the game's players based solely on the most common complaints I'm hearing. Sure, I can tell them their complaint is invalid but when I do that I don't expect them to say, you're right why didn't I realize that I was wrong, lol. Hopefully the devs can glean something useful from the feedback and if not maybe I'll come up with something more useful in the future.

                              Comment


                                Originally posted by Baratan View Post
                                I honestly don't have an argument or point other than trying to articulate the collective feedback of a small group of the game's players based solely on the most common complaints I'm hearing. Sure, I can tell them their complaint is invalid but when I do that I don't expect them to say, you're right why didn't I realize that I was wrong, lol. Hopefully the devs can glean something useful from the feedback and if not maybe I'll come up with something more useful in the future.
                                These people would've a stroke if they played the game in A17 and earlier. THAT was when you were really forced to get things. Your people just lack patience. If they choose to not perk up into upgrades on INT, then they have to make do with what they've got and get it in other ways. That was always the intent behind A18. And it was a huge step in the right direction.
                                As it stands, Intellect tree is a must and everyone knows that. But playing without it is doable. (I know I have)
                                The problem with the argument "if I use a shotgun, why cant I craft first aid kits?" is simple: A18 perk system wasnt designed to be full one-tree spec. It was always announced that you'd have one primary tree, a secondary and maybe spread into a third one (if you felt like doing so). It's just different areas of knowledge: one is guns, the other is medicine. And you can have both, just dedicate yourself to learning both. But they simply dont walk together unless you (the player) want them to.

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