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Thread: Feedback for The Fun Pimps on Alpha 17

  1. #526
    Colony Founder n2n1's Avatar
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    Quote Originally Posted by Roland View Post
    ////...for many alphas we had close spawning zombies and most people hated them.////
    they hated not that they would spawn close - but the way they did it!

  2. #527
    Inventor JCrook1028's Avatar
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    Quote Originally Posted by Spindizzy View Post
    Alpha 16, I'd go to the desert to collect sand to make concrete

    Alpha 17, sand is now a useless terrain block, I just went to the desert to mine 1000 sand to look at the recipes and found I wasted my time, it's useless.
    Sand is STILL used for making concrete. Nothing changed in that so what is your beef with going to get sand?

  3. #528
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    Quote Originally Posted by HungryZombie View Post
    Why can't you just stay wherever you are and mine stone. Then turn stone to sand in the mixer?
    I can just it's weird having all this sand and not being able to make cement with it. You'd think there would be two recipes or something. At least let me mix sand with less stone to make crushed sand.

    Quote Originally Posted by JCrook1028 View Post
    Sand is STILL used for making concrete. Nothing changed in that so what is your beef with going to get sand?
    No it isn't thats crushed sand which is just rock crafted further. You can't make anything out of desert sand.

    Overall opinion of Alpha 17 is I'd rather have Alpha 16 with the better graphics and the better dungeon style houses. I don't like a lot of if any of the gameplay changes.

    I don't find trader quests rewarding enough to be worth doing, average of 1.5km away to drop down into some zombie infested pit dungeon of a house in an attempt to trap and surround you for the sake of 500 measly casino tokens. I'd rather just go looting random houses.

    Item quality is stupid now, everything I find is mostly grey. I've only seen like one yellow quality item in over 30 hours in current world and I don't think I've seen any blue. About 700 grey items, 100 orange items, and 4 or 5 purple is how I'd describe it.

    While the zombie A.I is more advanced and potentially better eventually, in it's current state it's worse than the Alpha 16 zombie A.I.

    Bikes are OP and can be made super early and cheap. Pretty much nothing can kill you when you have a bicycle, Day 7 horde just ride around in circles on your bike outside. About the worst it gets is a really persistent vulture.

    It should be the opposite. It should be that being outside is what gets you killed and you need to hide in a base, now bases just get destroyed easily and you're better off leading the horde off so you don't spend all week rebuilding it.
    Last edited by Spindizzy; 14 Hours Ago at 01:32 AM.

  4. #529
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    I don't know if the fun pimps actively read this thread but I'll post my ideas in the hopes some of them get implemented.

    I really dislike how the leveling system works. That being said I do like the perks themselves and am willing to accept a non skyrim leveling system for a fallout one BUT I think a lot of the perks need to be heavily rebalanced:

    On strength perks:
    Being level 150 and having over two thousand zombie kills by day 48 in A17.1 gave me a really interesting perspective of how weak most melee perks are.Even with the fixed headshot multiplier nothing beats the sledgehammer ,period. This is true because the sledgehammer does not only deal nice damage,it also has a high chance to stun enemies . The icing on the cake is when you power attack with the sledge hammer. In the final levels of heavy melee perk you have a very high chance to stun all enemies using power attacks. Combine that with regen from beverages ,water regen and the final level of sexual tyrannosaurus, you stun foes non stop and even if you don't kill them you give your traps enough time to finish off your enemies. Heavy metal is literally the *only* crowd control melee perk in the game which is really,really sad.

    Bleeding perk is insignificant through the game. It should deal enormous amounts of damage because it stacks, but it can barely remove the regeneration from the irradiated zombies. Unless there's some kind of hidden potential on weapons that are both heavy and bladed (like the pickaxe? ) machetes and hunting blades cannot clear difficult zombies end game as fast as a sledgehammer or a club does even when 30% beheading chance is included.
    Suggestion: Either buff the bleeding effect to kill even irradiated zombies or make it dismember with very high chance enemies. Or something creative enough to suggest it being useful (combine it with hunting perk? )

    Club perk is also very weak. In its final level , assuming the player never misses his/her target , it increases the average damage by 33% . Clubs might be OK for one or two targets but they can by no means deal significant damage to end hordes of irradiated and running ferals. I've tested it on a fully modded club and it didn't perform as expected whereas a fully modded sledgehammer was a guardian angel when having to clear Pois with numerous irradiated and running ferals .

    Furry of blows:
    It does by no means deserve 5 skill points to gain 25% increase in attacks per minute. I firmly believe it needs to be at least twice as fast.

    Miner 69 /motherlode:
    Those perks need to be combined into one similar to how wrench works. It feels like a waste of precious skill points just to be able to mine efficiently and steals much time from other important survival perks. It annoys me greatly that I can destroy rocks and ores but I get less resources from doing so.
    Also both of those perks need to work once again on auger. As I test right now a fully modded auger definitely does not benefit from increased damage block and destroys rocks and ores the same rate as a fully modded steel pickaxe. Same thing with chainsaw ,it doesn't feel like it cuts trees fast enough.

    On fortitude perks:
    Living off the land would be an interesting perk but the seeds have been nerfed to cost 4 times their initial price. This means this perk needs the harvesting time of the perk divided by 4. This also means the skill point makes absolutely no sense to have level 1,but instead you need it at least 2 levels and at least 2 crops to start capitalizing from farming. That's close to 6 days worth of farming (2 days to get the first 2x crops,then another 2 days to double your seeds than 2 more to gain the actual farming) which is very slow. Either seeds need to be craftable like they were before (1 instead of 4 crops per seed) or the skillpoint needs to start with +1 crop (from 1/2/3/4/5 to 2/3/4/5/6).
    Also for the love of god please buff the hoe to work twice or maybe even three times as fast. It's annoying how slow you fertilize the ground. And I'm pretty sure cement should be able to craft fertilized blocks too (it says so in the description :P )

    The hunter perk feels also like a complete waste of early skill points. It's worse than living off the land because iirc you cannot gain +1 bone or +1 nitrated from having it below 50% gather rate which is level 3 . I'd rather waste more skill points on living off the land to get easier vegetable soups rather than gain slightly more rotten meat for my hobo stews or maybe a few more bones per dog wave. I suggest it gives 100% bonus in all levels but provide said bonus for different categories per stage.
    [Huntsman : level 1: Provides 100% more bones per harvest
    Level 2 : Provides 100% more meat (rotten meat included) per harvest
    Level 3: Provides 100% more fat meat per harvest
    Level 4: Provides 100% more nitrate per harvest
    Level 5 : Provides 100% more extract per harvest]


    Intelligence:
    Too many skill points scattered everywhere on this perk tree. Why do I need 5 skill points to be a better doctor when I can literally craft anything from scratch ? Why do medical bandages cost 4 aloes to craft ? Why would I ever need plasters if I can craft their cousins with simpler materials without sacrificing skill points?
    And most importantly why do I need several levels to even be able to craft my precious forge and steel pickaxe? Because steel pickaxe is amazing? It's really not though. In A16.4 I could one hit boulders with a 600 quality steel pickaxe. Now with a fully modded iron/stone breaker pickaxe I require 2 hits to destroy a boulder.

    This last part is really important because you should either increase the damage the higher the weapon/tool quality OR you remove the level gate. I personally would prefer the first because it would give a sense of progress and would undo the horrible nerf iron and steel pickaxe have taken. As a builder I really do miss the feeling of progressing through better equipment .

    Perception perk tree feels the most balanced out of all the others. The wrench perk is amazing for dismantling buildings into precious iron and electrical materials ,the looting perk has an enormous boost in the amount of mods you find and they both require a lot less points to maximize their effect than the mining counterparts.

    As for the agility perk tree I absolutely positively hate it. I'm certain it's not useless but it requires way too many skill points to make some niche difference and is possibly near useless for mining and defending your base. If anything adding points to agility or *some* perk should give stamina regeneration.
    Last edited by Hollowprime; 17 Hours Ago at 10:32 PM.

  5. #530
    Community Moderator SylenThunder's Avatar
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    Quote Originally Posted by n2n1 View Post
    they hated not that they would spawn close - but the way they did it!
    The be fair, the two biggest factors for people having this issue was a lack of local system resources, and an un-optimized client. With a decently powered PC, it was never a real issue.

  6. #531
    Inventor JCrook1028's Avatar
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    Quote Originally Posted by Spindizzy View Post
    No it isn't thats crushed sand which is just rock crafted further. You can't make anything out of desert sand.
    When you go to the desert and dig you get 'crushed sand", which makes concrete. Stop bringing in your sand thru creative and you won't have problems with having the wrong kind in your inventory. "sand" is the terrain block before digging. Crushed Sand is either obtained from digging sand OR from rock in the mixer.

    Yes if you type in sand in creative and spawn it in and check the recipe you won't see concrete. Obviously what you did. You sure as hell did not go dig up "sand" cause that is NOT what is in your inventory after digging. Lmao, try playing the game instead of cheating before coming in here crying that the game is broken.

  7. #532
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    Quote Originally Posted by Hollowprime View Post
    Living off the land would be an interesting perk but the seeds have been nerfed to cost 4 times their initial price. This means this perk needs the harvesting time of the perk divided by 4. This also means the skill point makes absolutely no sense to have level 1,but instead you need it at least 2 levels and at least 2 crops to start capitalizing from farming.
    You might have misunderstood something here. One single seed and LotL perk at 1 is enough to start a field even if it's slow:

    1) plant the seed
    2) after 2 days harvest one fruit, the seed does not vanish as it did in A16, it will regrow!
    3) after 2 days harvest another fruit
    4) after 2 days harvest another fruit
    5) after 2 days harvest another fruit, make a second seed and plant it.
    6) now you get 2 fruits every 2 days.

  8. #533
    Refugee mr.natural's Avatar
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    Please get back picking the plants, I keep punching the seedlings and it feels unnatural to punch your harvest.

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