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Thread: This game has really lost a lot of the fun.

  1. #91
    Colony Founder Ghostlight's Avatar
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    Quote Originally Posted by Feycat View Post
    That's always been the case. Mining surface boulders have never been efficient, and one night in your mine will fill your inventory to the brim. That's not an A18 change. .
    Well the change for me is a great big node on the surface telling me where to start. That's a major improvement.

  2. #92
    Reconstructionist Feycat's Avatar
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    Quote Originally Posted by Ghostlight View Post
    Well the change for me is a great big node on the surface telling me where to start. That's a major improvement.
    There were gravel patches before.

    I like having the nodes on top because you can just make your way through the world either looking for a base or on the way to/from somewhere and scoop up a bunch of resources on the fly. That's the only time resource gathering doesn't feel like an obstacle these days.

  3. #93
    Super Moderator Roland's Avatar
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    Quote Originally Posted by Feycat View Post
    There were gravel patches before.

    I like having the nodes on top because you can just make your way through the world either looking for a base or on the way to/from somewhere and scoop up a bunch of resources on the fly. That's the only time resource gathering doesn't feel like an obstacle these days.
    So YOU’RE the one swiping all the surface nodes so nobody else can find the easy deposits!

  4. #94
    Colony Founder Jugginator's Avatar
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    Quote Originally Posted by Roland View Post
    So YOU’RE the one swiping all the surface nodes so nobody else can find the easy deposits!
    Ladies and gentlemen, we got 'er.

  5. #95
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    Quote Originally Posted by Jugginator View Post
    Ladies and gentlemen, we got 'er.
    Break out the torches and pitchforks lads! We're gonna have ourselves a burnin'!

  6. #96
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    Quote Originally Posted by BobTheBard View Post
    It's much cheaper, easier, and more reliable to simply drive around on a minibike all night.
    Until A19, when we now encounter the Hacker Zombie with an EMP pulse. He'll cut out all your engines (and also base defenses).


  7. #97
    Colony Founder Ghostlight's Avatar
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    Not my pushbike he won't.

  8. #98
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    AHA! you havent read about the rust puking vultures then? SQUEEEEEEEEEEEEEEEEEAAAAAAAK!

  9. #99
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    Quote Originally Posted by WhamyKaBlamy View Post
    I'm sure there's been tons of posts like this in the past, but I feel like I have to add my voice to the feedback. I've played the game since alpha 2-point-something (before it went over to steam), and what's made me want to write this out is it was more fun then than it is now.

    Before all of the cool things that were introduced and the new mechanics and all that jazz, it was more fun to be dropped somewhere randomly in the Navzone, frantically try to get yourself together some resources and build up a base for the night. The main reason for that, in my eyes at least, was that I had something to do the whole time. If I died it was while I was running from zombies, or I didn't get to a house in time, or I didn't defend it well enough, but the thing is I could fight and defend at night even as a freshly spawned player. Even if I was out at night and got caught out, I could potentially throw out some light sources and fight the zombies. Yes, they came at me constantly, but that was the fun - building ways to deal with that constant onslaught of zombies, exending my light perimeter so I could work at night, having something to do the whole time.

    But with the state of the game currently I spend the night basically sitting there doing nothing, because the tiniest amount of work in my makeshift base will cause zombies to turn up. And it's not like when the zombies turn up I can deal with them - if that were the case it would be great fun - but if I haven't managed to loot some awesome weapon out of pure chance then I'm boned. That was bad enough in the last 5 builds where I could at least sit there all night crafting up my tools and weapons so they got more powerful and I could at least deal with the zombies a lot more efficiently the next day. What can I do like that in the current build? Smack rocks all night and hope I don't get detected? That's boring, dull and frustrating on a whole new level.

    There's the same issue when it comes to the daytime as well. In the current save I'm working on I put my first skill points into my ability to use spears and it made a sum total of crap-all difference. It still took me up to 10 smacks to the head to kill a zombie. Dropping them to the ground gave me nowhere near enough time to do a double-tap style finisher, and even if I did manage to get to them in the 3 nanoseconds before they stood up it makes no difference. Once again, unless I get lucky with some RNG, the combat is slow, boring and frustrating. Finding something to loot and having to walk backwards for 5 minutes while repeatedly stabbing zombies in the face is not fun. Why would you think it is? I've tried clubs, bows, spears, all the weapons I can make early game and it's the same. Bows are marginally better but completely hampered by the need to get feathers, so you end up with one of the other two eventually anyway.

    On top of all of this we still have the same need to progress through skills to be able to make the tools to kill them more efficiently, while still needing RNG drops to get there. Want to build a forge to make iron? You'll need an iron pipe to do that! Oh, and leather for bellows, despite the fact you're literally making entire houses out of wood, and clothes out of fibers without any sort of training. Nope, you need leather, duct tape and pipes, better get out there collecting and fighting those zombies like a geriatric.

    Seriously, this game needs to decide what it wants to be. Is it going for realism or arcade? If it's realism then give us an accurate way to build tools, weapons and crafting stations. I'm looking around the room that this PC is in and I have a metal ruler next to me, several screwdrivers on a shelf, 2 rolls of selotape, a pool cue and various other bits and pieces that I could easily fashion into a weapon. In 30 minutes I could sharpen that ruler into a point and tape it to the pool cue - boom, metal spear capable of piercing a zombie's skull. If you're going for realism them why can't I do cool stuff like that? Rather than finding a tin can and some paper in the entirety of a house. Really? I'm pretty sure that in most houses you'd find the stuff to be tooled up and deal with one or two zombies. Nor would said zombies be able to tear through brick walls in a few smacks.

    If you're going for arcade, then why is it so long and laborious to get weapons, to kill zombies, to advance? Sure, if you're going down that route I might not be able to get a decent weapon quickly, I might be stuck with stone tools, but I should still have the option of being a bonifide badass with them.

    Either way, the game feels like it's stuck in some middle ground where the challenge of the game is basically how long can you hold out before getting bored and uninstalling it. I'm fine with having to hide away from zombies that I have no chance of defeating until late game, if I have something to do until late game. Similarly I'm fine it not being realistic, having to go and loot a gabllion things and zombies to try and find good weapons and parts if I can actually kill said zombies and explore with my primitive stuff. At the moment I can do neither and it's not fun. I can't see myself playing this game again for the forseeable future, and that makes me sad because I love(d) this game.

    I'm aware that a lot of the issues that I'm highlighting here are early game, and that it does get better later in the game, but I just can't bring myself to grin and bear through it at the moment. I'm at the point of starting to make electrical traps, etc, on my current main save and I just can't do any more slow, boring grinding. Sure, zombies die quicker, but the having to manage heat, still not being able to truly do things at night, still being reliant on RNG and not being caught by a horde.. on top of the frustration with starting the save it's just marred my enjoyment.

    I'm sorry if anyone took offense to this, but it needed to be said in my opinion. I'm sure lots of people disagree, and that's cool. Have a fantastic day whoever reads this

    100% agree.
    This game does genuinely need to decide what it is it wants to do and be and stick with it then let people mod if thats what they wish.
    All this back and forth just to fix the same bugs over and over or revert, progress just to go back...

    Like its cool to explore new ideas and try new things but they are changing super core concepts and strategies that I flatly find to be very un-fun.
    I dont want a game that nobody wants to learn because its stupid insane learning curve.
    Id rather have it start hard and keep that throughout the game while adding new challenges.
    This game tends to want to say, "the hardest part of the game is literally surviving first 5 days."
    After that its basically a cake walk. All these ideas new things, trying new stuff is great... but it feels VERY stagnant in terms of actual development. (Since we keep reverting and jumping all over the place)
    Id legitimately like to hear a mission statement from the pimps about what THEY WANT TO SEE THE GAME BECOME/FINISH AS.
    Id then like for them to take feedback on that and everyone start working towards an end goal instead of just... kinda doing a bunch of random stuff that may or may not be in-line with the previously core concepts of the game.

    Again, I dont mind change.
    I do mind change that makes the game annoying/less fun.

    Like with Zeds spawning in your PoI due to bedrolls not stopping spawns.
    You cant repair concrete anyway and wood/adobe buildings are not invincible. On top of that, You can still manipulate this system by removing floors and stacking frames.
    Waste of time for any Vet player and its more assinine BS a newbie has to learn to deal with. No real improvement in the game.

    Like with item crafting taking literally 500 IRL hours to make 10,000 gun powder.

    Like how concrete takes 24 IRL hours to make 5,000 (full process)

    Even with perks, you spend alot of time just waiting around for things to finish before you can actually DO anything.


    This game needs to get optimized.
    Crafting needs to be reasonably quick so people can actually enjoy the game and spend less time standing in a base waiting on frames/spikes.
    Early game difficulty needs to be reduced and then applied to the mid/endgame which should both become HARDER, not easier as you gain levels.
    You should be able to build any object in the game that is in the game. (Like I beams are unbuildable yet still exist in the game code)

    IDK. I feel like we need less new ideas and much, much more TLC on what we do have.

  10. #100
    Reconstructionist Feycat's Avatar
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    Eeek! Honoes!

  11. #101
    Leader Aldranon's Avatar
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    It was all inevitable, IMO.

    It feels to me, that the most in-depth planning was the Starter Pitch, then subsequently one "Elevator Pitch" plan after another.
    After so many years on the same product, the Devs appear to be getting bored and are going down the adrenaline rush FPS routine, to keep their own interests up.

    Of course, high intensity FPS is where the quick money is. Tides of adrenaline junkies going from one buzz to the next, will play the game til the next latest thing hits.

  12. #102
    Scavenger Lorca's Avatar
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    Quote Originally Posted by Aldranon View Post
    It was all inevitable, IMO.

    It feels to me, that the most in-depth planning was the Starter Pitch, then subsequently one "Elevator Pitch" plan after another.
    After so many years on the same product, the Devs appear to be getting bored and are going down the adrenaline rush FPS routine, to keep their own interests up.

    Of course, high intensity FPS is where the quick money is. Tides of adrenaline junkies going from one buzz to the next, will play the game til the next latest thing hits.
    Where's this adrenaline you speak of? Haven't had adrenaline since A15. Need MOAR zombies for any kind of adrenaline rush.
    Don't get me wrong, it's a great game, but I've noticed that as the z's get smarter in this game, so the number of them goes down. Even wandering hordes are only like 4 or 5 zombies.

  13. #103
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    Quote Originally Posted by Lorca View Post
    Where's this adrenaline you speak of? Haven't had adrenaline since A15. Need MOAR zombies for any kind of adrenaline rush.
    Don't get me wrong, it's a great game, but I've noticed that as the z's get smarter in this game, so the number of them goes down. Even wandering hordes are only like 4 or 5 zombies.
    When you have a demolisher in your base where the explosion was triggered, the adrenaline level increases significantly. If there are 10 of them in the base at once then you need a good base design to stay calm.

  14. #104
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    Quote Originally Posted by Kalen View Post
    Yup, I don't love certain skills being tied to specific weapons.... mining to shotguns & clubs, farming to machine guns & fists, salvage to rifles & spears... etc.
    Same here. MM got a little mad at me when I was trying to point this out with 17. Hopefully they will see the light later - it is nonsensical to tie things together things like farming and mining with weapons.

  15. #105
    Colony Founder Ghostlight's Avatar
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    Quote Originally Posted by Lorca View Post
    but I've noticed that as the z's get smarter in this game, so the number of them goes down.
    The irony being that the smarter they become, the easier they are to handle. A zombie that would just head straight to the player, destroying every block in the way if impeded would be the most challenging (and most enjoyably realistic?) approach imo.

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