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Thread: Quick guide for those still struggling in early days of an A17 game.

  1. #31
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    Quote Originally Posted by Zourin View Post
    You don't really need heavy investment in intelligence early on. You can get by just fine repairing your stone axe and eating charred meat and boiled water. You don't get much, and those points can be valuable for a particular build.

    There are three critical things starting off:
    1. Prioritize what you need, and stick with it. Do you need materials to build? Focus on it. Do you need to work for the trader to get some early tools and antibiotics? Focus on it. Do you need to scavenge? Stick with it. Avoid becoming too distracted with everything in front of you. Have a dump chest and save 'inventory sorting' activities for nighttime. Getting distracted often means picking up too much loot, which inevitably leads to overencumbrance, which wastes daylight. Pick up only what you need, and avoid sidetracks or aimless waffling.

    2. Prioritize who you want to be. Spreading your perk points thin may help early on, but it can sabotage obtaining higher tier perks. EVERYTHING looks important, but what you don't realize is that you CAN do without them by compensating elsewhere. Why cook when you can earn dukes to buy pasta from all those random vending machines? Why get Boom Headshot if you want to be a stealthy-boi when you can focus heavily in Hidden Strike, Shadows, and Ninja Movement? Do you want to be a builder, a melee tank, a ninja looter, a run-and-gunner? Focus on the key skill combinations that fits your build first.

    3. Always have a way out. If you hear an angry zombie and you don't know where it is, back out. If it's BM night, have an accessible plan B location if your defense plan fails or isn't done. If you focused on priorities, you should be ready.
    I can't deny your sage widsom here, but again, this is just a guide for someone who is having problems transitioning from A16 to A17. Probably the first thing people miss first is going to be the more open crafting availability that A16 had off the top. I'm not saying max out INT and only focus on that, but being able to craft things such as a forge, better weapons and tools than stone, and a better form of conveyence such as the bicycle before the first BM comes will be a huge help for those struggling. You're right though about focusing on what you need. Every seed is different and every spawn point is different, which will ultimately dictate your opening shots as to where points are allocated, at least for the first 20-30 levels, as well as how you proceed with your methodology of survival. For those of us who have been following the bulk of the updates as TFP have been releasing then, we were fairly prepared for what we were about to step into. Those who haven't are in for not just a few rude awakenings. This was written more for them to help soften the blow and offer some hard learned lessons.

  2. #32
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    Quote Originally Posted by Kalarro View Post
    How so? I went directly for it on the first game I started. Second one I completly ignored. Why? Because I always loved to improve the quality of what I carft.... Until a17 made quality useles until mods.
    Im lvl 16 and still dont have a single mod.
    Why do I need intelligence?


    I wouldnt play this game then. a17 has great things. But the general idea of a17 is focusing the game on combat. And Im totally hating it for it. This games combat is absolutly not the strong point of the game. Much better games out there for that. If I were do like you suggest, I would just stop likeing the game. But you are kind of right, so yeah, Im pretty sad about the direction the game is taking in a17
    Well, perhaps don't go bonkers with INT, but at least get enough to get a forge, bicycle, iron tools...you know, the staples of getting started. Don't worry so much about item quality since it only affects durability at present. Do however focus on developing the facilities you need if you are planning on having some sort of base.

    As for the BM base building, I probably should have been more specific. The first couple bloodmoons, unless you are a very talented base builder and know how to correctly counter the new AI, it's doubtful you'll have the materials, strategy, and crafting levels to create something that is going to be creative and durable enough to survive. However, as you progress in skill and learn the dirty tricks of the new AI, I strongly encourage building and testing designs that will hold up. I just don't see the point in wasting valuable resources at first when they are the most scarce on something that will be blown up within the first few minutes. For the first 14-21 days I would say play smart, be flexible, work at a stock of resources, and focus only on what you specifically need to keep your gamestage low to help survive.

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    Quote Originally Posted by Ldog View Post
    Damn, and here I go scrapping them like mad since they're free wood. Didn't know about doors, but wood frames cost 2 and burn as long as 3 wood.

    Just in case some people don't know, you can burn plant fiber in a pinch. It doesn't last long but it's plentiful.
    You can burn most anything that has some form of organic component. Pretty much anything with wood, paper, coal, plant fibers, etc etc. Never a bad idea to burn what you don't need when wood is scarce, but then again, that would almost be too much like survival wouldn't it? LOL

  3. #33
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    Quote Originally Posted by Zourin View Post
    Here's a challenge for you:

    Load up a new game.
    Only put points into Agility perks.
    Survive.
    Agility is going to need some serious buffs before that is viable for anyone except hardcore masochists. I suppose it's doable, but you're pretty much going to be a nomad that uses strategic and critical thinking instead of brute force to get what they need...hmmm, thinking about it now that would actually be a pretty dope playstyle. Gonna try that soon.

  4. #34
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    Quote Originally Posted by Skeeter63082 View Post
    2: Intelligence helps a LOT.
    3: Fortitude helps you survive
    4: Agility isn't bad either
    My tip would simply be 'invest everything you can into being able to kill zombies as fast as possible, because you will level faster, so everything else you need snowballs from that'.

  5. #35
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    Are you guys sure that Int increase XP rates?

    The xml looks like this:

    Code:
    <!-- <passive_effect name="PlayerExpGain" operation="perc_add" value="0.0,0.40" level="1,9"/>
    <passive_effect name="PlayerExpGain" operation="perc_add" value="0.5" level="10"/>
    <passive_effect name="PlayerExpGain" operation="perc_add" value="0.52,0.70" level="11,20"/>-->
    Hope that doesn't ruin the placebo for you guys

  6. #36
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    Quote Originally Posted by PeskyPomelo View Post
    Are you guys sure that Int increase XP rates?

    The xml looks like this:

    Code:
    <!-- <passive_effect name="PlayerExpGain" operation="perc_add" value="0.0,0.40" level="1,9"/>
    <passive_effect name="PlayerExpGain" operation="perc_add" value="0.5" level="10"/>
    <passive_effect name="PlayerExpGain" operation="perc_add" value="0.52,0.70" level="11,20"/>-->
    Hope that doesn't ruin the placebo for you guys
    Well, the description says it does, but I wasn't paying the closest attention to the numbers. This is disappointing. It would seem that int is mainly just for crafting with some quest and treasure hunt perks on the side. I'm guessing that it's an oversight from TFP.

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    Quote Originally Posted by Ghostlight View Post
    My tip would simply be 'invest everything you can into being able to kill zombies as fast as possible, because you will level faster, so everything else you need snowballs from that'.
    I only have one problem with this. The faster you level, the faster your gamestage increases. That means more ferals faster, more cops, feral wights, and irradiated zombies on earlier BM, and less time to build a defense against them. If you plan to make a stand on BM, then this might not be the best option.

  7. #37
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    My point is that the whole part is commented out, so it doesn't apply in game =)

  8. #38
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    Quote Originally Posted by PeskyPomelo View Post
    My point is that the whole part is commented out, so it doesn't apply in game =)
    It seems to increase xp from everything except killing z's. You start out getting like 10xp or something from searching a birds nest, later on you are getting like 107 xp for the same thing, even harvesting a decent farm gets you 1000s of xp later on but I am only assuming it is the increased intelligence that is raising that idk for sure.

  9. #39
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    Quote Originally Posted by PeskyPomelo View Post
    My point is that the whole part is commented out, so it doesn't apply in game =)
    I saw that. I meant that I wasn't paying attention to the numbers in the game to see if they were actually being increased. And that this could have been an oversight by TFP, or possibly this is vestigial code left in and this mechanics is controlled from elsewhere.

  10. #40
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    Quote Originally Posted by Skeeter63082 View Post
    I saw that. I meant that I wasn't paying attention to the numbers in the game to see if they were actually being increased. And that this could have been an oversight by TFP, or possibly this is vestigial code left in and this mechanics is controlled from elsewhere.
    Ah sorry! I see what you mean now =)

  11. #41
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    Quote Originally Posted by Ldog View Post
    Ok cool, I will start switching over to them. They were so useless before I never used them.
    Damn that's a good haul for ammo by day 7. Shotgun messiah boxes?
    When you scrap or sell a gun you get the ammo in its clip back, so I'd scrap all those pistols I found that were worse than what I got, and cancel the scrap before its done, takes the 15 ammo out of the pistol and gives me the pistol back. You can find a crapload of pistols in tons of places.

  12. #42
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    Quote Originally Posted by Captivating View Post
    Not sure if anyone's posted this yet, but one thing that's helped some for me is not using wood or coal for campfire, forge, or chem lab fuel. I used to craft wood logs in a16 but now I just craft up secure wood doors. It takes 4 wood to make them and they give 5 min burn time each which is more than what just the 4 wood adds up to. Also, though I haven't started crafting ammo yet, I'd imagine that coal is more useful for gunpowder if you can afford to save it.
    Wood frames use 2 wood, and if I remember right burn for 2 min 30s, so thats an option to use as well.

  13. #43
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    Never stand still on BM and your base will survive.

  14. #44
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    Quote Originally Posted by carbonkid View Post
    Never stand still on BM and your base will survive.
    That used to work pre-A17, but now zombies will target the weakest point that provides a path to you. If you have a damaged block or a door with less hitpoints than the walls, they are still going to target that are as long as they numbers in the path to you don't otherwise change. Now if you had multiple rooms/trap configurations set up and continuously changed rooms and floors then maybe that would have some bearing, but even then I predict the destruction will be severe until you can propertly reinforce and engineer something that can trick out the AI.

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    Quote Originally Posted by Scyris View Post
    When you scrap or sell a gun you get the ammo in its clip back, so I'd scrap all those pistols I found that were worse than what I got, and cancel the scrap before its done, takes the 15 ammo out of the pistol and gives me the pistol back. You can find a crapload of pistols in tons of places.
    Scrap, sell, or if a gun is Tier 2 or better, modify. I typically scrap tier 1 guns on the early days just for the mechanical parts that will come in very handy. So much easier than going out and scavenging them since guns seem to be more plentiful than zombies in the A17 universe. Then I'll get a bunch of Tier 2+ guns together and then just click modify on each one after another. This is by far the best source of ammo in the game right now with the sheer amount of guns you find, and mostly all low tier, 2 or less. Pistol = 15 9mm rounds. SMG = 30. I've also noticed that AK-47s have had a hell of a drop rate increase, and those are 30 of the super yummy 7.62 rounds each. Strip them out of there and pop them into my Marksman Rifle with 4X scope, mag extender, bipod, and another mod...I forget what I was using last. All those AKs have been feeding that beast for quite a while.

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