I am cool with every realism addition as long as performance does not suffer to much.
I’ve seen this same statement a number of times, but I’ve never seen a descriprion of what it was about the previous incarnation of the game that is missing now. This makes it difficult to discuss.[/quote]
My biggest two complaints are the seeming (keep in mind that I may just not be surviving long enough to see it) lack of advancement of the lore of the game, and that often the realism features implemented seem to clash with every other aspect of the game, and often do this for long periods of time until they are nicely melded in.
I’ve seen this same statement a number of times, but I’ve never seen a descriprion of what it was about the previous incarnation of the game that is missing now. This makes it difficult to discuss.[/quote]
My biggest two complaints are the seeming (keep in mind that I may just not be surviving long enough to see it) lack of advancement of the lore of the game, and that often the realism features implemented seem to clash with every other aspect of the game, and often do this for long periods of time until they are nicely melded in.[/quote]
And original cataclysm handled these issues better how?
I gave the current experimental a good try. Guns and magazines, which were my biggest barrier to enjoyment, feel pretty good, now.
I immediately took a liking to gun magazines. Don’t understand why people have a negative opinion about them.
Early magazines were a giant pain: to reload a gun, you had to unload it, load the magazine, then load it back into the gun.
And most guns spawned without magazines, so you could have a whole stack of unusable guns.
I didn’t mind having to take the magazine out to load, and if I had a gun with no magazine I’d just spawn them in if I couldn’t find it.
I could not stomach going through the full thread (tried a few pages, but maaan …). Just to add my voice, I like the direction the game is going, I think realism adds a lot to the experience.
This discussion always gets a bit difficult, every person has a different view or different thing they like in the game. For example, I personally enjoy the gritty part of surviving in difficult conditions more than butchering endless waves of zombies - I get a much bigger sense of achievement if I manage to survive against all odds. However I realize this might be just my personal opinion.
I think it is never an easy choice here and the devs have done a great job at balancing this out over time.
By the way, everyone talks about tedious in such a bad way, however I wonder if everybody understands that without a certain amount of this realism/grinding/tedious (or however you want to call it) they might get bored way faster. Games usually work on the idea of carrot on a stick, if you have insta gratification then there is not much to strive for and it becomes a snooze fest.
well i mean when the average lifespan of the pc was measured better im hours than days i think there was less consideration on the player for evolving, in-game lore
For the first while, magazines where CRAZY STUPID rare and guns were always found without one, so basically, all (non-shotgun, non-revolver) guns were useless, funny-shaped clubs. That’s the biggest reason I know of - it left a pretty bad taste in the mouth for those who play gun-heavy.
Strangely some people get very upset when the experimental versions experiment.
Quite clever, there, pal.
Though it is mostly a thing that well, the people upset is the result of the experimentation, and through critical thinking is the only way of making the feature better. There are whiners yeah, but there are people that know how the game works that can and do help here in the forums.
Also, there is a tendency that experimental features don’t get rolled back or remade, and sometimes not even improved, they just stack. I still want to use filthy clothes, but i don’t want to get a river and the world’s most evasive soap bar.
That wouldn’t be as big a problem if it hadn’t been SO long since the last stable - there are a lot of “core” features that only exist in the experimental at this point. If there was a new stable every 6 months, you’d probably get fewer complaints and a lot fewer angry rants/whines.
Note that I’m not complaining about it (hey, it’s free! I’m not the one doing the work!), just commenting.
That wouldn’t be as big a problem if it hadn’t been SO long since the last stable - there are a lot of “core” features that only exist in the experimental at this point. If there was a new stable every 6 months, you’d probably get fewer complaints and a lot fewer angry rants/whines.
Note that I’m not complaining about it (hey, it’s free! I’m not the one doing the work!), just commenting.[/quote]
Hit the nail on the head, I think. The other issue is that reverting to an older build, even one from last week or so, is extremely difficult unless you have a local copy. If I don’t think to backup my version before I grab the new one I can very well wind up with a broken game until the experimental is fixed.
I just had to skip a lot of the stuff because I'm not gonna read 20+ pages right now :/ But here is some of my own opinions, which I'm sure will help a lot.
what I think should be is more configurability. there is the 'simple' version, then an option for 'advanced.' Advanced goes into far more detail, split by catagorys including a search bar. Simply is more of the basics.
One of the main options should be a 'mode' type. Part of that has to do with things being 'nerfed,' so there is Nerfed mod and then the mode without it. And also an option for 'respawn,' for those milk drinkers who can't stand permanent death. Seeing as skills are capped now, one of the modes includes no-skill-caps also. With advanced mode these things can be changed even further for more customization!
Of course, advanced is visible but not in the way, and you can do a lot of changing without going in there to deal with a bunch of extra bits.
I've found that in terms of filthy clothing, it's much more worth making your own stuff usually instead of find things. That goes for more than clothing too. Why scavenge for clothing from houses and off zombies when you can make your own stuff to the point of being a modern-day knight with a flaming sword and hulkish-mutant-muscles? Or a nomad on a death-cycle with a laser-pointer crossbow? Turn your NPC friends into walking-talking-meat shields by giving them OP (but combursum) armor so you can run away in a dangerous time! Among other things.
I'm still trying to figure out the whole gun-thing now. I don't understand why my gun will work at some point and not at the other. But reloading my shotgun multiple times is really annoying. What's the point of that? I should change to something like - 'reload all the way?' or just assume you want to reload all the way and if you stop doing that task it is only partially done.
NPCs are much better, and I like the idea of them needed to eat and stuff. it makes sense. BUT GET YOUR OWN WATER AND FOOD YOU LAZY BUM!! I have some ready nearby you idiot! You should also be able to teach your followers stuff that YOU know. You should be able to give them a command of scavenge stuff for yourself that isn't allowing them to pick stuff up!
I have found the game be a major pest when I'm trying to do something that takes a long time, (Like dissasemble thread) Becuase it keeps coming up with something like: "You spot a zombie nearby. Stop crafting?" No. Never for a regular zombie when I have 10 dodging skill. They LITERALLY cannot touch me and I don't care about a hundred of those things trying to fight me. There needs to be an option of 'ignore everything?' or 'ignore everything unless hurt by something that is not poison/coughing ect.' I can't do anything about me coughing right now, and it doesn't matter enough to me either!
Expiramental is the new stable...
That thing needs to be fixed where missions keep breaking because of the fact that I'm TRAINING.
Is there a flaming zombie? There is an acid and a spitter, why not flaming? Honestly I'd hate that but still...
There should be a way with the tailors kit to modify clothing so that it give environmental protection also. You can give it warmth and defense, but not enviro-protection?
That wouldn’t be as big a problem if it hadn’t been SO long since the last stable - there are a lot of “core” features that only exist in the experimental at this point. If there was a new stable every 6 months, you’d probably get fewer complaints and a lot fewer angry rants/whines.
Note that I’m not complaining about it (hey, it’s free! I’m not the one doing the work!), just commenting.[/quote]
I agree, not having a stable version with the gigantic amount of quality of life features present in the experimentals seems to be the cause.
Once you play the experimental version, it’s tough to go back to 0.C. Sure, you can try and identify an experimental version that is relatively stable and use that, but then you miss out on newer features.
[quote=“Thwap, post:1, topic:12504”]The magazines, the filthy clothes, the boom cranes, the book learning nerf, now I see on Reddit that electric motors are nerfed, and I’m pretty sure I heard solar was nerfed more at some point.
By the way, how is this “SOLAR ELECTRIC A FAD, GASOLINE REIGNS SUPREME” business supposed to be justified decades in the future? Is this game taking money from Exxon or something?[/quote]Solar panels on a regular car MIGHT be enough to power some of the auxiliary electronics, like a GPS. I don’t know if it will even be enough for the internal car electronics (like the ignition system). Solar power does NOT work well on a small scale at all and a “solar panel-powered car” is kind of ridiculous. Expect to need a small solar farm to power something like a Tesla in real life.
Point is, this game has been run into the ground with neckbeardy “realism” fetishism, and there’s no real reason for anyone who isn’t a Dwarf Fortress enthusiast with OCD to bother since interesting content additions have been inversely proportional to pointless crippling nerfs for ages now.I’ve had few disagreements with the game mechanics, with perhaps the exception of how installing/removing some things is so “difficult.” I have no formal electronics training, but I could easily figure out how to wire a solar panel. This game makes it seem like rocket science.It’s not even worth lobbying for changes or worrying about mods at this point since there are just so many nerfs and sources of tedium running so deep now. It’s all reached critical mass.
Myself and the couple people I know who play this have a late 2015 experimental backed up in a couple places and at this point we effectively consider it the final version. I don’t even really have anything to say except this: Grats on running a great game into the ground.A year from now when NPCs still suck and all those portals still lead nowhere, and you’re busily implementing a realistic toenail growth and trimming system, remember this post.
Adios.
Man, i think of solar panels as a really fun way to get a different kind of gameplay from the cars, rather than having fuel hotspots you gotta have some planning because of the limited energy reload. Sadly they got nerfed due to realism. Got a fun mechanic away. I hope they buff themone day! After all it’s the future, with flying robots and stuff. Would be fun.
You can mod out solar panel by increasing its “epower” value in vahicle_parts.json.
I remember when cooper first came out I had me a solar powered death train!
forget about zombies, it could crush cities, it was hilarious… ahh the good old days
now we are practically limited to building what amounts to a light tanket, what is wrong with the world when you can’t build a moving sky scraper when you want to!
and don’t tell me its not realistic! its already been done, behold 7000tones of rolling death to zombie kind!