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commanderbash

experimental 42 impressions and suggestions

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I've played a few hours on the experimental build and wanted to share my experience with suggestions

 

backpacks:

I've noticed a lack of backpacks, this was the first time I had to make a courier bag and later its improved version, I checked though 4 major cites and about a dozen smaller cities (cross servers as I had time to play) and didn't find a single larger backpack until I was at a military base, I like the scrounging for a backpack,, or at least something that makes the courier bag a feasible option, but this is excessive, I have no problem with backpacks being reduced but this is too far IMO

 

item spawns:

you give and you take away. it seems that for every new structure added, an old one ceases to have item spawns, not just decreases(though that is happening too), ceases. I like the new hospital, the police station is of an odd design, and the new shacks are nice too. and they seem full of items, but older building are spawning progressively less items, and in some instances, nothing at all, and this is on top of the plethora of buildings that never spawned items to begin with. the majority of looted towns barely had a door opened as most building are becoming a waste of time to even check. on one hand I don't want the cities filled with so many items that looting stops at the second house. but like backpacks things are becoming too sparse.

 

mags

I've found all the new guns and their cartridges, but I haven't found a single magazine for them, this should be more like the m4 where mags are much more abundant then the firearm, also with the .22 I think the ammunition should be much more abundant in the residential sector, I have only found one box of 50 rounds in all my searching. I probably have between one and two thousand rounds of .22 personally, not because I hoard it,, I just usually buy a 1000 round box when I'm running low, its cheap and plentiful, I guarantee anyone that has a .22 will have an abundance of ammo for it. and if were looting homes, there's bound to be more of it laying around. I see people complaining about the damage it does to the living dead, though I believe a shot to the face that doesn't hit a helmet should kill with a single shot, the .22 causes very little trauma or cavitation and I could only see it taking out the undead by hitting a major organ(brain, spine, heart), without bumping up shot placement tracking on the AI I find the current model practical, though I'd prefer 1 to the head or 4 to the chest  to be able to take down zombies.

 

sks

I was put in an interesting situation where I found an sks and ammo, but with the new speed loader requirement to use more then one round for the sks, I had to trade it for a blazer 95 I found, in hopes of finding a speed loader for the sks, now I liked this in the sense that the sks is probably the most powerful residential weapon you can find, but a speed loader is not a magazine, and unless you want to separate the magazine for the sks as a spate findable item, then I find this in poor taste from a realism stand point.

 

painting

 

blazer 95:the paint is used but it remains the same color, so not working

axes: not paintable, even though there was something about it in the patch

 

now for a few items of fluency I want to address

 

speed loaders

as whole  this game is overly complex, adding unnecessary actions to simple concepts, currently speed loaders work to speed up a reload by having the action bound to "r" on your keyboard as opposed to navigating the GUI and physically move the rounds to the gun, but this is tedious and incorrect to their function, when ever you press your reload key it should just reload, faster if you have a speed loader, and significantly slower if you don't, but it should reload all the same. you could set a priority sequence of what to reload a weapon with right down to individual rounds, but it should be taken out of the GUI and out of the scroll wheel as it only adds clutter and needless fastidiousness. also, for weapons with internal magazines (sks, revolver, mosin) you should be able to reload a partially loaded weapon, having to unload it to reload it makes no sense what so ever)

 

weapon fluency 

and with  melee weapons needing to be readied now, its becoming ridiculous how long it takes to do this common sequence primary->melee->attack->primary, it takes longer to do this in this game then any game I've played in 20 years. because the server needs to okay every point of this change you have to wait for it to okay the change to melee, the change to attack stance, and then the change to primary, and because the server confirmation of these changes can be delayed or lost, you can be running in circles for 15-25 seconds or so waiting for all the handshakes to occur, this puts you in a very vulnerable position when trying to strategically advance through a town. personally I think weapon changes should be handled client side, and just raise a red flag if someone does something too quickly(hack), and the axe(and other melee weapons) should be readied by default as I'm never taking it out just to look at them.

 

 

 

finally , as pure suggestion, I think that all the rifles should allow optics, you can even see the dents in the blazer 95 for a mount. optics don't improve accuracy, so I really don't understand the devs reasoning behind limiting them. and working suppressors, including one for the .22s which I think would help it carve a really nice niche of its own

 

well, that took awhile to write, to please like and comment :)

Edited by commanderbash
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I agree with the weapon readies. They take too long and are unresponsive and lead to a kiting match against zed or other players... i understand the low ready as you dont want to have someone with an axe be a threat or atleast give the a chance to lower the weap. I dont know fix it but a client side fix could have problems with lag.

 

I agree most of the rifles should have optics. Especially the .22 sporter. .22 dmg values need to be redone to reflect their real world lethality. Currently their values are that of an airgun. I too havent found any .22 mags but that could just be that people are taking them all to experiment with the guns. Im not sure if they're not spawning or not.

 

I havent had a problem finding backpacks but lately alot of pp are playing experimental so just remember every route you take to a town, someone has taken it before. Currently the spawns are setting up so that everybody has t run either NW or SW to get loot since everybody on experiemental spawning somewhere around the NE.

 

I havent had an issue with speedloaders. They work just like mags to me.

 

All weapons should be paintable but im sure that'll come later.

 

The main bugs are still there with ghosting but i like the more aggressive zombie AI. Though there are some problems with spawning. Zeds should spawn a little further  around u when u get serious aggro. RIght now they spawn too close and its obvious since u can run in a circle and keep picking up new zeds even in the middle of a field

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spot on. everything i read was true and to the point. great post.

 

 

Beans

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I've played a few hours on the experimental build and wanted to share my experience with suggestions

 

backpacks:

I've noticed a lack of backpacks, this was the first time I had to make a courier bag and later its improved version, I checked though 4 major cites and about a dozen smaller cities (cross servers as I had time to play) and didn't find a single larger backpack until I was at a military base, I like the scrounging for a backpack,, or at least something that makes the courier bag a feasible option, but this is excessive, I have no problem with backpacks being reduced but this is too far IMO

 

item spawns:

you give and you take away. it seems that for every new structure added, an old one ceases to have item spawns, not just decreases(though that is happening too), ceases. I like the new hospital, the police station is of an odd design, and the new shacks are nice too. and they seem full of items, but older building are spawning progressively less items, and in some instances, nothing at all, and this is on top of the plethora of buildings that never spawned items to begin with. the majority of looted towns barely had a door opened as most building are becoming a waste of time to even check. on one hand I don't want the cities filled with so many items that looting stops at the second house. but like backpacks things are becoming too sparse.

 

mags

I've found all the new guns and their cartridges, but I haven't found a single magazine for them, this should be more like the m4 where mags are much more abundant then the firearm, also with the .22 I think the ammunition should be much more abundant in the residential sector, I have only found one box of 50 rounds in all my searching. I probably have between one and two thousand rounds of .22 personally, not because I hoard it,, I just usually buy a 1000 round box when I'm running low, its cheap and plentiful, I guarantee anyone that has a .22 will have an abundance of ammo for it. and if were looting homes, there's bound to be more of it laying around. I see people complaining about the damage it does to the living dead, though I believe a shot to the face that doesn't hit a helmet should kill with a single shot, the .22 causes very little trauma or cavitation and I could only see it taking out the undead by hitting a major organ(brain, spine, heart), without bumping up shot placement tracking on the AI I find the current model practical, though I'd prefer 1 to the head or 4 to the chest  to be able to take down zombies.

 

sks

I was put in an interesting situation where I found an sks and ammo, but with the new speed loader requirement to use more then one round for the sks, I had to trade it for a blazer 95 I found, in hopes of finding a speed loader for the sks, now I liked this in the sense that the sks is probably the most powerful residential weapon you can find, but a speed loader is not a magazine, and unless you want to separate the magazine for the sks as a spate findable item, then I find this in poor taste from a realism stand point.

 

painting

 

blazer 95:the paint is used but it remains the same color, so not working

axes: not paintable, even though there was something about it in the patch

 

now for a few items of fluency I want to address

 

speed loaders

as whole  this game is overly complex, adding unnecessary actions to simple concepts, currently speed loaders work to speed up a reload by having the action bound to "r" on your keyboard as opposed to navigating the GUI and physically move the rounds to the gun, but this is tedious and incorrect to their function, when ever you press your reload key it should just reload, faster if you have a speed loader, and significantly slower if you don't, but it should reload all the same. you could set a priority sequence of what to reload a weapon with right down to individual rounds, but it should be taken out of the GUI and out of the scroll wheel as it only adds clutter and needless fastidiousness. also, for weapons with internal magazines (sks, revolver, mosin) you should be able to reload a partially loaded weapon, having to unload it to reload it makes no sense what so ever)

 

weapon fluency 

and with  melee weapons needing to be readied now, its becoming ridiculous how long it takes to do this common sequence primary->melee->attack->primary, it takes longer to do this in this game then any game I've played in 20 years. because the server needs to okay every point of this change you have to wait for it to okay the change to melee, the change to attack stance, and then the change to primary, and because the server confirmation of these changes can be delayed or lost, you can be running in circles for 15-25 seconds or so waiting for all the handshakes to occur, this puts you in a very vulnerable position when trying to strategically advance through a town. personally I think weapon changes should be handled client side, and just raise a red flag if someone does something too quickly(hack), and the axe(and other melee weapons) should be readied by default as I'm never taking it out just to look at them.

 

 

 

finally , as pure suggestion, I think that all the rifles should allow optics, you can even see the dents in the blazer 95 for a mount. optics don't improve accuracy, so I really don't understand the devs reasoning behind limiting them. and working suppressors, including one for the .22s which I think would help it carve a really nice niche of its own

 

well, that took awhile to write, to please like and comment :)

For Backpacks, I'm fine with the spawn rates I like having to choose very carefully about what to carry and what to discard and it makes finding them much more rewarding I got so excited the other day when I found a burlap sack as I'd been carrying a rope and sticks around for a while and had made hard decisions about what to throw away in order to keep them on me.

 

Item Spawns, Similar to backpack's they are much more spread out but again I like figuring out where to go, having more planning in the game on a hope that it works out as opposed to simply running mindlessly to the next destination.

 

Mag's and ammunition, In a zombie apocalypse these would be the first thing's I would grab after food and water, an event like this took time and those outside the area of primary infection knew it was coming and would have prepared themselves accordingly.  The mags are a pain in the ass and I do think the spawns for them need adjusting. Fully agree with being able to reload a half empty weapon provided the irl equivalent has a system that allows it like the magnum.

 

Painting is also broken for the ruger 22 or whatever they call it, when you paint one it simply says the texture is missing and leaves the gun plain.

 

Reloading is tedious for weapons without the mags/strip/speed loaders, personally I like the feel it has with me having my ammo rattling around in my pocket instead of in the appropriate loading mechanism.  I can't think of a different way to handle that, but I keep my inventory organized to cut down on reload time when I'm in this situation.

 

Melee weapons, yeah I have some bones to pick on that front too, mostly that my character will sometimes decide to stop and stand still while pulling it out. The changes in stance, are a touch annoying but I like the addition as a whole but it needs more work with the client/server communication.

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The melee needing to be raised is listed as a known bug though, so looks like they plan on fixing this down the road. My hope is that we get different stance swings and they need to animate the low stance swings still

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