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repzaj1234

Is a balance pass coming?

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When can we expect a balance pass? or if a timetable isn't on the table are the devs looking into balancing? There's a lot of things that need it right now. Food and drink drop rate on zombies is way too high, the thirst satiation values of food need to be nerfed/completely removed from some foods like powdered milk, cereal etc. Blood and HP regeneration is way too quick, base building HP values need tweaking, coastal military areas are too accessible and a lot more. I know the devs are focused on the more glaring tasks like persistence and server optimization, but these small tweaks can really affect the game in a huge way and steer it back in the direction of being a survival game. Of course survival elements still need a lot of work, but I specifically pin-pointed out tweaks that don't require re-integration to the new engine or developing a new feature for. Why not make some tweaks and ask for feedback on the experimental push? The common consensus among the player base right now is, "Where's the survival in this survival game?"

- I asked @ImpulZ about this on another thread that got locked, just putting it out there again.

 

Edited by repzaj1234
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To give a bit more insights, balance passes are currently happening. But as you already started listing some of them above, there's several sections that need to be balanced and we cannot tackle all of them at once.

For example the recent update 1.01 focused on the rebalancing of gunplay. We implemented a good range of weapons, but combat did not feel complete, so we adjusted the values. We received a good amount of feedback, and PVP feedback is relatively fast/easy to obtain.

AI sensory will probably be one of the next focus points.

2 hours ago, repzaj1234 said:

Food and drink drop rate on zombies is way too high, the thirst satiation values of food need to be nerfed/completely removed from some foods like powdered milk, cereal etc. Blood and HP regeneration is way too quick

This part is related to the entire survival cyclus with energy/hydration and regeneration.

We do not want to try and jumpstart with radical changes to this, but will rather slowly approach it and monitor feedback (you are very welcome to give constructive feedback on the balancing of the loot economy and survival elements in the game). We are seeing a lot of discussions on this issue on our forums and forwarding the detailed info to our designers. But yeah, this includes not only nutritional values and blood restoration rates, but it is also related to the availability of food, meaning the behaviour of the central economy throughout full and empty servers. So it's a complicated topic, that were are tackling over time, while gathering data.

2 hours ago, repzaj1234 said:

base building HP values need tweaking

A different issue, that we will tackle once we got rid of the most prominent exploits around base raids, so that we can see how players actually behave once the workarounds do not work any more.

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We do not want to try and jumpstart with radical changes to this

Of course, start with smaller tweaks and gather feedback from the community. We just want to see that the dev team is looking into these issues and are trying to balance the game. 

Thank you for the response, hopefully we see some balancing tweaks in the next EXP update.

One other quick suggestion is to increase the number of zombie spawns around coastal military areas. Balota, Cherno, Kamenka and Pavlovo military areas are easily accessible so near the coast. They shouldn't be such a walk in the park. 

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I understand @ImpulZ but I also understand the expectation of @repzaj1234.

Beware of radical change is certainly a point of BI, the game at the present time, for new players to be a frustration. It should be, run, search, find, and dare something to learn. (always starving, the tension disappears quickly). So that means the game should provide a moderate entry level to not confront new ones with sheer frustration.

On the other side are the players who know the game for a long time, for them much has become normal and easy.

Add to this the developers' idea that the player should "slowly" move away from the coast. This was forced with the distribution of "Normal Loot" to "Hi Loot". That then gives the situation we have now. Everywhere something loot, and everywhere "better loot".

Solving the problem without new "features" would be easy. (Private servers can do it too). The food does not have to be everywhere. Why does the west need everything "loot" better? Why, as well as good food? A simple element is the survival, which is determined in the character with the basic needs. this "energy demand" also determines your path ... and this path does not need much thought, because food is everywhere. South, North, East, West.

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