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in my opinion I feel that the slow pace is good for the development of the game, the devs aren't being rushed and it's more likely for them to produce their best work and avoid burnout from working on the game day in and day out.
To me I never survive particularly long and the difficulty would definitely drive some people away from the game, but for me I'm always brought back due to the allure of long term survival and reaching my goals I've set for myself in-game.
2. Just wait. Think the most important thing is that devs already know that it's a highly desired feature. Personally think what I want more than NPC atm are changes happening on the map that impacts the way I loot, or where I go. Would definitely like improvements to the way zombies move around and all that too. They should be more unpredictable.
3. Think it would be best to prioritize base building. Lots of downsides and bugs with it in its current state IMO. Not trying to discourage the nomad life.
4. They should develop whatever they want whenever they want. Totally understand people getting impatient but it's sad to see how many brush off the kind of work they've been delivering.
5. Learning curve isn't all that bad really. I can see skills tripping people. Sure, players will struggle to survive but it's not like things are super complicated. I do think more insight to moodles and display how exactly they affect your person would go a long way and demystify many things. I still don't know their full effects and tend to forget after long breaks.
the difficulty is customizable and that's all the handholding the game needs. if anything, they need to make the final boss of the game easier, AKA late game boredom
2. I would rather have animal npcs that contribute to the crafting system that will prolong my game with more sustainability, over human ones. I am rather indifferent about human npcs.
3. I have no opinion on
4. For me personally I find the development speed fine, it works in my favor as i am usually playing many other games. If i am being honest im not ready for 42 to release yet due to that factor.
5. I don't like hand holding in games and i think alot of games now a days do that, i find it annoying. I think its extremely rewarding figuring things out on your own or getting involved in the community and asking there, i find it pretty wholesome new players coming to the discord asking for help and info and watching the "veterans" help them. As far as the learning curve there are settings in the game that make it more tolerable but youre still going to have a difficult time until you learn to get combat down.
I play mostly multiplayer though, so I don't feel like it needs them tbh.
All the other changes in the coming builds look quality though.
Broken tile rendering
Broken PVP
Broken PVE
Most of this claimed to be "addressed" in the next build...
If it wasn't a mod friendly sandbox no one would keep playing haha
2. They don't want to do NPCs until they can do it right. Given how much they do right in the weeds of every update, I'm excited to wait. The massive crafting upgrade alone makes it a lot easier to wait. Also all the stories of unexpected horrible things happening to farm animals yet to come.
3. Which side of it are they failing on? Did expanding the map in a huge way enhance just one or both? Did cars enhance just one or both? Will the 42 upgrades to both stone age and more modern crafting enhance just one or both?
4. The original EA game was sprites and one kind of ugly, nonsensical town. Yeah, it's been a few years but I've seen no other game have this much dedicated development post EA release. No other game in my Steam library has gotten this many hours out of me, sometimes with months-long breaks until a new update or exciting mod hits and it's like a fresh new game.
5. Default difficulty (Apoc) is not so much intensely hard as it is severely unforgiving of mistakes, impatience, and hubris. In other words, it's a zombie game that zombies like a zombie movie. I encourage new players to try their hand at Six Months Later in sandbox mode, not because I'm a sadist, but because it very quickly helps you get to the brass tacks of what really matters and what doesn't in terms of strictly surviving. Then you can have more fun with trying to get to the surviving in the long term aspects of the default difficulty with less confusion about whether it was you that killed you when you inevitably do that.
1. Realism makes it more fun. Being too "gamey" often works in detriment, depending on the style of game. Zomboid would suffer if it focused too much more on "gamey" aspects.
2. Wait
3. This is... what? Why even consider focusing gameplay balance and mechanics to focus on one over the other?? That would take AWAY from the game, like cutting the arm of someone who didn't need to.
4. I seriously don't understand why is it an issue that the game is in Early Access.
5. Steep, could be more steep. Leave as is