Steam installieren
Anmelden
|
Sprache
简体中文 (Vereinfachtes Chinesisch)
繁體中文 (Traditionelles Chinesisch)
日本語 (Japanisch)
한국어 (Koreanisch)
ไทย (Thai)
Български (Bulgarisch)
Čeština (Tschechisch)
Dansk (Dänisch)
English (Englisch)
Español – España (Spanisch – Spanien)
Español – Latinoamérica (Lateinamerikanisches Spanisch)
Ελληνικά (Griechisch)
Français (Französisch)
Italiano (Italienisch)
Bahasa Indonesia (Indonesisch)
Magyar (Ungarisch)
Nederlands (Niederländisch)
Norsk (Norwegisch)
Polski (Polnisch)
Português – Portugal (Portugiesisch – Portugal)
Português – Brasil (Portugiesisch – Brasilien)
Română (Rumänisch)
Русский (Russisch)
Suomi (Finnisch)
Svenska (Schwedisch)
Türkçe (Türkisch)
Tiếng Việt (Vietnamesisch)
Українська (Ukrainisch)
Ein Übersetzungsproblem melden
Yea, all games peak when first released and then slowly decline. Of course there are a few unicorns like GTAV, but that's the exception not the rule.
Player counts decline when people complete all the tasks, they get bored, they refund for various reasons, or they get banned for cheating. A patch or new content is released and numbers rise before starting to fall again. It's the natural sequence of 99% of games.
No surprise to me. If gamers didn't lose interest and move on we'd all be playing Pong.
If GZW devs dont abandon and keep delivering like EFT did for almost a decade now, I see no reason why both cannot co-exist.
I remember back in 2018 EFT's netcode was so bad that hits were registered with 30-60 seconds delay... They all start horribly, the only worthy ones are those that do not become abandonwere and eventually shine.
Its all in devs hands. They can either cashgrab and run or they can endure and deliver.
Came at this from ARMA 3 and REFORGER...
If you see folks sitting still in FOB, it may be the same reason I sit there... reorganizing my inventory or adjusting weapons, gear etc...
I always seem to be waiting for the next chopper to quit transporting others before my squad can deploy to LZ.
GZW is very challenging... Graphics are very very important for spotting AI BEFORE they spot you... I run a pretty good card and it took several adjustments to achieve fair to middlin' clarity in vision... my biggest issue was the same as I encountered with Ark2SA ...too much light reflection OFF EVERYTHING... even things that in REAL LIFER don't actually reflect light like blades of Grass and NON shiny leaves on flora,,, and objects that absorb light not reflect.
Basically the LIGHT PHYSICS are much better than early game engines but still NEED serious adjustment... I can not remember exactly the changes I made and individual systems will have to be tuned to USER preference... I helped my friend adjust his but he has a different rig so his settings were slightly different.
The gameplay is highly challenging and akin to Ghost Recon and others of that ilk... Running and gunning is a sure way to find out how difficult medical healing system is and will relieve you of your gear with a quickness...
My recommendation to first time players is to creep and learn how to spot the AI... it is not easy... often you will see only a silhouette or bushes moving... they however have EAGLE VISION and will end you in a heartbeat.
Silenced weapons help considerably but are not guaranteed to keep you hidden from AI.
Ammunition is very critical. in early stages SP will be adequate but require many hits, FMJ works much better, HP 9mm is good for Headshots (don't miss).
HPBT 556 is very effective for early game but AP will be a must later.
I would like to see the TK issues solved... my suggestion is that you CANNOT TK members of YOUR PMC... it would eliminate a problem with scumbags stealing gear..