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2. It's a non-issue after the first week or so. Not sure how you're playing, but i had no issues with water, either for drinking _or_ crafting. 75 rolls of duct tape for a drone, sure, no problem. Took 4 days of in-game playing.
3. It goes away and minimizes into the corner. I wouldn't call that "in your face", but I've noticed people are triggered by nearly everything nowadays. I like the fact that all the POI's have names, even the forest ones on the outside of towns. Now we can actually use those names to discuss a specific POI. Plus, some of them are funny. Like the one that's the combination of the names of 4 tech billionaires.
4. Having to go to the exclamation point? best thing ever. That way you get a chance to realize the POI you'll be resetting is your _own_ base, and if you do, you will LOSE ALL YOUR STUFF. Plus the names from #3 help you tell that too. In my current playthrough, if I see wrango barndo, or senor dragos estate, I decline that mission immediately. One is my base right next to my main trader, the other is horde/main base.
But if i want to progress in crafting and need a recipie, i have to, to increase the chance to learn what i want to craft and not some random stuff i dont need, so theres no real difference (expect that i cant control anymore properly what i want to learn) IMO. And more: we could random find specific recipies without one point in the skill (Like: Recipie for Coffee) this is gone too, i have to read x Magazines or i will never be able to do this. (Maybe coffee wasnt the best example here, but im sure you know what i mean)
They have chosen. Like it or not, they have decided how and where they want the game to go and it really doesn't matter most likely, to them, if we like it or not. They have their collective eyes on Gold and really are going to finish the game.
The magazine system is what they want in the game, it provides a sure flow to the game play and creates little ticks of Dopamine for the player which makes the player enjoy the game more. Personally if they want this system to work, if you die you should permanently lose some magazine knowledge. This would create limited need for said magazines and also cure the 'it's easier to just die' problem.
They changed the water to create a loop so the player had scarcity, which adds value and need to water. They don't care if it makes sense. They want streamlined and a closed game loop.
The challenge rating was added to make the game more accessible to new players. Instead of providing a sure protection for the player who doesn't really know the game they decided to put the red skulls in to indicate difficulty. This dumbing down was done to make the game easier for new players. That's it. Just like Oblivion/Skyrim dumbed down the skills and armor. Makes the game easier for new players to jump in and have fun.
The POI management with quests insures you have a reason to go into a POI. So they have it reset. /shrug. I guess they could put a timer, which would be started on a POI when you loot the end boxes. You wouldn't be able to initiate the Trader Quest Mark if the timer was ticking. But that would kill game flow so I doubt they will do it. Besides, the logic is each POI is NOT unique so it's a moot point to try to limit clears.
So basically, in short, they have decided to lean towards Accessibility and Arcade more than survival. Good paced game flow and predictability within a semi random system. I expect even more changes in the near future now that they have nailed down how they want everything to be.
Is it disappointing? Yes. I liked it when it was a survival sandbox more. But hey, there are overhaul mods. So it's fine, at least for me anyway.
So, sit back and enjoy the aspects being missed by rushing for that crucible.
This reminded me of when we had to have a schematic in our inventory to craft some items. If you died, you took a permanent hit to health, stamina and crafting ability, you had to build your health and stamina back up and put more points back into things you had learned to re-learn them. what was that A14?, A12? I don't remember, I think it only lasted one version, it was gone by A16. I just remember it was far more dangerous back then to trek across the map to get your gear back, but it was a pain to find the schematics needed to craft new stuff.
The new magazine system seems to be a hybrid of the old learn by doing (needed 100 points to level the skill) and the schematic system (you had to find schematics to craft/unlock the recipe depending on the recipe). I hate that they have moved away from sandbox style to Looter/Shooter style, I dislike those games and personally I feel that they have disrupted the flow of the game in A21 and made it less fun moving to this style, but at least this game can be modded.
I agree that adding the Skulls to let you know how hard a POI is going to be to help new players was a good idea, but Like OP I wish I could turn it off (And the tutorial). If I'm going to have to enter a building, I like not knowing if I can safely enter it.
I will add another one: loot quality tied to the player progression
It was fun and exciting when there was a chance to find something valuable early on.
Water initially is a pain, but one cooking pot later and a few POI's done, and you will have enough water to drink, a few collectors and you will be stocking up on drinkable water, heck I buy a water cool to place in my pad just to hold water stacks.
Fair enough the POI name and skull tier system is arguable, some like it some don't, I personally don't find it an issue, but can understand why some do.
A fair point, I do find the quests a bit too powerful and accelerate progress too fast, you end up with items far up the tier list way before you can actually craft said items... like having sledge 5 unlock but you been rocking a iron 3 sledge for a while.
I would suggest TFP consider limiting the number of quests a player can accept to 2 per day, out of the usual 5 offering per day per trader.
This would limit how many rewards you can 'farm' and leave you with time to do some freelance work.
My opinion.
OP's post was a fair point, and well made but I offer my counter opinions.
EDIT: Removed the quote and my comment regarding the quote as both had no bearing on the topic
fr this alpha is so bad. Zombies hearing you thro hundreds of walls even when ur crouching. Only 90% 60fps on 3070 and 4060. Only way to survive is by finding magazines so u can learn a skill. Sad.
I find that the magazine system is a vast improvement, making crafting much more organic and it feels good. Sure, needs some tweaking, like the wild trader reward that invalidate that branch, but hope that they keep improving it.
Water, finally is an issue with the new changes, at least at the beginning.
The skulls? Weird thing to complain about, but there are mods to remove it.
And about the quest, if don't like double looting, don't do it. D'oh. Anyways, who do that? Is pretty boring imho.
For me is as if the dev team finally is starting to get it right, since A19.
Hope that they keep improving the game.
Of course, there are things that I don't like (farming for example), but overall, the game keeps improving with each of the latest alphas.
This. Perhaps not the perfect system, but it made the whole "useless unless it is a pipe machine gun" addition to the game pale in comparison (at least in the fun category.) It made a long term goal, finding each weapon (even if it was the same overall ql as what you had) exciting / fun as there was a chance you could improve what you used. It was a meaningful progression that integrated well - early game you could use a low ql weapon and all that ammo. Mid game you had a better weapon and by end game you were pushing top tier - all through your efforts not a simple shopping trip to a trader . . .