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I'm playing survivalist 4x spawns (mod), zombies jog, with fortitude/knuckles. I'm really playing very carefully and picking my fights wisely.
It's rough starting knuckles with the wraps and the new zombie HP. I'm really liking it though. I'm cool with the loot nerfs.
I'm pretty happy with 1.0 for the most part.
Best of all, gear crafting is alive again.
I had fun adjusting. Being careful not to aggro too many in wasteland poi's was a new experience for me, instead of going through them like a raging bull through tissue paper like A21.
However, guns are just as easy as ever. After very carefully leveling up exclusively brawler (knuckle weapons) for 56 days, I bought a pump shotgun and, at 1 point of skill, it easy-breezes through mob situations that would be deadly with knuckles.
Not to mention, a single tier 3 infested mission still rewards more ordnance than was used by all nations in all of WW2.
Edit, forgot to mention this was on Warrior.
there are a few more zombies and the grouping is different..
but I seem to be bombing thru all the "tasks" ok some l6 tools are locked out ad need a "special" lucky bag
but other than that... it's the same ol.....
you know ,.. they might have thrown in a better F**ing intro with the nuke to set the ambiance, but as usual it's "let put loads of ♥♥♥♥♥ in the promo video" that aint even in cut scenes.
ah yes.. the non existent cut scenes...
and christ the skipping & pauses, some thing that NEVER ocured on standalone mode
now makes my Gen 12 with 128GB ram seem more like a ZX81
I am really liking the V1.0.
I wanted something like that, spawn more zombies... care to share the source/links? Thanks :)
spears and stun batons still dominate the early game like nothing.
this is insane difficulty with run speed during day and everything else nightmare.
it takes longer to get a good gun going. but once you get it going its back to steamroll everything in your path. the preacher gloves neuter all zombie hp buffs aside cop and wight and tourist. not sure COPS needed such a huge hp buff. they where a pain before already. wights deserved it kinda and tourists are now what they are supposed to be tank. slowass tanks.
infinite hordes actually mean MORE EXP. couple this with challenges. free crucible. free legendary parts and FREE EXP again. you level faster than in a21. trader progression shared also saves alot of time.
the midgame got stretched out for alot longer now. but lategame was cut shorter in exchange. you get full t6 so quick its not even funny.
but overall a22 feels way better balanced than a21 was thats for certain.
sadly you stop playing way sooner aswell. as once you got all tier 6 gear and maxed craftingstations and a gyro there is not much left to do currently. game is just over.
t5 infestations are still ok for getting tons of ammo.
t6 tough? worthless now. dont bother with them. they purely exist for the challenge now. the rewards are never worth going trough them.
i would prog trader quests at the sideline but past tier 1 complete they lose alot of priority for me in a22. finding book stores is a way bigger up than anything else.
int builds break the game still has hard. as getting the motorcyle asap is just the best for getting magazines rolling. the stun baton still beeing the strongest melee tool does further bolster this. super early game int just sucks tough. in solo. pipe baton remains garbage.
but if rngesus favors you and you get the goat baton early you just won the game. even on insane.
not sure early game nightmare insane at all times is possible anymore now tough. the zombie hp buffs make early game nightmare tourists just such a pain in the ass to get rid off.
Yeah, I did my first infested and waltz in like normal, 2 feral bikers, a feral big mumma and 2 feral cops were on my ass. The bikers were the worst, I wasn't prepared for them lol, I was 1 hp at one stage, rapidly applying bandages haha.
The only thing I really don't like is the zombies attacking through animation states. It used to occur every once in a while and you could get a good feel for which animations were "fake." Now it seems like zombies are eligible for "ghost-swipes" as long as they're not completely faceplanted on the ground. It makes melee especially treacherous for client players. I'm hosting a co-op game and I don't think I would play as a client in this version, as things stand.
I agree the game has been dumbed down and there's things I don't like, but the new stun mechanic can be deadly. There is an adjustment to how you play imho.
Play on warrior or higher with running zombies and it's more difficult than it used to be early game. Later you can craft armour and skill up so it's relatively easy again, so nothing new there.
Personally I liked the direction they had in A13 or 15?? They had more biomes, more crafting stuff, for example lvl of batteries or engines effected the crafted item, you could pick up a basket and attach it to your bike for storage, it had a lvl as well. There was smellervision, I think you still needed to build a water source for farming, kind of like darkness falls, etc. Climbing spider zombies may have been taken out though by then, they made a different challenge and were something completely different, now we have jumping spider zombies that can't climb.
There's lots of things I personally would rather, but we are stuck with this and it isn't terrible, mods will help as they start updating for 1.0.