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The armor sets are nice but I wish they also kept the other cloths. Less options and the loot in places feels stale and boring since what used to be random cloths is now mostly just scrap cloth.
So yeah.. mixed bag.
Same exact thing every time. With a raft in the water and a tent on the raft. And some tents on land nearby and a vehicle near that. Copy paste.
Though note that's very easy to adjust in your config files.
It's not objectivly worse, it's just more linear.
But important changes were always a thing between each major version. What else should be a "major update", e.g. dew collector ↔ glass jars
They often reduce redundancies what's in general something good. Though if you remove to many of those you also cut a bit freedom from the open world flair.
One good and recent example are the changes to the RGW creation (at default, note that you can adjust the rwg in many and important ways, like all town in all bioms and all trader in all bioms):
The more linear setup from forest to wasteland with only smaller towns at first and large cities only at very last give some progression and linearity, they also balance and slower the game progression. But they also decrease the open world feeling.
I'm currently finalizing a programm where you can adjust many of the configs with a few simple choices.
Like temperature: default, basic, realistic, chaos
or towns: all towns in all biom, default, balanced
If you want i can send you the let's say beta-programm.
Alpha 21 was more stable and less bugged. They made it worse.
It seems to me TFP hate their customers and go out of their way to make their play miserable. Unless you're a super-mega min/max streamer that knows the game inside and out, good luck to you in 1.0.
I just did a playthrough of a21 Darkness Falls mod. IMO its what the game should have become vs the dumpster fire they call 1.0 (which we all know is really just a22)
My minibike was outside full of stuff so a long cycle ride later IT WIPED ME OUT AT THE TOP OF THE STAIRS ON NOMAD MODE?! I have nearly 700 hours into this game and THIS IS STUPID. At LEAST give us some fricking warning. Not being a quitter I tried one more time and like all the other NPCs, it seems to teleport now, it's on you when you KNOW it shouldn't be, AND IT HAD TWO FRICKING DOGS AS A BONUS.
EDIT - SCREW THIS GAME I'M OUT, ANOTHER ONE WANDERED OVER TO MY TREASURE DIG AND HUNG AROUND THE WHOLE TIME THEN CAME OVER TO KILL ME. I ran backwards after taking every drug and a can of Mega Crush, everything, unloaded a dozen 7.62 form an L5 pipe machine gun with two mods, then 15 9mm from a proper pistol followed by 6 from each of FOUR mostly L5 pipe pistols before the first of three pipe shotguns *** ALL DIRECTLY INTO ITS GLOWING FACE POINT BLANK *** and it just mowed me flat.
700 hours of enjoying the Alphas and honestly it's a shock to see how much they fundamentally changed it AFTER we recommended it to everyone we know. Now I'm typing an apologetic retraction on FB.
I'm only on Nomad and it's been perfect so far, so why at L23 or so am I now being plagued by some supernatural infinitely powerful monster that I don't think is a dog suddenly?
Nomad is a very low, default difficulty easy level, I think they may have screwed this up a bit.
I should add that I personally did not like the idea of screamers. They usually appear when you don't want a fight. For example when you are busy working building a trap or changing base defenses....
I have rolled back my game to alpha 21. I hope developers more thoroughly consider different play styles before making changes to the game mechanics.
For me, coming back to the game after the mention of 1.0, and finding that the entire Events & News section of the forum where devs announce patch notes and speak with the community was blocked from anyone commenting, posting emoji's, and all old comments were obliterated. It's by far the most anti-quality and anti-community thing that I've ever seen an indie dev do and there's no clear answer why.
Hiding feedback under the rug is only going to make things worse when you eventually re-enable that feedback which the publisher will have to do if they expect to sell anything on this platform in the future at the same level that the base game sold. How can you improve if you refuse to listen to constructive criticism?
If the devs take anything from this experience. It's this: Spend more time watching random people playtest the game. If you work using 2 week-long sprints, then playtesting is used during every sprint. Real unbiased irl playtesting sessions with devs passively watching random players. Can even perform A | B testing to determine if an older version of the game had a better feature than the newer version that's being playtested.
The game is fun and THAT is why there's so much strong feedback. If you playtested more, none of these issues with confused players stating certain older versions were better. The amount of negative feedback which likely lead to the horrible decision to shutdown all feedback would've never happened if you playtested more. Take a lesson from Valve which provided lessons learned from weekly playtesting at conferences.