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Now I've done SOME game development and whereas I am not an expert, I do know that the hardest part is just getting everything to work together and that adding content later in the development is RELATIVELY easy. So of course there is going to be a lot of basics in Early Access (especially only being out a couple days), then once all bugs are worked out you can start adding in additional content/model/skins/animations/blah blah. They have even stated one of their goals is to increase the map sizes.
I loved the first one and I must say that I am thoroughly enjoying this one. I think it has a hell of a lot more potential.
*Edit*
I would kill for modding support in this game.
Yes, it is possible to interchange outfits and looks. They just need to develop a customization menu. Yes, Item and weapon requirements and recipes work, they just need to start brainstorming more ideas. Yes, there IS different types of zombies (walk/run), now they can start thinking of ways to implement new ones. Yes, the combo system and item using works, now they need to actually make animations. Yes, multiplayer/netcode works, now they can develop a multiplayer menu/server list. Of course all these things are at their own priority, I'm just trying to make a point.
Its never as easy as copying and pasting an old game into a new one and adding content.
1. i didn't understand why they change what was good to something that is totally broken.
2. Why didn't they simply "test" the game before early access ?
Is it so difficult to test the game and say "hell yay, we can't scroll the missions, let's fox it ?" no, they didn't. So i'm frustrated and a bit anger regarding the game. And for most of thoses bugs, it is 2015 guys, and early access don't cover all the mistakes.
1. They are using a new game engine for this game. That was stated in one of the threads by a dev team member so there are definitely some lessons to be learned and kinks worked out.
2. Early Access is their "test" base. They even allude to that on the store page.
What is the current state of the Early Access version?
We just hit Alpha
Max level in the game is 75, Early Access max level is 30. Melee weapons have no models after level 5 right now, ranged weapons* are working up through level 30 but aren't available because the camp buildings are limited to level 15-16.
*I've been doing some digging and modding my single player save to play with all the hidden content.
Absolutely agree on this part, the keyboard controls are bad. No ifs ands or buts about that.
Open-world is definitely not a word I would choose to describe the game either. It's very instanced right now with the way the map system works. Hoping this will change but it may be a game engine or budget limitation.
In the current KBM settings, I agree that controlling where you hit is really bad. On controller, it feels really easy but many people don't like playing with one so it's an invalid argument.
I actually really like the "mini-game" for the shooting, very easy to time after awhile. I've gotten to the point where I don't need to see it to get the critical hit off most of the time. I only need to see the red aiming tracer. This is just my opinion though and it obviously differs from others sometimes.
Killing zombies by standing on cars/stairs is a physics bug that Tiger has stated they are working on ironing out. It's definitely an exploit but it isn't one that is expected to stay through release.
Zombie runners, like every other zombie, can have their attacks dodged if you run in a small circle. If you are walking toward a zombie and hold down the melee for a charged attack, you hit with the base of your guitar-axe. This is the same attack the zombies are doing but with their hands only.
Zombies gain both health and damage as you level. Infected deers are painful in packs of two but you can down them with enough shots, less than 3 with criticals. Just have to time the shots for when they are stunned after charging.
After level 15 (and because melee weapons are broken), you have to start using charged melee hits or swap to higher level guns/crossbow with the higher damage arrows/bolts/bullets.
This should be fixed today and since you're supposed to be playing with others, you really shouldn't need to farm if everyone is doing their quests. The game difficulty and craft requirements are all centered around multiplayer.
Primal Fear set, I made a suggestion over here about tweaking it.
http://steamcommunity.com/app/360170/discussions/3/496879865899409057/
Guitar Axe is unfortunately the best weapon in the game right now for melee, which is pretty sad to say. The other models aren't done yet but the weapon names/stats are there.
Character customization is coming later. You can click the Shirt icon in the Character screen to randomize your character skin (no ladies yet!)
TLDR: The game is in Alpha status and probably 15% completed for content. Quest bug is being fixed today, maybe. Combat bug is also being looked at. Also, I agree that the game is in a sad state compared to HTS1 but that was a game that was mostly complete on release. This one isn't even close to being complete.
hello there,
I must say I don't usually read all topics as I did with this one, really interesting and well organized, congratz.
Said that, i have to agree with all your points, we could add more bad points, and I'm quite dissapointed as well, but do not lose hope.
1.- i don't understand either.
2.- they wanted to earn some money in order to keep developing. Doing this they will encourage devs to keep working.
Let's see what they bring us in future upgrades.
Thanks for your answers and affored me more clarity on the dev's todo list. Could be usefull to have a roadmap and more informations about the game development.
I'm maybe too fan-boy of the first sequel :)
2. Early Access is their "testing". Developers rarely get to sit down and actually play their game, they debug but never play it, they spend their entire time actually working on the game. If they did take the time to play the entire game whenever they changed something, everyone would whine about how they aren't pushing out updates fast enough. And yes its 2015, in the past developers had closed beta testers. Here in 2015, we have the opportunity to be the testers.
Whereas I understand why you're bummed out, its nothing to get all up in arms about. Its a very fun game with a lot of potential, with a company that has proven that they listen to the community.
Thank you for your comments.
We are currently looking into many of the issues you talked about and will be releasing updates on a regular weekly basis starting with today. We looked to release HTS 2 as an Early Access Alpha so that we could get feedback from knowledgable people like you and use it to make a better game for everyone. Unlike HTS 1 which we released as a fully completed game tuned to our internal thoughts and then upgraded over the next year to the communities feedback, with HTS 2 we are looking to get your feedback at Alpha.
This means that many things are not as polished as HTS 1 at full release and some things still need alot of tuning. We do though want to make sure we polish and tune them to what our community is asking for and comments like yours help us to do it. Keep your comments coming and be sure to give us updates on how we are doing while we put out our regular game updates that address those issue you find to be important to you.
HTS 2 is a new engine and allows for many things that people asked for that we couldn't do in HTS 1. The new engine is much more complex and has it's own new unquie isses. We have been doing QA on it for over 5 months, but with the thousands of you playing over these past few days there are many things that we were never able to see happening. We are looking to address all of the critical issues you have been talking to us about asap.
With that in mind we are releasing a Hotfix patch today (we have been testing it the last few days internally) which we hope will address some of the more critical issues people have been experiencing. We are also planning on releasing on our Beta branch a build that contains both tuning and bug fixes on Friday. If that build looks good we will then push it live to the main branch next Monday.
As I said we are commited to doing regular updates and look to be working on making this the game you want it to become over the next months and through next year. We know we have a long way to go, but hope you will join us in this journey to make a great game!
-Tiger