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I agree with OP. I will not speak of the flying as I never really looked at what I unlocked... which does put a point on my main gripe: Intention versus incentive.
I think that 2.0 steps in the same trap as Airborne did; namely, hard shift in focus from puzzle based game play to combat.
Let me frame the intent:
While having cool designs and cool moves like dipping in and out of water, the few enemy types are very VERY easy to kill. To make it harder, they arbitrarily made it harder to repair. That was the intent.
All this does, is it slows down game play and not just in combat.
Secondly, to support the combat, why not put in missions to arbitrarily slow down the acquisition of blocks for some sense of progression. That was the intent.
Lastly, to support the progression, why not add gathering and crafting? As it is a game about building vehicles, two new parts were made specifically for that. That was the intent.
From a logical standpoint and being somewhat charitable to Flashbulb, this all one logical decision following the next, because the base game had nothing to shoot, yet we had guns.
While I understand it, it turned out... lackluster.
So now onto the intent part: The original campaign had no enemies, but rather simple, yet effective puzzles that kept pushing the player to come up with ever more zany vehicles to get those crazy balls to the goals. As player, you had incentive to be creative.
Tell me, how *did* you get the balls from the cliffs in the base game? You know the ones I mean. Two, set about 5m underneath the top of the cliff, over the water.
There incentive to build in either Airborne and Pioneers is virtually non-existent, bar the incremental iterations of the first vehicle you start with; with either guns, gathering or tractor installed.
Then the same process with a boat.
Then grind for the same airplane/heli/drone that you still have the build plan for from the base game.
All the while, while being arbitrarily given busywork with very little in the way of payoff.
Sorry for the long post.
Here is a potato:
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It still is a puzzle game, just that it now has only a handful of simple puzzles that scale: Simple traversal, simple traversal with passengers 1-infinity, shoot at objects 1-infinity (stationary or no; some shoot back, others need a special gun) & push a lightweight box to goal (no engineering needed).
Bland. Boring.
I've not finished the last boss yet but I got a drone like I built in Stranded and even though it only has 1 smart gun, it might even do for the last boss. If not (if it has shields, for instance), then I'll just not finish it and move on, or go help people in Stranded.
But I did like how it forces you to be more creative like Stranded as in you can only work with what you have blocks wise
THIS!
This times 895% I was literally addicted to this game pre-pioneers, I played every day for over 600 hours from the day I bought it from Jan 7th to Mar 6th, yet all motivation for this game ceased as I was bored even before I could finish the tutorial...
There is no more motivation to explore, create, or even play, they modded the fun right out of this game, I say modded because that's what it feels like, as it is no longer a game of deduction, creativity, and ingenuity, it is now yet another grind-fest, with artificial difficulty in order to block progression too soon.
They attract us with a compelling game, and ruin it with fetch quests and artificial difficulty, now the only incentive to explore is hunting for a grind-spot to mindlessly spam battles for resources, that's the new core of the gameplay now... Grinding for resources.
There are still "balancing" left to be done, judging from their road map, and I can surely guess how they're going to mod it, bolster the enemies and nerf the player to the point of turning this game into a pure slog-fest, modding the fun right out of the game completely!
My suggestion?
Quite simple, use the same map/game, and split them into modes, one called original mode, the other, grindfest mode, keep the enemies/storyline/RPG elements for the grindfest, and just the map with cleverly placed blocks/salvage for Original mode!
That way you can please the MMO crowd and those of us that was first attracted to the game in the first place!
And not only that but it makes the game much more fulfilling for when you've played the original mode to death and want a little RPG, and vice versa, when you tire of grinding and just want to build that perfect craft to finally get those bloody rocks off that cliff!
Sorry I have no potato, but I do have a tip to finally snag those rocks! ;^)
You see, THAT is what made the game so compelling, not grinding for bloody resources, as that is the bulk of the new game now...
The new map is not designed to have the same hard to reach spot that the old map has. You can't just make it a new mode and call it a day. They would need to rethink the new map completely if that was the goal.
CRAP, you got a point, I admit that I lost interest as I'm simply focused on building and did not play this new map past the tutorial, in fact I got bored during the tutorial itself!
I bought this game, and played the hell out of it because it was so compelling as one could actually use their deductive and problem-solving skills to overcome obstacles rather than some idiot boss...
But now, it's just another MMO mindless grind-fest where you have to deal with artificial difficulty impeding progress, such as unbalanced resources/mechanics instead of overcoming obstacles using your brain...
I still hold out hope, in the road map they stated that they will be balancing the game and opening up the map for the sandbox, though I would have to play the main campaign before then as I don't want to spoil it for myself.