Sorry in advance for so much text. Thank you to the developers for their hard work on 2.0, and I'm looking forward to trying it. I imagine easily thousands upon thousands of hours were spent working on it, and dealing with Unity.
I'm not a huge fan of the smoothies being the temporary survival item. Both it and the biome badges aren't really thematic at all imo, especially for the wasteland. Why not something like a handmade temporary respirator for the burnt forest? Or some kind of pills or syringe for the wasteland using the cool new animations? It just seems kind of silly wacky for no reason. It's akin to the 'strength', 'fortitude', etc mods being introduced in the past. It doesn't really make sense in-world.
I'm surprised they didn't go with a equipment approach, with gathering materials exclusive to a certain biome to craft or trade for an item that allows for immunity to the biome hazard.
Really like the consumable animations. Same with the tree/clearing generation changes. Generation genuinely looked INCREDIBLE in the stream. Wilderness certainly looked more interesting. I was somewhat sad to see so many cave poi's shown, but still being poi's. I feel like randomly generated caves would add lots more intrigue to exploring the wilderness, instead of mostly just bouncing from poi to poi theme park style, and would also add some verticality to the world which would be fun- since I don't believe anything except for predetermined poi's actually really carves into the ground. Would also be fun emergency hiding places, mines, or earlygame bases, even if they were just simple one room caves.
I'm kind of hoping zombies also take some damage from storms? I think it could be a lot of fun as a risk/reward aspect the player can take advantage of to the detriment of their HP. Given the new extra strong zombies and the 1 block crawling, I think we can have them die from fall damage and take more damage from stuff like fire. As it stands, the zombies are just weirdly resistant to anything that isn't player damage, and it sort of stifles some creative methods of taking them out.
I'm still holding out hope for a quality selector for creative mode like there is with crafting. I don't think it would be hard to implement and would be a nice qol improvement.
Any balance changes regarding stuff like dire wolves? They seem extremely strong, tanky, and fast for showing up within the first week and (at least for me always) the first horde, unless you have a good gun.
the immense damage combined with the critical injury system stack the odds against using melee, with stuff like stuns or concussions just being an instant death. I'm pretty sure you also can't outrun them, they just catch up immediately and blitz the player. This isn't fun to me. They'd be just as scary if they were rarer, and were more engaging to fight rather than purely a glorified stat check, or being forced to cheese it. Given enemies don't get knocked back or flinch almost at all when hit and instead move forward(??), this makes meleeing fast enemies even more frustrating unless you stun-lock. If the perk books weren't so rng, I think the player might stand a better chance, but several of the perks are really useful, and getting unlucky not finding them can massively gimp melee effectiveness. It's sort of like the super sledge perk in New Vegas, except that wasn't RNG.
They're also broken-level quiet until they attack, with silent footsteps? The strong zombie animals just generally seem like a use a machine gun or just die situation if they get the drop on you.
Also, not sure if its a bug, but crippling/removing a dire wolf's legs does literally nothing? They still sprint at full speed and nothing changes. You can't even outrun them if they're missing a leg! I tested it, and they just run like normal right now.
The random wandering hordes sometimes having stuff like that early on seems a bit overboard too. This kind of stuff is fine in the wasteland or something, but earlygame forest/burnt forest, it seems a bit crazy.
Will we be able to shoot the frostclaw projectile? I wasn't sure in the dev stream. Would be fun.
It looked like well insulated is gone? I know it was useless before, but I was almost hoping that certain armors and that perk might reduce different biome storm damage or increase the temporary time you're allowed in a new biome, which would be fun, and align well with the current system.
I really appreciate the little icons when changing graphics settings seen that show the quality level clearly, stuff like that is just an objective improvement. I also like that the magical floating exclamation mark has been replaced!
FSR/DLSS is very much appreciated.
Also, in the future, I think adding options to hide HUD elements would be greatly appreciated. The difficulty indicator and the new storm warning indicator espescially, just for people who might like to have more of a surprise/need to take more caution when exploring. Since this is already a feature with the blood moon warning, I don't see why this isn't an option.
More roaming zombies is very cool. I much prefer them to sleepers overall. Feels a lot more accurate, instead of zombies waiting perfectly for a button press or trigger to come out of 50 cupboards or hiding in the ceiling tiles.
The mastery perks and the general tab are very nice, looking forward to that. Same with some of the perk changes I saw. Very cool.
I don't love more tanky zombies, especially when the tankiest ones are also the fastest when feral (bikers), which seems like a strange balancing decision to me. I just think it could have been done better. Maybe a new leveled variant of zombies that has extremely high bullet resistance, but dies extremely quickly to melee? Maybe enemies that get faster the lower their health becomes? Encouraging targeting and precision? I don't know.
Potential resistance to explosions and fire sort of worries me for horde nights, does that just means spam the m60 or bust? Do they have a specific weakness perhaps? That would be fun, but it seems more like they're just a stat increase. My only concern there is the game turning out in lategame akin to games like fallout 4 with a scaling system that makes every enemy a painful sponge to kill at higher levels.
I think the new resources associated with the biomes are really cool, having stuff like mushrooms being found more commonly in one biome encourages going back to scavenge, and adds more reason to explore.
Very much looking forward to 2.0. Despite some concerns, I'm going to happily play as soon as experimental releases.
EDIT: Forgot to mention, I really like the storms themselves! The visuals are really cool! The only standout for looking a tad odd was the burning forest particles seen in the youtube video posted by tfp, but that one might have been changed.
I'm not a huge fan of the smoothies being the temporary survival item. Both it and the biome badges aren't really thematic at all imo, especially for the wasteland. Why not something like a handmade temporary respirator for the burnt forest? Or some kind of pills or syringe for the wasteland using the cool new animations? It just seems kind of silly wacky for no reason. It's akin to the 'strength', 'fortitude', etc mods being introduced in the past. It doesn't really make sense in-world.
I'm surprised they didn't go with a equipment approach, with gathering materials exclusive to a certain biome to craft or trade for an item that allows for immunity to the biome hazard.
Really like the consumable animations. Same with the tree/clearing generation changes. Generation genuinely looked INCREDIBLE in the stream. Wilderness certainly looked more interesting. I was somewhat sad to see so many cave poi's shown, but still being poi's. I feel like randomly generated caves would add lots more intrigue to exploring the wilderness, instead of mostly just bouncing from poi to poi theme park style, and would also add some verticality to the world which would be fun- since I don't believe anything except for predetermined poi's actually really carves into the ground. Would also be fun emergency hiding places, mines, or earlygame bases, even if they were just simple one room caves.
I'm kind of hoping zombies also take some damage from storms? I think it could be a lot of fun as a risk/reward aspect the player can take advantage of to the detriment of their HP. Given the new extra strong zombies and the 1 block crawling, I think we can have them die from fall damage and take more damage from stuff like fire. As it stands, the zombies are just weirdly resistant to anything that isn't player damage, and it sort of stifles some creative methods of taking them out.
I'm still holding out hope for a quality selector for creative mode like there is with crafting. I don't think it would be hard to implement and would be a nice qol improvement.
Any balance changes regarding stuff like dire wolves? They seem extremely strong, tanky, and fast for showing up within the first week and (at least for me always) the first horde, unless you have a good gun.
the immense damage combined with the critical injury system stack the odds against using melee, with stuff like stuns or concussions just being an instant death. I'm pretty sure you also can't outrun them, they just catch up immediately and blitz the player. This isn't fun to me. They'd be just as scary if they were rarer, and were more engaging to fight rather than purely a glorified stat check, or being forced to cheese it. Given enemies don't get knocked back or flinch almost at all when hit and instead move forward(??), this makes meleeing fast enemies even more frustrating unless you stun-lock. If the perk books weren't so rng, I think the player might stand a better chance, but several of the perks are really useful, and getting unlucky not finding them can massively gimp melee effectiveness. It's sort of like the super sledge perk in New Vegas, except that wasn't RNG.
They're also broken-level quiet until they attack, with silent footsteps? The strong zombie animals just generally seem like a use a machine gun or just die situation if they get the drop on you.
Also, not sure if its a bug, but crippling/removing a dire wolf's legs does literally nothing? They still sprint at full speed and nothing changes. You can't even outrun them if they're missing a leg! I tested it, and they just run like normal right now.
The random wandering hordes sometimes having stuff like that early on seems a bit overboard too. This kind of stuff is fine in the wasteland or something, but earlygame forest/burnt forest, it seems a bit crazy.
Will we be able to shoot the frostclaw projectile? I wasn't sure in the dev stream. Would be fun.
It looked like well insulated is gone? I know it was useless before, but I was almost hoping that certain armors and that perk might reduce different biome storm damage or increase the temporary time you're allowed in a new biome, which would be fun, and align well with the current system.
I really appreciate the little icons when changing graphics settings seen that show the quality level clearly, stuff like that is just an objective improvement. I also like that the magical floating exclamation mark has been replaced!
FSR/DLSS is very much appreciated.
Also, in the future, I think adding options to hide HUD elements would be greatly appreciated. The difficulty indicator and the new storm warning indicator espescially, just for people who might like to have more of a surprise/need to take more caution when exploring. Since this is already a feature with the blood moon warning, I don't see why this isn't an option.
More roaming zombies is very cool. I much prefer them to sleepers overall. Feels a lot more accurate, instead of zombies waiting perfectly for a button press or trigger to come out of 50 cupboards or hiding in the ceiling tiles.
The mastery perks and the general tab are very nice, looking forward to that. Same with some of the perk changes I saw. Very cool.
I don't love more tanky zombies, especially when the tankiest ones are also the fastest when feral (bikers), which seems like a strange balancing decision to me. I just think it could have been done better. Maybe a new leveled variant of zombies that has extremely high bullet resistance, but dies extremely quickly to melee? Maybe enemies that get faster the lower their health becomes? Encouraging targeting and precision? I don't know.
Potential resistance to explosions and fire sort of worries me for horde nights, does that just means spam the m60 or bust? Do they have a specific weakness perhaps? That would be fun, but it seems more like they're just a stat increase. My only concern there is the game turning out in lategame akin to games like fallout 4 with a scaling system that makes every enemy a painful sponge to kill at higher levels.
I think the new resources associated with the biomes are really cool, having stuff like mushrooms being found more commonly in one biome encourages going back to scavenge, and adds more reason to explore.
Very much looking forward to 2.0. Despite some concerns, I'm going to happily play as soon as experimental releases.
EDIT: Forgot to mention, I really like the storms themselves! The visuals are really cool! The only standout for looking a tad odd was the burning forest particles seen in the youtube video posted by tfp, but that one might have been changed.
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