Trader job example.
SuperMoe the zombie has been spotted near (POI) 600m SthEast, please deal with him.
Moe is larger and stronger than a normal type, and has a charging attack.
I think this could be fun, add a bit of challenge and variety and is within TFP's abilities.
Then why is survival not very hard, or rewarding?
Why then is there no real penalty for dying?
This game is a looter shooter without the challenges that make finding loot great.
Why was endgame content never developed?
You run around collecting better gear, not because you need it, but because it's the only thing to do.
You get geared up, then there's nothing to do except stuff you've already done without all that gear.
It's not quite good enough.
The information you want (what a skill actually does) is the last bit of information you get. That is the reverse of how it should be.
Each stat has about 10 related skills and they're divided up by "combat perks" "general strength perks" and "construction perks", in the same font with yet...
I've been playing with a few new players recently, trying to guide them through this game and it is not easy.
Firstly the menu system is hideous, just a confusing mess of grey squares and minimalist grey icons.
Every skill has a silly name that doesn't really tell you what it does and for some...
I started using Nitrogen for A19 and am blown away by how much better it is.
I just wish we could get the plains and boreal forest biomes back.
Wasteland can sod right off, completely useless trash biome that you never ever need to visit.
It's incredibly simple. Every single action role playing game has got this right.
Beginner areas are populated by weak monsters and have basic loot, advanced POIs have dangerous monsters and contain good loot.
The mistake is in thinking this is a SURVIVAL game. It isn't. Survival is not...
Early on i concentrate on mining, getting stone and iron, I'll do some buried supplies quests if they're close, but mostly building a starter base and earning XP mining and cobblestoning.
There's no reason to loot POI's early on, you're practically punished for trying. All there is to do is...
There's a team of people making POI's, there's more than enough houses and factories in the game as it is.
Get a tiered mission from Rekt or Joel and travel to the location, hit the "!" and the dungeon is formed, Dungeons are immutable like the trader's POI so bring nothing but ammo and healing...
What is the endgame challenge? The game gets easier every day until you quit from boredom. Joel always seems more interested in confounding our acquisition of toys than giving us a real need for them.
Can we get plains and boreal forest biomes back? Woodland is basically the only habitable...
Player's inventory should stay limited but stack sizes should be much larger in storage, perhaps unlimited.
The game has a huge problem with inventory management and this one way to help without making anything too easy