White-Gandalf
Refugee
After starting the first A18 trial and overcoming the first hurdle with abysmal fps, it looked promising at first:
But then the disappointments accumulate:
Well: At this point i temporarily give up.
- The concept with the simple predrawn biomes picture for RWG is a functional workaround for the moment to get a sensible world structure.
- The landscape structure in RWG is rather nice - at least in comparison to A17.
- The new icons are nice. Not necessary for playability, but nice.
- The block shape switching concept is the one best thing about this alpha in my opinion.
- The weapon swinging concept is promising. Not ideal, but better than A17.
But then the disappointments accumulate:
- The graphics performance goes down every now and then without any recognizable reason. You have to go into the video menu to switch ANYTHING forth and back for the graphics engine to calm itself. It's obviously bugged.
- The loot list 25 is seriously meant to be so? In difficulty "nomad", you have to impact about 5 arrows into one single of the most simple zombies to get him defeated (not to mention any of the more difficult ones). So you have to find two birds nest PER SIMPLE ZOMBIE?!? You have to find 20 birds nest for one of the most simple POIs to be cleared out? Let me guess: You want to deprecate ranged fight with bows alltogether, but you didn't want to say that openly, am i right? For comparison: You find A LOT more ammunition than feathers. Which you cannot use, obviously, because you miss the correspondent weapons.
- The "rage" concept seems to contradict the previous point: Since you are unable to avoid being hit in melee combat because of the rage, you are forced to use ranged combat to weaken the enemies beforehand. But you have to invest a whole day in gathering enough feathers for one single most simple POI.
- The gardening is completely screwed: Multiple people with multiple different and antagonal ideas worked on the matter so that the descriptions contradict the facts in the xmls. You ones again have to comb through the xmls to become able to at least get an idea of what concepts may have been in the minds of the developers. There are ways to implement changes "incrementally", you know?!
Well: At this point i temporarily give up.