Some feedback on playing multiplayer with my friend:
Quest sharing is nice but the notifications for every quest either one of us takes is super annoying, not helpful. It should work the same way all other waypoints work, not shared until selected to share.
You can change this setting in Settings>General. Both auto-share and auto-accept. I like auto-share but not auto-accept but only with someone who I know I'll quest with regularly. Auto-accept is just a pain because everyone in a group accepts it and then you have no idea who is actually going to show up until you get everyone to reply about whether or not they are coming. But some will like both on and some both off.
Loot for shared quests needs reworked as well, currently it's not fun since there's nothing ensuring that each player gets fair amount of loot/books other than goodwill.... in a game that's trained everyone to just be a loot goblin and take or scrap everything not nailed to the floor. I think a nice addition would be that the final chest/box resets after everything is emptied from it once for shared quests as a game option.
I think that if you're playing this with a friend, you should be able to work out loot sharing. The person I usually play the game with works very well with me in this regard. And we have shared storage anyhow. Maybe one of us who loots something ends up getting the better weapon or armor or tool but since no one is rushing loot, this is just "RNG" and isn't really a problem, imo.
The trader is supposed to give different quests however I was sent to the same quests right after him 3 times, one of the times he died and it wouldn't let me start the quest for 4 in-game hours and he couldn't restart it either so I just had to cancel my quest. I started a new quest that he joined and it fixed the stuck quest on his side.
This is new so they probably have to do some tweaks. It does not work for quests that someone else took, so if you were to complete your quest and then they took a quest, it could end up being at the same place. It's a per-person thing. But it may still not be working perfectly. The timer on redoing the same quest is new and I'm not sure the reason for that. Easiest to just do the other person's quest and then come back to yours afterwards or cancel it like you did if you prefer. I think that with the POI names showing on quests now, it's not too hard to make sure you're not doing the same POI again before accepting a quest. And as far as two people doing a quest at the same place at the same time, even in A20 you had to complete and turn in (or cancel/fail) one of those before starting the next one.
General feedback:
The magazines are difficult to figure out atm. I typically don't choose which weapon to specialize in until day 4-5 but now if I don't specialize into one of the weapon perks I'm pretty SOL due to the high stamina drain of everything. Also having to specialize into harvesting tools to not have a giant stamina drain just to do buried supplies feels likes a waste of skill points due to the prior point.
Also even though it seemed like the point of the new system was to give more flexibility I'm finding myself more forced than ever to take perks that I could have done without in A20, such as advanced engineering, whatever weapon I first craft, and cardio just because the extensive running this Alpha's forcing rn.
I think this will just take getting used to. I do run out of stamina quickly but I also have only put one point into my weapon because I care about other perks more. In A20, I wouldn't even have put one point into sex rex yet, so I'm actually better off than before. But I'm using power attacks now when I didn't in A20, so I do run low far more often. After some time getting used to how things work and what order I should take perks to get the best benefit, I'm sure it'll feel no different than in A20 for stamina.
Zombies feel exceptionally sponge like, haven't gotten to play with many proper guns, but 6 power attacks for a soldier is a bit excessive even for a t1 club as that's two full bars of stamina drain. A single normal big boy took ~11 power attacks.
This seems unusual to me. Are you hitting them in their head or body? Are you sure you're making contact? I'm using a spear and I power attack once to the head, which almost always results in them being knocked down if not killed outright from decapitation. After, I'll usually just finish them off with regular attacks. This can range from a few to maybe 6 or so for most zombies. By the time I'm at higher zombies, my spear should be plenty good enough to do the same to them. I can't see needing so many power attacks if you're hitting them in the head. If you're just hitting the body, then that's the problem.
Low quality bow in-accuracy is so frustrating currently I just scrapped my bow instead of use it at all. Just because a bow quality is lower should not make it less accurate to the point the arrows fly all over the place, waver sure, but when it's leaving the bow at a 30 degree angle away from where I'm pointing it's more like, why is there even a crosshair?
That really isn't new. Low quality bows (with low quality arrows) have worse aim.
Maybe I haven't walked around enough but I haven't seen a single one of the prior sedan vehicle model. Please add them back to the mix of road debris if they're not. I personally prefer that model over the new plastic looking ones.
I'm sure that won't make a comeback as it doesn't fit with the style of the new vehicles. I like the new vehicles. I think they did a good job with them.
We're playing default difficulty but the number of ferals at night feels more like warrior. Also the amount of stacking statuses is just too high, my friend's died x2 the amount he normally does and every time has included 3-4 status effects from one hit.
The crits/debuffs are apparently bugged a bit. I've had a similar experience in one save but two other saves are not doing this. If you're not hooked on your current game, maybe start another and see if it's better. Since they know about the issue, it'll probably be fixed before very long.