Minandreas
New member
Just a couple opinions from the Alpha 17 experimental:
1) I'm still not a fan of just how many sleepers there are in every single building. I really wish that sleepers were more the exception and not the rule. I don't enter a POI with a sense of caution and alertness as I try to loot and scoot. I enter it like Rambo, ready for the inevitable 5 minute battle royal. It gets old and makes every looting experience start blending together regardless of how different the POI might be. Still holding out hope that this is a direction that will ultimately be rethought and adjusted. If nothing else, at least make some sleepers dummies. They never get up. So it at least introduces SOME uncertainty.
2) Hand in hand with the first point, I don't like how the leveling system encourages me to be Rambo. I think a pretty fundamental rule of survival would be "Don't be Rambo". The game is feeling more and more like an action game than a survival game. Hunger and thirst systems are great and all (the new additions to those systems are great btw), but any progress that makes towards creating an immersive survival feel is lost when I feel I have to intentionally go play Dead Rising in the nearest POI, not because I need more food or water or a crucial schematic from the world. But because I need to grind the blue bar on my hud. I don't want to slip in to the WoW grind mentality in a survival game.
3) the way loot from Zombies is handled is really awkward. I'm not sure what prompted the changes, but I know I don't care for this new system. It's unintuitive and clunky and can really make the flow of gameplay stumble hard. But I won't say much more than that as I have a feeling this change was made for technical/optimization reasons.
4) I was worried that the dungeon ready building thing would be taken too far, and I feel that worry has been justified. There's a sense of immersion that's really been lost in this alpha. So many buildings feel so blatantly hand crafted it's jarring. Towns feel like some sort of strange dungeon select menu rather than organically dilapidated buildings left after a zombie apocalypse.
All in all so far I think a lot of great work has been done on A17. Lots of great system level progress. But in terms of the over all feel and direction of the game, it's actually moving backwards. At least in my tastes. But maybe the vision for the game just isn't for me in the long run.
1) I'm still not a fan of just how many sleepers there are in every single building. I really wish that sleepers were more the exception and not the rule. I don't enter a POI with a sense of caution and alertness as I try to loot and scoot. I enter it like Rambo, ready for the inevitable 5 minute battle royal. It gets old and makes every looting experience start blending together regardless of how different the POI might be. Still holding out hope that this is a direction that will ultimately be rethought and adjusted. If nothing else, at least make some sleepers dummies. They never get up. So it at least introduces SOME uncertainty.
2) Hand in hand with the first point, I don't like how the leveling system encourages me to be Rambo. I think a pretty fundamental rule of survival would be "Don't be Rambo". The game is feeling more and more like an action game than a survival game. Hunger and thirst systems are great and all (the new additions to those systems are great btw), but any progress that makes towards creating an immersive survival feel is lost when I feel I have to intentionally go play Dead Rising in the nearest POI, not because I need more food or water or a crucial schematic from the world. But because I need to grind the blue bar on my hud. I don't want to slip in to the WoW grind mentality in a survival game.
3) the way loot from Zombies is handled is really awkward. I'm not sure what prompted the changes, but I know I don't care for this new system. It's unintuitive and clunky and can really make the flow of gameplay stumble hard. But I won't say much more than that as I have a feeling this change was made for technical/optimization reasons.
4) I was worried that the dungeon ready building thing would be taken too far, and I feel that worry has been justified. There's a sense of immersion that's really been lost in this alpha. So many buildings feel so blatantly hand crafted it's jarring. Towns feel like some sort of strange dungeon select menu rather than organically dilapidated buildings left after a zombie apocalypse.
All in all so far I think a lot of great work has been done on A17. Lots of great system level progress. But in terms of the over all feel and direction of the game, it's actually moving backwards. At least in my tastes. But maybe the vision for the game just isn't for me in the long run.
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