I have played about 150 hours into 1.0 release at this point. I have enjoyed this game since first purchasing way back in alpha 15 and have over 1300 hours playtime total. A couple of suggestions to the developers for the next update (I understand from WaywardEko that this is to be roughly around December 2024):
1. Traders are unnecessarily coarse . The non-stop abusive language is very tiresome. It seems to have become even more prominent with the new voice-lines for 1.0. Yes, it is supposed to be a zombie apocalypse but this is also just a game. An option to turn this off or mute trader voices would be appreciated. I can probably locate the variables in the XMLs but this should not be something that a player needs to do. Another idea, requiring more difficult changes and additional voice-lines, would be to have the dialog become more positive after completing a number of missions for a particular trader.
2. Not enjoying the change to traders being locked to a specific biome. It would be nice to start a game and not be stuck dealing with Rekt straight out the gate every time. I think the idea is to force players move into the other biomes in search of the next trader but this seems unnecessary. A player will still need to travel to find the other traders and with only five biomes, it is unlikely that they will be missed.
3. Please add crafting from nearby containers. Mods already exist for this and the extremely high download count on Nexus indicates a real need for this in the base game. Instead of proximity to the storage containers, perhaps the container just needs to be directly next to the workstation in question for this to operate.
4. Again, mods exist for this but having both hunger, thirst and temperature on the HUD would be nice.
5. Big one here: broken quests with clearing areas. Particularly on the larger tier 4 and 5 quests. It appears that a player MUST travel a very specific path through the POI to activate the not-yet-spawned zombies to appear. This is very counter-intuitive as players have been provided tools with which to break down boarded-up doors, windows and walls. Players are pulled out of the immersion of a sandbox game to be forced into a tight, linear path. The forums are filled with players complaining about being unable to complete a quest due to non-spawned zombies. You can raze the POI to the ground and still be unable to complete the quest because the required zeds did not spawn.
Performance issues with having ALL zeds pre-spawned and in place could be an issue as well as these zeds possibly being prematurely aggroed due to player proximity. This cannot be resolved even in developer/god mode or via console commands. However, barring a complete redesign, an option for the player to force-spawn the remaining zombies in the quest POI would be a fantastic temporary solution. Perhaps after reaching the end-quest loot room or a special activation item or switch found in the end-quest loot to spawn the remainder. Fighting my way through a very tough tier 5 quest and then being unable to complete it due to pathing/spawn activation point not being hit in the correct order is extremely irritating.
Thank you for the game and the continued support!
1. Traders are unnecessarily coarse . The non-stop abusive language is very tiresome. It seems to have become even more prominent with the new voice-lines for 1.0. Yes, it is supposed to be a zombie apocalypse but this is also just a game. An option to turn this off or mute trader voices would be appreciated. I can probably locate the variables in the XMLs but this should not be something that a player needs to do. Another idea, requiring more difficult changes and additional voice-lines, would be to have the dialog become more positive after completing a number of missions for a particular trader.
2. Not enjoying the change to traders being locked to a specific biome. It would be nice to start a game and not be stuck dealing with Rekt straight out the gate every time. I think the idea is to force players move into the other biomes in search of the next trader but this seems unnecessary. A player will still need to travel to find the other traders and with only five biomes, it is unlikely that they will be missed.
3. Please add crafting from nearby containers. Mods already exist for this and the extremely high download count on Nexus indicates a real need for this in the base game. Instead of proximity to the storage containers, perhaps the container just needs to be directly next to the workstation in question for this to operate.
4. Again, mods exist for this but having both hunger, thirst and temperature on the HUD would be nice.
5. Big one here: broken quests with clearing areas. Particularly on the larger tier 4 and 5 quests. It appears that a player MUST travel a very specific path through the POI to activate the not-yet-spawned zombies to appear. This is very counter-intuitive as players have been provided tools with which to break down boarded-up doors, windows and walls. Players are pulled out of the immersion of a sandbox game to be forced into a tight, linear path. The forums are filled with players complaining about being unable to complete a quest due to non-spawned zombies. You can raze the POI to the ground and still be unable to complete the quest because the required zeds did not spawn.
Performance issues with having ALL zeds pre-spawned and in place could be an issue as well as these zeds possibly being prematurely aggroed due to player proximity. This cannot be resolved even in developer/god mode or via console commands. However, barring a complete redesign, an option for the player to force-spawn the remaining zombies in the quest POI would be a fantastic temporary solution. Perhaps after reaching the end-quest loot room or a special activation item or switch found in the end-quest loot to spawn the remainder. Fighting my way through a very tough tier 5 quest and then being unable to complete it due to pathing/spawn activation point not being hit in the correct order is extremely irritating.
Thank you for the game and the continued support!