There are some issues with consoles:
* Assigned controller buttons get triggered while in menus. For example, d-pad right is used to mute yourself but it still activates when scrapping items. Everybody I play with has been muting themselves back and forth.
-> PLEASE add separate custom button actions for menus (and hotbar items if you're feeling generous) in the controller settings. This can include shortcuts to certain actions we haven't seen yet.
-> Add a red muted icon on the top left of the screen to show when we are muted.
-> A similar issue to this is how the triggers used to zoom in the map menu also change the sub-menu on the left at the same time.
* Changing button settings, like removing d-pad right to mute, gets reset every session on a dedicated server - enhancing the above issue further.
* Other players' loot stages don't update when they change biomes.
* On the rare occasion, a player can suddenly become a ghost state where they appear offline to other players. They cannot open containers, but they can still break objects and roam the world. Upon relogging, all resources gained are gone, but objects remain destroyed; and the player's position is reset to the location they initially bugged out. This happened to me once shortly after resetting my levels and reassigning them.
Ever since 1.0, it has been clear as a console user that the console versions are not playtested beyond working functionality. There should be more involvement for QOL. This includes adjusting the starting controller sensitivities for a better new-player experience, because it is bad.
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Other Stuff (Not bugs):
* Super corn farms makes too much money from traders, breaking incentive for other sources of coin and destroying the in-game economy.
* Radiated mushrooms appear to be a finite resource, and can be extremely difficult for later players to find.
* Cursor in menus is noisy.
* Just saying.. the game is greatly imbalanced. There are things like non-primitive armour with actually-useless buffs while a single book can double your experience with a weapon - and books don't take an armour slot.
-> The instant stun baton recharge is excessive. Players on my server say there is no reason to invest in any other skill tree "ever", and it ruins the experience.
-> Sledgehammer double xp is extreme when combined with 100% regenerating stamina/kill. Personally, I'd still only use it at a 20% buff.
-> Some armour is useless. A 2% buff on gas consumption won't ever be used; by the time you get a gas vehicle you have more important armour anyway.
-> Armour often gets double its effectiveness from level 5 to 6, making lower levels insignificant. The last hurdle for armours pieces like this should gain minor improvements. This change would improve player equality between sweats and newbies while still giving prestigious advantages worth investing in.
-> Why use ranger gloves for extra rifle damage when the commando gloves increase all range damage? (Other than the set bonus)
-> Why use athletic hat to get better prices on food/water/drugs when the preacher hat and enforcer sunglasses do everything?
* Solar cells are not worth the cost at a trader
* Experience from crafting is still meaningless.
* Vehicles can't be accessed while in grass or bushes, but still get hit when swinging tools.
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May I also request two other improvements? There are so many things we could do with electrical but cannot, and it hampers creativity -> the relay can be made into a relay, and objects could take multiple incoming connections. Secondly, I think the auger should be exclusive to soil, and a jackhammer should be for rock.
Here is my electrical suggestion:
Relay takes in at least two inputs. In the relay menu, choose which input(s) control the relay switch (let's call this Input_S), and which input(s) are the power to go through the switch (Input_P). Within the menu the inputs are labelled arbitrary names, but also indicate if they are currently powered for troubleshooting purposes. The menu has an option to set the relay switch to Normally Open or Normally Closed. This means Input_P is not an output unless Input_S is on, and Input_P is an output when Input_S is off.