MILLION DISCLAIMERS: this is my personal opinion, although I am open minded, I may or may not have some bias. I also know some of these ideas/feedback may be iffy for some, and I hope I don't come off rude in any way. I do love this game, I simply want it to improve and grow further.
The Island is really, really hard for the average level 50 player, whose survivors are 2-10 levels behind.
But the Island is really, really easy for the average level 55 player who's got all survivors at level 55. It's also often a massive waste of time.
The problems (imo) are that there is no difficulty scaling, some of the maps are really unbalanced, and the rewards are often seriously not worth it. Who wants 2 blue kits and a uni tac blade with 10% damage and 20% hit chance?
Add a scaling system. It could be simple: If you're level 50, each stage would go 50, 51, and 52/53. If you want to get more complex, take an average of the levels of 5 survivors that a player is using. If you have a level 50 leader, two level 45 guys, and two level 48s, you'd get a rough average of 47. The stages of the Island would then become level 47, 48, and 50 (last stage would jump two-three levels). A level 55 with a full level 55 team would make the Island scale up to 53, 54, 55 (three highest numbers), and perhaps higher, like the Terror Dome does. However, any loot would certainly not be level 55+, it would only be at a max of 55. This would also eliminate finding useless rares/unis on the first map, instead of the later ones.
In addition to this, (or maybe a replacement) the stats of enemies could change depending on your level. A HERC submachine gunner suddenly does 200 dps instead of 500 (random numbers, I know nothing of the actual stats of HERC units) and has 400 health instead of 900, at level 50, but this would scale upward depending on your leader's level (or team level average). This would affect infected and herc mines as well.
This part is definitely more of a 'maybe' for sure, I'm on the fence about it myself.
And an even more on the fence idea, how about some HERC unit variety?
HERC units would start using better and more weapons as you level up, or, alternately, units simply have level, so a level 50 unit would be different from a level 54 unit (Example: Level 50 Sniper uses a M24 or a FAL, while a Level 55 Sniper uses a VS-121 or a MSR-82).
Example, if you did the Island at Level 50, HERC shotgunners will use the HERC-S3, and HERC submachine gunners use HERC-2 SMGs.
This obviously could be expanded upon, and could include units (Exo suits anyone?) showing up at later levels. Perhaps the HERC Crossbow/Bow could be used for some kind of new unit, idk.
Secondly, again, some maps are really unbalanced. Even with top notch gear (and even then, could be much better), I still struggle on a few monument/compound maps. There is a very noticeable difference in the difficulty of some maps. Some maps, I can finish in 3 minutes. Some maps, I've got less than 3 minutes left.
I don't think these maps should be nerfed, rather, they should tie into the whole difficulty scaling thing. Instead of a select few maps being semi difficult for level 55s, all maps are equally difficult (more or less).
Lastly, rewards. I dislike getting level 51 unis, nevermind the fact that the overwhelming majority of the unis are fit for recycling straight off the bat. I think the level of rewards should scale with your level, so a level 55 player would be getting level 55 unis out of the box, whereas a level 50 player would be getting level 50/51 unis out of the box.
Also, for some really weird reason, rares/unis often have terrible stats on the Island. I think this should be looked into.
To be fair, I do get that getting a perfect uni every uni haul would be a bad thing, so instead, why not make unique upgrade tokens show up in the uni slot from time to time, as well as a few other items? This would put a halt on the influx of unis in the trade, and allow for some more items to show up in Hauls.
And for my last point about rewards: Some items really need to go. Rares being in Uni hauls? Why? That's just one example.
The Terror Dome is in my honest opinion, useless. Sounds harsh, and I guess it is, but in its current state, there's literally zero point in doing it. It costs a pretty hefty amount of fuel, its pretty difficult to keep up with, especially if you don't know what you are doing, and you absolutely cannot screw up (as the first two boxes are complete trash) while trying to get 6000 points. The only unique things are the hunter headwear (which take up both slots which negate their fairly decent stats, and are really rare), and the unique improvised weapons (which are more of collectors items than anything, and seem to be really hard to get as well). Other than that, everything in the dome you can get on the island. Nevermind bounties, which anyone can do.
I seriously, seriously love the voice acting, when I first heard it, it made my day. But why not make the rewards just as epic?
Buff rewards. An easy thing to do would make the gold box have 4 (hell, maybe even 5? I mean, come on, 160 fuel price?) reward slots. That way, not only do you get a slightly higher chance of getting something good, the box is also a bit more unique from raid hauls.
Another simple fix would be removing rares from gold (and arguably silver). I don't think I need to explain that one.
Lower costs (or something). Again, 160 fuel just to get rewards that are often about the same as Island rewards (and sometimes worse) is a real letdown. I know its been suggested that we could get Terror Dome Tickets of some sort that drop from various boxes (bounty, island, war, etc). I think this would be a good step in the right direction.
Big maybe, but I think the fuel cost should be lowered to 100 (from 160, at level 55). This obviously would scale down to level 15. This would provide a bit more incentive to playing the Dome and would make players feel less cheated if they got a somewhat meh reward (or failed terribly).
Alright, so I've been doing some thinking, and looking at both my main account and my level 21 account in terms of bounties.
I think the main issue is that they are extremely grindy. There's nothing that stands out. There's nothing unique brought into play when a bounty happens, other than all the infected you want to find not being here (genuinely annoys me so much).
So why not have some uniqueness added, and something to mix things up?
I think a good way of doing that would be to add various requirements to the bounties, some examples: quot;Kill 20 infected within 15 secondsquot;quot;Kill 20 runners with pistolsquot; quot;Kill 60 zombies with critical damagequot; quot;Kill 10 zombies with grenadesquot; and on and on. I think adding these sorts of things, and mixing them in with the current quot;Kill Xquot; system would work wonders on them. Another small change would be making bounties have a range of 1-4 tasks. If a bounty has only one task, then it is either much more difficult, or just takes longer to do, while one with 4 tasks means each task is easier to do, but with the obvious fact that there are four of them.
An example of a new bounty (Note these are just placeholder numbers):
Kill 10 Riot infected in Uptown
Survive 4 rushes in Uptown
Kill 50 infected with shotguns
(then the other 2)
Great concept. Completely changed the way the game is played. No longer can I scavenge everything and go have a 5 minute break (or listen to music for that 5 minutes). I've got to keep an eye on the game until I'm out of the map. I actually do enjoy that.
However, I was certainly disappointed to get a mere 5 fuel and two ears I already had 14 of when I finally killed my first unique elite. Seriously, I got killed at least 4-5 times by unique elites until I got gear good enough to take them down and I started figuring out a good strategy. Even with a bunch of kiting, and a ton of critical hits to the back, it takes a good 1 minute to kill a unique elite at lower levels, and even then at higher levels it still can take a fair amount of them to down them.
Now that they've been nerfed a tad, I think that Elite infected should not take critical damage in the back (but can take normal critical damage). This would reduce the effectiveness of kiting tenfold. They might need a health/damage/speed nerf to adjust for this, of course.
Buff rewards, obviously. At level 55, I think it would be fair if the box for a Unique infected dropped 15-25 fuel and 2 ears.
Thats a simple fix. However, there could be more rewards added (upgrade tokens, purple/rare crafting kits, etc). They could have a rare chance of showing up replacing the ears/fuel. I also think Infamous Notes should show up as well.
The music, and overall theme for this year's halloween is by far my favorite. I don't have much in the way of gripes here, actually, just one thing that will tie into my next topic.
It was made clear that one of the bonuses of the suits would be the fact you can upgrade them to 10 levels higher. This promotes their extended usage. But around 2,000 fuel to upgrade one level for one of the level 45 suits? What?
Lower it, I beg you.
60 USD to upgrade one HERC armor. Does that sound a bit overkill? I think it does.
Premium upgrade tokens are desperately needed in some form or another. I'd guess they'd be much rarer than Uni tokens.
Unique tokens also should be more common, IMO. I rarely see them, and their value is so stupidly high these days.
Not super common, no, but I'd like to see weapons being used to their fullest in terms of level ranges being promoted.
Knocking the fuel cost down for upgrading unis/some certain items would be a nice thing as well.
This year's christmas was alright compared to previous ones, the weapons were cool I guess, with the main addition being AI Compounds. At first, I was jumping for joy; I'd been wanting this added for years, considering the fact I'm not a raider type.
And then I found out there was literally zero reason to ever do them at a higher level (and later, at lower levels as well). I also discovered the many flaws with them, which I will list and give my own feedback on.
Lack of a Fuel Gen: This is self explanatory. I'd like at least a chance of a fuel generator to show up on AI compounds, dropping a random amount of fuel, sometimes none.
Lack of variety: This is a big issue in my opinion. Both the weapons used by AI survivors and the actual compound layouts have a strong lack in variety. I'd say the weapon variety is the bigger issue here, and I would like to see a lot more various survivor weapon layouts. A simple and rather obvious suggestion to improve this would simply add more weapon/gear variety.
I definitely liked how, especially the higher level compounds, had unique layouts and other things, like concrete walls. I say this should happen for more compounds than just the high level ones (in regards to the concrete walls), obviously on a lower scale.
More layouts would be great too, and if possible, random layouts.
(HERC AI Compounds? Mayyyyybe?)
Pathfinding: Rather self explanatory. There's issues where if you destroy a barricade, your survivors won't register this and will instead decide walking headlong into a mine is a better choice than walking through the newly opened path after you took down a barricade. This is rather annoying for obvious reasons.
There's also that old issue where your survivors decide to walk back to a triggered trap as well.
Barricade bugs: Adding on to the above issue, I noticed at least one issue with barricades, which was seeing a small barricade have an enormous amount of health compared to everything else on the compound. It was even stronger than the compound door.
Just spent 400 fuel on this infamous item? Here, have a bunch of 1% bonuses! (or nothing at all!)
Just used up some really hard to get premium components? Here, have 41% projectile res!
I don't have any solid suggestions here, but I do think something should be done about the crafting system. A lot of items simply aren't worth making if you look at their base stats, you rely solely on luck to give you a decent craft. This was fixed slightly in the Halloween update, but I'd like to see crafted items get a bit more love.
My one major issue is that any crafting boosts have a CHANCE to increase bonuses. You just spent a lot of fuel on a 50% crafting on the cheap, and a gunsmith weekly? Too bad, gave you some 1% bonuses. I think this needs a bit of tweaking. Crafting boosts need to actually increase bonuses and not have a chance of doing so.
CLOTHES (and not the good kind):
I've never gotten why my military pants that I pretty much wasted a key on don't have stats.
Clothes without stats, I can kinda deal with (not really), but forcing us to get them from boxes? What If I want fuel, not statless clothing? Too bad, all the new prem boxes have at least 3 slots full of it. And don't say they are there for filler items, that's want things like books/accessories did, and at least they still had some use, small as that may be.
The argument that it would be P2W if the clothes had stats is just broken. I could prove that right now, by going out and buying one of the fuel packages that gives me accessories that people who did not pay could not get. Oh, looks like I've got 10% projectile res and you don't!
Last christmas is a good example of that, with helmets that have 12.5% suppression res that were pretty much buyable only.
What's the issue with giving clothes, I dunno, something? Hell, even a 1-5% bonus to something would make me actually look into clothing slightly. Now I just sigh when my bounty gives me 3 hoodies/pants.
Out of all of these, this is the one I least have an issue with.
It's kinda boring using the same RPKs over and over, would be nice to see some low level weapons show up somehow, obviously scaled to higher levels. I think the Terror Dome would be a very good way of having this feature. I mean, finding a level 55 FAL? Hell yeah.
I'd also like, but not really care either way, if M60s and M107s got scaled up to level 55. Obviously some of their stats would have to cap out, but it would be great to see them truly contend with other level 55 weapons.
Uni TMP + Uni Holster.
Scar + Bando.
Do I really need to say anything else?
Some weapon combos are clearly broken.
Also, the Golden Liberty. A limited time crafted melee weapon which is the best melee weapon in the entire game.
Why cant the other level 50-55 melees match this level of damage? But no, the only lootable melee weapon we get is the tac blade, which has no range, and no damage, and no knockback. Solid damage per hit is the way to go at higher levels due to enemies tanking more damage and having more melee res (bruisers/elite infected)
Melee DPS does not come anywhere near ranged dps at level 55 (other than the Liberty). Even crafted weapons are rather pointless, as the infamous melee Warbringer doesn't even have improvised on it, making its usage rather limited. Crafted blue swords, while they can deal out massive damage per swing, don't have much knockback. I'd like to see more options in terms of melee.
Level 50: Your gun does about 300-350 dps tops
Level 55: Your gun can do 1000 dps no problem and could go up to 2-3k easy
See a problem here?
I don't think I need to explain much, but progression increases heavily from level 50 to level 55. I'd argue you progress more in those 5 levels than you do in half the game, especially with the sudden influx of uniques from the Island.
Chances are, if you're an average player, you probably don't know/remember any or many of the HERC premium weapons. That's because the boxes that drop them literally don't exist anymore. (I mean, they do, but there's about -4 of them left in existence) They haven't dropped in I want to say 4 years. And that sucks, doesn't it? Oh wait. Pretty much all of them are below level 20. And that's the issue I have with Premium weapons.
I got a Golden High Power from a bounty on my lower level account. It's kickass. I actually value it. It really feels like a premium weapon, a weapon that is hard to get but rewards you well. It's unique. It has high, high damage per shot, low aps, and a 10 round magazine. It's literally different from every pistol I've encountered so far. Anyways,
My level 55 account? The only prem stuff I use are event items, which arguably could be put in a whole other category. You could also bring up the point of HERC armors, but all of my crafts have been extremely sad, so I don't use them.
The point I'm trying to make here is that there really aren't any cool premium weapons at higher levels (40-55). They kinda stop after level 25 or so, with a few at around level 30. Most of them actually show up before you even hit level 20, annoyingly enough. I'm sure the PKP would be a pretty interesting gun, if the drop rate wasn't so low and by the time I might get one I'd out level it heavily.
So I'd like to suggest either adding more, high level premium weapons into the game (and not just guns with gold or something, guns with their own unique stats), or letting us get premium weapons at higher levels. I mean, a level 50-55 M110 SASS would be really cool. (Or, hey, maybe both?)
I also think the premium herc weapons should come back in some form or another. I'd like for them to come from Union Island somehow, perhaps rare drops in Hauls or something, obviously scaled up.
And yeah, I get it, this might make them less valued to some collectors, but are you going to let that stand in the way of others gaining access to cool, interesting, and unique weapons? Hell, there could even be some differences, like the newer ones having a more plain background icon or something.
If you've gotten this far, thanks for spending your time listening to me ranting and complaining about minor things.
If anyone has feedback on my feedback, please do tell me. I do want to know if I'm on the wrong foot on any of these topics.
Edited by tehswordninja, 16 January 2017 - 06:10 AM.