coming back from a hiatus of about, what, 3 years? i'm amused at how the game still lives on and is still (somewhat) thriving. with that in mind, i'll list some of my observations of the game upon my return.
1) Survivor healing
since it's been a while since i last played i find it rather weird why survivor healing was changed. used to be that you would just hold the space bar and then click on the survivor icons at the bottom middle and your medic/leader would come straight to help but now that's not the case. i find that now, you need to press the [E] key and have to click on the survivor per se. [Space] bar doesn't seem to work and with the [E] key, clicking on the survivor icons do nothing.
prior to a little searching on the forum i was a bit frustrated that i couldn't heal any of my survivors upon my return. sure, i was just doing a practice raid on my compound to wear the rust a little, but still i found it annoying and ended up killing 3 of my 5 survivors in just a minute (yeah, not the best raider here, i know, but still!).
my two cents on this is: why? i tried looking for some patch notes or something similar but found none (or could be that i'm just not looking hard enough, for that i apologize if there are indeed patch notes for this matter) so i would like to know from the devs why the change? i appreciate all the work you've put in the game to keep it standing a good 5+ years but this? am i really the only person who finds that toggling the [E] key and having to click on the actual survivors and not the icons makes the game somewhat unplayable? is this your response for making the game "challenging" for the players at the cap?
nice to know that you've added a fifth book slot. i haven't tried any of the tactics manuals yet but from reading some comments about them here, it seems that the benefits are just not enough for you to use them. same with challenge books. these have been in the game for a while now but still no changes. the restrictions they pose far outweigh the benefits you get from using them. is a 30~50% boost to exp asking for too much? or giving loot bonuses like finding more resources (particularly water)? increased item rarity drops? such books are meant to add a little oomph to the game but if the debuffs are too much compared to the benefits why bother?
i know that these are seemingly minor stuff compared to what you guys have on your roadmap but it's the little things that count. a little attention to these subtleties shows players the care you guys give to the game.
i've just noticed that doing low level areas do NOT yield anymore experience. i suppose this is fine. not really much i can disagree with. another thing i've noticed is that the mini-mission "Medic" does not yield as much experience as it once before. i guess this is an exploit fix because a few years back, what you'd do is you'd equip the book "Shortening Your Lifespan" along with "Ready. Aim. Zombies" and then retrain all your survivors into medics. the whole premise of these is to lower survivor HP, get hit a lot then heal; because the mini-mission can be spammed, just rinse and repeat and presto, all your survivors are at level 50 (the cap wasn't 55 at the time. lol that makes me look old). anyway, i appreciate this response. as for other mini-missions, i've yet to discern any changes.
it appears that doing maps beneath the LEADER's level yields no experience. i find this to actually be a BAD idea. why? this is because the leader, regardless of whether or not is sent on a mission, still accumulates experience whereas all other survivors only gain exp when sent on missions. at this point you can probably see where i'm going with this: survivors will NEVER get exp unless sent on areas that are within ±5
levels of the leader. used to be that i could just send survivors anywhere and not worry about not getting any exp. now you have no choice but use survivors that are about ten levels below just for them get any. as i go along with the game now, i find this is becoming more and more "hardcore", as if trying hard to emulate Dark Souls or analogous to that. i suppose some would love the idea but for a casual, that seems to make the game a little unplayable.
after a failed run (refer to my rant below) i attempted refreshing the browser to get my survivors back but after reloading the game i find that my survivors are away and the return time at 4 hours. i guess refreshes were a cancer even back a few years ago but why now change the game logic in such a way that refreshes are nullified? i remember back then when you refresh, the area only gets locked out, you have your survivors instantly, loot gained in that mission gone, and injuries sustained remain. i find this a tad extreme. or am i missing something else here?
5) Raider Compounds
lately i've been into doing raider compounds. i still hate how i'm still stuck with working with the [E] key, but that's another story. anyway, as i play along i notice that if you're just a typical casual player, the game punishes you for being such. it's as if the game is constricting players to play a certain play style, which is rather unhealthy.
as i don't "grind" my supply of smokes and grenades aren't really a lot, hence i don't bring any when doing these maps. but the thing is, because the game is set up for you to bring such, if you don't do so most likely the mission will just end up in failure. sure, you can down the survivors, or just ninja gather resources, but can you do both? not without using active gear, no--at least for me.
what this spells out is that i can't do anything, which is a waste because you just sent out survivors for nothing and need to wait it out before they come back. sometimes the layout is in such a way that it's impossible to down all hostiles (typical of one-side wonders, which are about the only layout i see) as there are no other possible angles to attack from. you can try, but you'd be exposed to their line of sight and the mission just ends up being a seven-minute stand-off. other times, hostiles are separate from the resources but then these would be rigged with loads of traps and by the time you manage to disarm all traps hindering your path the mission time is already up. the worst would be when your survivors spawn directly in front of hostiles. without smokes, at that point there's really nothing you can do.
the typical a-hole raider may argue something like "nut up or shut up" or "git gud" or whatever condescending remark they can think of because they're just plain elitist a-holes. perhaps there is some unfortunate truth in that, but the point is players shouldn't be constricted about they're playing options. active gear should only aid in raiding. they shouldn't be necessities. "pro" raiders can probably pull off raids without such, but not everyone can "git gud". there should be some balance such that even a plebian raider noob like me can stand toe-to-toe with the
elitists elites. it shouldn't just be about gear, but skill as well. forcing players to abide by the norm to me is just plain stupid. games should be fun, not imposing.
and again, i would like to reiterate the emphasis on spawning. survivors should not spawn directly in front of hostiles. sure, they may have LRs equipped with nice range but literally placing watchtowers by the street within like 10 feet from the green zone and having your survivors spawn there is just mad.
that would be all for now. i haven't spent much time with the game since i came back so i'll just edit this post when something else comes up.
Edited by kornosain, 23 July 2017 - 07:51 AM.