No one has rated this review as helpful yet
Recommended
0.0 hrs last two weeks / 269.7 hrs on record (206.6 hrs at review time)
Posted: 8 Jul, 2020 @ 9:21am
Updated: 20 Jul, 2020 @ 10:50pm

Early Access Review
Best with friends, okay alone. Will edit for review of most recent update.

Edit
Bugs are aplenty but it is experimental. My friends and I killed a bear through a fence, a nice boost to a 3rd day character. Improvements to digging quests I thought at first made it too easy, but I think it is a better system than the last. I would like to see more of a treasure map like system though, where a little more player skill is incorprated in finding map clues or decyphering clues from a note. If not for trader dig quests then for the random note treasure quests. This could be done by getting the location names of a nearby building, and mapping it to, for instance, a attention drawing line in a letter or something, and give the player a large general area it might be in to where the player can look in an area to associate the clues with but not so obvious they can just find it. As an example:

...I hid in a burning house with a green car I could see outside, I stood up I left to go write and this letter, while they hunted me, their hunt will be fruitless...

Clue number 1 would be the house you are looking for a burnt house with a green sedan in the POIs boundry. The green sedan would also tell the player to find room with a window they could see the green car from. Left to go write would be the next clue, write having a double meaning of course telling the player to go left, then right, and then they would be very close to the treasure.

Now that I am off that long winded suggestion,

Changes to existing skills was annoying at first but in time it became ok. One big change that kind of pisses me of is gamestage loot table changes. When I open a Working Stiffs crate and get STONE tools it doesnt make sense, like at least have the lowest teir be low durability iron tools so players must make use of the tools when they think they will be most effective and then just deal with a broken tool. I got a sham foods crate with 7 plastic and a cornmeal. Guns in loot is the biggest offender, most notably when now teir 1 quests give you ♥♥♥♥♥♥♥♥♥ of ammo and you cant use it unless you craft a weapon. I have 450 .44 ammo in a chest and no way to use it. I have 600 rifle rounds and now way to use it. Hell, I have 600 9mm rounds and absolutely nothing to do with it. A better way to do this is to reserve these rewards for teir 2-3 quests, and offer gun parts in teir 1 quests as an option to the player, so the player can get gun parts easier and then grow into the need for ammo as they get a gun from collecting parts from quests. Mods as rewards is nice, but rarely worth it. I understand that the idea was give the player ammo to store until they are ready to use it but I think it is better to starve the player of ammo, giving them the rare glimse early game of the viability of guns, then as they get into mid game, give them more ability to use guns as the hordes demand more ammo.

TLDR
Dig quests ok now, but needs to have more player skill, at least on the treasure map side of things. Ammo needs to be teir 2-3 reward, gunparts teir 1 reward, fix sealed crates to have more lore appropriate contents, and decrease how common they are.
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