#Full Thoughts on Update #2

1 messages · Page 1 of 1 (latest)

grim talon
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Honestly this was a fantastic update with only a few nitpicks here and there. Will quickly go through everything here:

  • Difficulty Settings: Fantastic stuff all around, especially the custom settings which I appreciate the most. I think hard mode could start you off with one weapon as opposed to none, but that's only a tiny nitpick for me.

  • Infection and Eviction: While I haven't encountered the infection system in full yet (aside from Vince) they are interesting to witness nevertheless. I understand that the symptoms (in terms of deeper animations) and ways to get infection will be improved in the future, but I think this is at least a great starting point. Of course in the event that you do have an zombie infection (or you have a bad egg in the group), you can simply evict them now. I do like that the dialogue is different both for if the survivor has an infection or not. My only major nitpick with the eviction system is how you can evict the last survivor which doesn't really make much sense. I think that eviction shouldn't be available to the last survivor and instead he/she should still have different cutscenes depending on which and how many of your needs are low + who the survivor is. For example if a person is low on rest he/she generally might go psycho and leave the shelter (again depending on who the survivor is) or if all the needs are low then suicide would likely result.

  • New zombie threats: From what I've seen, the new zombie types are Shields, Danglers (I'm not calling them crawling zombies), and Agitators (that's what I'm gonna call the zombies that keep looking forward and backward). Shields are really unique as they are essentially invincible, only being able to be taken down with either pipe bombs or grenades. I will say for this variant of the Shields, they should be able to be taken out if you land enough headshots with the revolver (say 8-10 rounds). As for the other zombie types, it's interesting to see how they work, even with (1/2)

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(2/2) the infection mechanics. I hope to see more zombie types in the future, the crawling zombies and tied-up zombies are ones I'm eying. I also hope there are more variants of existing zombie types (including regular/civilian zombies, ones at locations and even the ones in this update like the Shields), and maybe even boss-fight type zombies (could be added to the existing plans or even the new one depending on whether human enemies play a bogger part there or not).

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  • Other content: The new survivor, new curveballs and other throwables were great fun to delve into were fun to delve into. No complaints about any of those.
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  • Optimization and Combat Adjustments: WOW, it massively improved this time around. Finally I'm able to play at max resolution and at a stable 60 fps. Granted, I still can't get to high graphics but I think at the rate the devs are optimizing the game, it'll probably be only another month or 2 before I can get to that too. Also, the head-on combat feels good now! The only thing I see needing to be fixed at the moment is being able to use both dodge bars successively, but other than that great stuff devs. 👍
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Overall, solid 9/10 update for me. Looking forward to seeing what else is improved on in the future.

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And on the note of both update 3 and 4, I'm happy on what's coming in update 3. But I think it would be worth slipping in something else major like save slots just to sweeten it more (including that 2nd map level might be good as well). Also, seeing as update 4 will be more story focused, I think the existing plans should get some major improvements too (stuff like dynamic events, boss fights and other choices) especially the endings which I think ought to be more fleshed out with some more gameplay and cutscenes. One last thing, I hope the new plan leans more into it's dynamic story and events more as the previous 2 plans were more far-in-between with it's story elements.

grim talon
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Full Thoughts on Update #2

merry cove
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This update would be absolutely perfect if hard would start with at least a pocket knife or something. Even a broken bottle would be enough so that the game cant softlock you out of certain maps.

glacial thistle
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I like that we start with no weapon in hard mode. I was surprised at first too, but then you will realise it's there by design. Your first priority in hard mode becomes finding a weapon, or finding enough resources to craft a weapon bench.

Almost every starter area in hard mode is designed so that you can either prioritize:

  1. Getting a weapon
  2. Getting enough resources to craft a weapon

All the while prioritizing stealth and throwables and using doors to lock/block patrolling zombies to maximize looting of an area.

Before hard mode, I don't even prioritize the weapon bench, usually ignoring it until like, I'm at 6 phases in, but in hard mode the strategy changes so much because now you have to prioritize it this time in order to 'clear' a new safehouse before you get outrun in your current one. And that's honestly a breath of fresh air instead of the usual start.

grim talon
simple carbon
# glacial thistle I like that we start with no weapon in hard mode. I was surprised at first too, ...

Necro bumping this guys comment because I have no idea where he got the information that all the spawns are mastercrafted to give weapons or resources because I got a spawn with 3 locations. 1 with no weapons and not enough crafting supplies to make a weapon bench let alone bench + weapon and the other two were basically baring me from looting the majority of the location because of zombies gatekeeping areas basically forcing me go 2 on 1 vs zombies with my bare hands. Something I don't feel incline to do. So I started a new game only to encounter a simular situation twice on Day 0.

glacial thistle
# simple carbon Necro bumping this guys comment because I have no idea where he got the informat...

Lol. Ironically that starting spot gives you access to two weapons easily.

At the bar, go to the basement there's a poolcue, you can easily evade the patrolling zombie there by hiding in "hide spot", wait for the zombie to pass, then loot the pool cue. All of this can be done without being detected.

Another option is at the laundromat, jump at the roof, do not take the first floor route. Go to the roof, and then continue forwards and you will reach the room where an NPC is looting. You can easily kill this guy with just your bare hands and loot his iron pipe.

If you can't do that, then loot the pool cue so you can 1v1 the enemy npc at the laundromat

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Git gud is what I'd say.

simple carbon
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The window for the pool cue is possible but tight as fuck, I personally haven't done it without alerting the zombies and having to break it on them.

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also I've never encountered hostile NPC's that weren't zombies outside of the Smuggler escape plan.

glacial thistle
# simple carbon The window for the pool cue is possible but tight as fuck, I personally haven't ...

I never had trouble with that, you can always just jump to the left to hide at the pool table.

Although I don't remember if it's more reliable going back at the hiding spot quickly after looting the pool cue. All I know is everything in the game aside from very few specific instances can be evaded. Open the doors to lure zombies out and manipulate their positioning so you can loot the rooms safely

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Especially early on

glacial thistle
simple carbon
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so you have to bareknuckle box him?

glacial thistle
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Every 3 punches they attack so you just evade

simple carbon
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is that unique to scavengers or do Zombies have a pattern too? because it's always felt very random to me.

glacial thistle
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Just land 3 punches and there's a high chance the enemy will attack

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If you're using Hao the timings would vary. Honestly haven't tested Hao much yet

glacial thistle