#Feedback & Suggestions - part 1

8 messages · Page 1 of 1 (latest)

azure obsidian
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  1. Creature Spawn Rate / Difficulty
    • In certain areas, up to five creatures spawn at once. Reducing
      this number to three—or making them easier to kill (e.g., dying
      from a single bullet)—could improve gameplay balance.
  2. In-Game Menu Redesign
    • The current menu, including crafting, buying, selling, healing,
      and other sections, feels somewhat unfinished. A refreshed, more
      polished UI would greatly enhance the experience.
  3. More Attachments & Weapons
    • Adding additional scopes, suppressors, weapon attachments, and a
      wider variety of guns would deepen customization.
  4. Different Ammo Types
    • Introducing ammunition with varied damage values could help make
      fighting creatures easier and more strategic.
  5. Weapon Handling Smoothness
    • Aiming left or right—especially with pistols—feels slightly
      slow. Making the movement more fluid would improve the shooting
      experience.
#
  1. Remove “Enemy Detected” Notification
    • The warning that appears occasionally in the lower-left corner
      (“enemy detected”) feels unnecessary, especially in an
      extraction game where players should rely on tension and sound
      cues.
  2. Add Zombie-Type Creatures
    • Consider reducing the number of current creature types and
      adding zombie-like enemies for more variety and atmosphere.
  3. Map Rotation Improvements
    • Some maps are disabled and rotate every hour. Reducing the
      rotation time to 30 minutes or increasing available maps from 5
      to 7 would prevent certain missions from becoming inaccessible.
#
  1. Weapon Recoil Balancing

    • Some weapons, like the AK-103, have excessive recoil even with
      attachments. Adjusting recoil values would bring more balance.
  2. Improved Anti-Cheat
    Enhancing the anti-cheat system—especially for detecting mouse
    macros—would improve fairness. First an automatic warning, then a
    ban if repeated.

  3. Gear Score for Clothing
    Adding a gear-score system to clothes (green, blue, purple, yellow
    tiers) would help players understand item value. The same could
    apply to valuable items in general.

#
  1. Simplified Control Settings
    The control settings currently include too many assigned keys.
    Streamlining them and offering more customization options would be
    helpful.
  2. More Valuable In-Game Items
    Adding more special or high-value items would make looting more
    exciting and rewarding, both for crafting and for making money.
  3. Adjusted Creature Abilities
    Some creatures have abilities that are too strong—for example,
    teleporting or moving extremely fast. Reducing these skills slightly
    would make combat more balanced.
urban river
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  1. Horrible suggestion. PvE needs to be more dangerous, not less.
  2. They are fine and convenient once you get used to.
  3. While some extra mods would be good - we don't need tarkov-like customization. It will only ruin game balance.
  4. Only some types only for some weapons(Like slugs or dragonsbreath shotguns. And they have to have solid downsides to not outperform regular ammo everywhere). OP schizo-bullets from Tarkov aren't welcome.
  5. It's called inertion. Realism. It's not counter-Strike.
  6. Works only for PvE mobs.
  7. Distorted and turned.
  8. some weapons could use some tweaks indeed. Ash-12 in borderline impossible to use.
  9. Rarity exists already. Gear-wise evenryone decided on their own what is valueable to them.
  10. Purple rarity exists. You loot only when you need money.
  11. No, monstar-players(Distorted ones) are too weak. Helpless. in fact. They are only capable to serve as radar to lacate targets for human players.
    They need a severe combat buffs.
azure obsidian
# urban river 1. Horrible suggestion. PvE needs to be more dangerous, not less. 2. They are fi...

Players don’t need to be extremely skilled to want to play this game. New players should be able to try it, learn, and improve gradually. If they struggle too much early on, the game will lose players quickly and eventually become a “dead game.” Something needs to change.

Even though I have over 10,000 hours in FPS games, I still often encounter frustrating situations. For example: I entered an area, killed two creatures, and then noticed a nearby enemy player. I took cover and began sound-tracking to prepare for a fight. But before even 5 minutes had passed, the creatures I had already cleared respawned right behind me. Suddenly I had to choose between focusing on the PvP enemy or dealing with newly spawned monsters. While I was busy fighting the creatures, the enemy player pushed in and killed me. That’s not enjoyable gameplay.

A 15-minute respawn timer wouldn’t be a problem. Another option could be preventing respawns until the player leaves the area, so that PvP encounters aren’t disrupted by sudden creature spawns. This isn’t just my personal opinion; when most players experience situations like this, they’ll try the game, decide it’s not enjoyable, and request a refund. The game needs to appeal to all types of players, not just veterans or professionals.

Maybe some players have mastered the game, and that’s perfectly fine—but not everyone can become a pro. Imagine you defeat five enemy players but are left with almost no health, and suddenly a creature respawns and kills you. All your hard work is wasted. Would you enjoy that?

I’m sharing this feedback in hopes that the developers can improve these aspects of the game. These concerns are not just mine; my teammates and I have discussed them across multiple sessions. But I’m writing this message on my own behalf.

urban river
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sigh

Players need to pass learning curve. And they don't have to succeed instantly. if they are interested in the game - they will stay. If not - they will leave soon anyway.

Everything else is entirely on the player.

past marsh
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If you love hawaiian pizza it doesn't mean that everyone now should eat hawaiian pizza