Feedback Compilation, with focus on new player retention and game balance

Morning, everyone!

This got bigger than I thought while I was typing it - tl;dr at the bottom.

I’m putting this together as a relatively new player. I first played Generation Zero during the free weekend, and have since clocked ~100 hrs on the game. I’m at 100% completion for quests and collectibles, have a full inventory of fully decked out equipment to suit my tastes, and hit level 31 on my second character to spec myself just the way I wanted to. I offer this to provide some background on who I am, and my level of experience with the game - I don’t know what the game looked like two months ago, but I’ve become very familiar with the current game state, and want to provide feedback on such.

The first, and potentially biggest issue I have with the game’s current state, is its sense of conveyance. Generation Zero is supposed to be an experience in discovering how things work, and this is amazing - I clearly remember the transition from new baby player, plinking at things with a .32 and running, screaming, to hide in a shed, to an experienced guerrilla fighter capable of taking down any of the threats the game throws at me. This transition happened because of the experimentation that the game encourages you to go through - hints in flavor text, changes in machine behavior, visual prompts (blue sparks vs. orange sparks vs. no sparks on enemy hits, seekers calling enemies over, etc).

However, this conveyance has several significant gaps that I think should be, at least, reviewed. In order to make my case, I’ll examine the difference between 762 AP and FMJ rounds. I use these because, one, they’re a mainline piece of my loadout, and two, they’re one of the fairly universal ammo pairings - 762, 556, 9mm pistol and smg, and .50 cal all have the same two ammo types available for use, so understanding the differences between the two is something that impacts a wide variety of weapon types, and the strategies that couple with them.

The in game description of these ammo types makes a relatively vague reference to the idea of component damage (FMJ) and armor damage (AP). There are two problems with this description, to me. The first isn’t actually a fault of the description - it’s a fault of the actual use of these rounds in combat. While the FMJ does do better component damage than the AP, the difference is actually relatively small, in practical application. FMJ rounds will destroy a component faster than an AP round, but components, in general, have relatively little health. If we look at, for example, the armor plating on the leg of a FNIX tank, and the joint segment behind said plating, we get some numbers we can work with - specifically, that the armor plating takes ~6 AP rounds from a 5* AK to remove, or ~8 FMJ rounds. Subsequently, the component behind the armor (the leg joint) takes ~20 FMJ rounds, or ~22 AP rounds to destroy. If the health pools for components were larger, this would be more obvious and more impactful - as it is, however, the difference from a ‘damage done’ perspective isn’t easy for a casual player to notice.

The second problem, however, comes from the game’s penetration and ballistics mechanics. Rounds penetrate things, and different rounds penetrate to different degrees. I refer to the material of a robot that isn’t armor / component / weapon by the name of ‘chassis’ material, and chassis is the real deciding factor in which ammo type to use. Using the same leg component, the FMJ rounds are the winner at actually damaging components - however, the 762 FMJ rounds suffer from substantially less penetration than their AP counterparts. The practical result of this is that, with AP rounds, I can reliably hit component weakspots from locations other than where said weakspots are exposed. This is incredibly evident against that same joint weakpoint - rounds can actually penetrate the armor plating and damage the joint before the armor’s even been removed. In addition, utilizing AP rounds, I can shoot the same weakpoint from, for example, the side of the leg, vice the front - this is a huge tactical advantage, as I can literally use the tank’s own leg to avoid its gun and rocket attacks.

The penetration discussion, to me, is very similar to the discussion of bullet ballistics. Bullets experience drop, in this game, along with travel time to reach their target. This is really cool, and I actually enjoy it - it makes sniping feel more satisfying, and adds another layer of ‘things I have to consider before I engage a threat’. The problem, however, is the same problem with the discussion of penetration on rounds - nothing in the game tells you that such is going on. More importantly, the starter weapons for most players - shotguns and pistols - aren’t effective at ranges to observe bullet drop, and don’t fire tracer rounds for you to observe the behavior. I was ~15 hrs into the game, missing shots with my .243, before I finally figured out that the reason that I was missing my shots was due to bullet travel time and bullet drop - and this happened because I could see the rounds traveling and hitting dirt, somewhere other than where I was aiming.

Again, my issue with this isn’t the fact that these systems exist - it’s the fact that the player isn’t clued in to their existence. In-game lore tells the player that machines have weak points, and that aiming for them takes them down faster. It’s not pervasive, but it’s there, if the player finds the right quest note. This, however, is something that the players will readily witness themselves, right out of the gate - ‘when I shot that weird dog thing in the back, it exploded. oh look, the corpses have weird tank things on them. shoot them in the tank thing to win!’. Ballistics behaviors only really start to show themselves once the player has the opportunity to snipe at things, and if those signs are missed, there’s nothing to nudge a new player in the right direction.

Weapon attachments suffer from similar problems. Early into the game, it’s easy to get a silencer for a hunting rifle or a pistol - but these are low quality. Once a player finds a better silencer, they can compare them, say ‘oh, this one has a bigger noise reduction bar - I guess that means it’s… better at making things not notice me?’. Until then, however, silencers are a mystery - a thing that the player puts on and prays works. This issue in particular is compounded by the way certain robots behave; I’ve noticed that they seem to be able to calculate where a shot was fired from, regardless of how silent said shot was, with faster triangulation coming with more shots fired. I’ve used this fact to pull hunter squads with my pistol - plink him from some ridiculous distance and step into a shed, to deal with the hunters as suits me. For a new player, however, this is miserable - ‘No matter how careful I am, how sneaky I am, as soon as I start shooting, they know where I am!’. Nothing warns the player about these mechanics - they just exist, for the player to discover the nuance of themselves.

This discovery process isn’t a bad thing - on the contrary, it’s something that I absolutely adored about the game. The problem, here, is that many new players are being turned off and away by things not behaving as advertised, even if it’s a case of ‘there’s another mechanic going on here, and you just can’t see it’. To make matters worse, the newest player is the one that needs the most ‘starter tips’ on where to begin their investigation into how the game world works - and they’re also the ones in the worst position to investigate. I took the time to experiment with different ammo types and the penetration issue after I was already level 25+, and had my 5* AK to run the tests on, because at that point who cares if I dump a few mags of ammo trying to figure out how the game works? Who cares if I burn some adrenaline 'cause I’m more focused on testing than on not getting shot? Newer players don’t have that - they haven’t gotten the time to loot and hoard the way older players have, and don’t want to waste precious resources on risky, ‘maybe this will work, or maybe it’ll be a waste of what little ammo I have’ propositions.

My suggested solution, for this, would be a rework and expansion of the ‘tutorial’ tab, along with a potential addition of a ‘bestiary’ tab. Flesh out the articles on basic game mechanics to at least allude to the existence of how bullets work, how ammo types work, the fact that material penetration exists, etc… Add in a system for the player to passively accumulate a reference guide for how to combat different machines - once a player has shot X many runner gas tanks, add in an entry to say ‘oh, these guys have this gas tank, and shooting it makes it explode’. This way, even if the player discovers these things by accident, they’ll at least get an answer to ‘why did this guy die in 2 shots and this other same version of that guy took a full mag to drop?’. I think this is a decent way to add in an extra immersion layer while also keeping true to the ‘go figure it out!’. The blueprint collectables are a good example of this kind of thinking - but there’s also nothing to indicate, to the player, what the benefit of having them is. It’s entirely possible to play the game up to level 31 and never pick up the perk that lets you benefit from having bothered to collect all of those schematics, which feels silly to me - someone put a lot of time and effort into making that amazing cutout graphic mode, so seeing it go unused is a terrible waste.

One other point I’d like to make, for the sake of new player retention, is the idea of a re-spec system. Perks are, currently, widely unbalanced for the utility or damage that they provide versus their location in the skill tree. This is actually less of an issue than it seems, because (from what I can tell) the location and placement is based on balancing the game for multiplayer, vice singleplayer. That said, one of the aspects of starting a new game is experimentation, and the perk tree is a big example of this. However, currently, if a new player decides that they don’t like how their character is specced and want to try something else, the route forward is… to start over at level 1. If a player is already frustrated and trying to find a new way to approach situations, they’re also not likely to be enthused about the idea of starting their spec over from scratch, just because a given perk didn’t behave the way they thought it would, or turned out to be less useful than it seemed.

That huge wall of text out of the way, I want to take a moment and address game balance - specifically, the power creep involved with the exp 50 cal. I understand that everyone loves this gun - I do to, and I think that it’s an amazingly fun weapon to use. That being said, I also think that it’s terrible for the long-term health of the game.

One of the core tenets of gameplay in Generation Zero is approaching your fights smart, rather than hard. The player spends their time learning the weaknesses and strategies of each enemy type and flavor, and benefits from learning how to exploit those weaknesses. The exp 50 cal allows the player to completely ignore those weaknesses, in favor of ‘shoot it here, regardless of position’. What’s worse is that it helps trivialize the robots that’re supposed to be a substantial threat - specifically, the tanks. I don’t think anyone will argue me about harvesters being loot pinatas once the runner compliment is gone, but tanks are supposed to be beastly, the king of the area that they’re in. With the exp 50 cal, I can pop the fuel tank… by shooting them in the face. Worse, I actually benefit from doing this - because I can damage all of the armor plating and drive components (and, if I’m really good, the gas dispensers or concussion attack speakers) all at the same time.

Other players have noted that the exp 50 cal is overtuned, because it’s easy to quickly eliminate tougher enemies. My point is that this isn’t the problem - the problem is the penetration that it gives you, because it allows you to ignore game mechanics like positioning, robot orientation, etc, and just put massive holes in things from wherever you happen to be standing. Grenades, EMPs, and the exp shotty are all useful because they get robots to flinch, or stand still for prolonged periods of time, opening up the opportunity to safely target weakpoints. The exp 50 cal says ‘naw, I’ll just drill holes in it until it dies’. If this is the direction the devs want to go with for weaponry, then that’s also cool - but the enemies need an adjustment to ramp up as well, or what was supposed to be a cat and mouse situation turns into a tom and jerry cartoon. Also, the other weapons should receive similar levels of love - either in the form of ridiculous damage potential (meh), or more utility (!). The exp shotty is fun, to me, because it introduces a new kind of role, especially in team play - I can take that shotty out and perma-stun any given robot of my choice, as long as I’m careful, while my teammates do the work of actually putting it down. I think adding newer, more unique approaches to what weapons can do would be a good way to still provide cool, top-end loot, without immediately invalidating other weapon choices.

tl;dr - I just want this game to succeed, and I feel like some transparency would hugely help the playerbase. Players that’re having fun are players that keep playing, and refer the game to their friends. Adding in better explanations of game mechanics, and making sure that weapons stay interesting and varied, is what I see as the best approach to this.

Thanks for reading, sorry for the text vomit.

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Sorry bro, this is very hard to read. At least introduce some chapter titles for that essay please.

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This entire text is difficult for me to read through but I’ll summarize what I can.

The entire FMJ vs AP argument is way overblown. You either focus on armor piercing, or hitting softpoints in enemies. There’s really nothing more to it than this. You’re not meant to fight enemies in the open unless you’re a walking deathmachine, so there’s nothing wrong with getting the upper hand in any other way since odds are stacked against you.

Ballistics in games is becoming more common, it’s something that’s in all of Avalanche’s games. And you can quite easily notice the bullet drop from the most basic rifles and learn how it works ingame, so I’m not sure what the issue is there.

There’s little to no handholding because that’s how this game works. You discover the mechanics for yourself, as one used to have to do. And it’s a system that has proven to work. If you need help, come to the forums or look for guides. But the game isn’t going to tell you these things.

Silencers literally work as they’re described; they muffle the sound of your weapons. The better the quality, the better the effect. A 5* Silencer on an AI-76 can take out an entire group of Runners before either of them can pinpoint where you are. But silencers won’t completely mask your shots due to the game’s excellent sound design. Be close enough and enemies will hear it anyway.

The learning curve on this game can be hard, but that’s intentional. You’re not meant to feel powerful, especially not at the start. It’s advertised as guerilla fighting and surviving combat with the Machines.
You just need to consider every battle.

Finally, you do realise that the Experimental PVG90 is endgame stuff, right? In order to even have a chance at taking out Level 4 Rivals you need the firepower of an experimental weapon, preferrably one with high damage and/or penetration. We’re also on the cusp of a game expansion, which will no doubt introduce new elements to gameplay and the enemies we face.

That’s all I’ve got time for, I’m already late for work.

Hey @Zesiir and @Aeoleone,

Unlike some of the others, I read every word from you both. I’m with Xezr on this one - I think that you have found out the mechanics of the bullets in exactly the way I did, and every player should - by experience. There is lots of help out there, on Youtube, or here in the Forum if anyone has a specific question, but you are a teenager out of his/her depth, learning how to survive. I found out that if you hit a Tank often enough in the foot, it will eventually fall over. This was good news. Now it takes me fewer bullets to have the same effect, but I learnt, as you did.

I love that new .50 cal - it has advantages and drawbacks. I had to work really hard to get it, and would be gutted if someone took it away. Some people get lucky and find it at once, but not many, and not me. In my experience the Ammo algorithm goes in waves, and sometimes I simply haven’t got enough ammunition to use it, or I have five rounds, that I must make count. I choose my battles no matter what load-out I am carrying, the .50 cal makes no difference to that. In fact I get killed more often by Dogs, the weakest enemy in the game, than by everything else put together. A .50 cal is no use against a pack surrounding you.

If the scematics are available, you can look at them, or not. Everything you need is there, if you have to wit to use it. It’s all there for a reason and to help you. No, no, let them newboys learn, same as we did!

It initially thew me off many times that with the scoped hunting rifle on close range you actually have to aim below the gas tank of runners. The zeroing seems to be for 100 m or something. This is not uncommon, and physically consequential, but still feels kind of weird.

Besides that I really (!!) enjoy the explorational aspects of the game, as long as all the info can be found somewhere at least.

I agree to one aspect: The machine blue prints are listed under “Collectables”. This was a clear indicator for me, that none of them have any gameplay improvement value whatsoever. It is not clear that they actually help and in what way they interact with a certain skill. This could be made more transparent.

Some really well-written feedback in here, many thanks!

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Tell you what also occurs to me, that is that very early in the game there is a traget on the side of one of the buildings. It is even part of a mission briefing. At the time I couldn’t work out why I would want it, but it is there because the Avalanche guys are hunting nerds and they wanted to give you the opportunity to work out the bullet drop for various weapons at various ranges. Now, we can’t zero our weapons for us, but what we can do is to map them so that we know in future. Put a marker at the side of the building where the target is, then walk backwards 100 metres (marker shows range on map), drop a gas tank to mark your position, and try all your weapons. Run forward to see where pistol rounds strike, or hunting rifles. go back to your gas bottle and try again. When you have made a note of bullet climb or drop, pick up your gas bottle and retire another 100 metres. Repeat. Repeat whole process until you can no longer see the target. I mean, it’s a mission!

PS - DEVS! Bullet splat marks in plaster walls are mega perfect. Well done!

For Xezr:

I’d recommend you have gone back and read the full body of the text, especially if you’re trying to structure responses to it. That said;

The discussion point between AP and FMJ is there to illustrate a game mechanic that has several variables in how the enemies respond to you, and that at least one of those (penetration) fundamentally changes the interaction. AP rounds are the best approach, because AP rounds allow for penetration of ‘chassis’, which allows for weakpoints to be hit without precise aim or positioning.

I literally highlighted why the concept of ballistics isn’t readily observable in the game. The issue isn’t that there are ballistics, but that they’re poorly conveyed.

The forums and existing guides, along with most of the community, are full of misinformation or half formed ideas, or ‘I think it works like this’. The information and documentation simply does not exist. More over, using that as an answer, in a game whose multiplayer is limited to 4 person co-op, is a cop out.

Silencers work how they’re described, but you’ve grossly over-simplified several mechanics that go into robots detecting you when you’re firing at them, that are also not conveyed by the game, other than by ‘oh look I’m being shot at now, guess the silencer isn’t very silent’.

The learning curve on this game is made artificially more difficult in ways that drive new players away. Games with good conveyance don’t have to hand you a guidebook on how every facet of every system works - they do, however, provide enough breadcrumbs to at least suggest to the player what’s going on.

In regards to your game balance comment; no, you don’t need EXP weapons to kill a level 4 rival. You fight them the same way you fight everything else. A set of 20 fireworks will force a level 4 fnix tank to stand still long enough for me to shoot off everything except its gas dispensers, at which point I can kill it with a 1* .32 if I’m patient enough. All of this, however, does not answer the actual complaint I made; the exp 50 cal is ridiculously BETTER than any other weapon option, with the potential exception being close range fights - and I’ve run around with an exp 50 with iron sights just to prove that such is viable.

My request would be that, if you don’t have the time to read the entire post and formulate a response before you become late for work, perhaps you should’ve waited to respond.

For Bootie (huehue):

Part of my answer to the .50 cal being as ridiculous as it is was to either overtune the other EXP weapons similarly (providing that new enemies actually match the ridiculous performance of this gun), or that it be adjusted. I understand that the sentiment of most of the player base is ‘don’t take away this new toy you gave me!’, and I love it to - however, it’s also ridiculously strong, and that needs to be addressed. The problem, here, is that the exp 50 is now the new standard. Anything else will now be compared to it. The .243 and .270 are both completely obsolete, at this point, and I’d argue that even the slug shotty is a niche use case of ‘slugs are easier to find than 50 cal’.

Saying that everything is there, if you have the wit to use it, is intensely misleading. If so, then… what use do the gnomes provide? What use do smoke grenades provide? Why would I load chaff rounds into my launcher? Why do small and large emp grenades, along with every explosive that has to be placed? If the game made everything useful, then sure. If the game made sure all aspects to all the equipment was useful, then sure. As it stands, however, whether or not any given thing you pick up is actually helpful is like throwing darts blind - and these kinds of things turn players away. As for the impromptu hunting range target; cool, a flavor based world addition that isn’t alone (see the shooting range mission). That doesn’t include the fact that there’s ballistics in the game - having a shooting range is not particularly outstanding. To be honest, I was a little surprised there weren’t more. Nothing in the existence or absence of a shooting range is going to suggest to me that there’s ballistics.

To pegnose:

Yeah, I noticed the same thing. That’s one of the things that clued me in to the existence of ballistics in the game, once I got over thinking the sights / iron sights were trash.

The need for exploration and trying out is a large factor in the appeal of this game. I love it and wouldn’t want it otherwise. And of course this does show in forum posts.

OF COURSE, this does only work if the mechanics are not constantly changed in the background. And it appears they don’t. That way you, and the community, will eventually find out how things work. Great approach in my perspective.

Granted, there are some items in the game that are not very useful atm, like this white portable med station. But its working is quite obvious, at least. Hopefully we see some improvement to this (and other) items in the game to make them viable.

All said I highly appreciate that you don’t get everything served on a silver platter. Finding out is a central part of this game. In other games, shooters like Apex Legens for example, it is important for players to understand right away how ballistics work. Not in this game.

@Aeoleone Would it be possible to write a little more concise in the future? It is really hard to have this - fruitful, in my opinion - discussion because of the time it takes to read your - valuable - comments.

I felt you touched on many interesting aspects of the game, so I thought I’d try to comment on what I could before I had to go. It wasn’t meant to sound shortsighted, if that’s the impression I’ve made then I apologise. But that being said, I simply disagree on some of the points you make.

Like ballistics. Perhaps an indicator in the tutorials would make sense to inform new players that they need to worry about things like weapon recoil, bullet drop and such. But it’s not difficult to discover this for yourself, especially in a modern game where such mechanics are becoming more and more common.

There are many good posts and topics on the forum to help with playing the game, learning tactics and such that you can discuss with others. Simply shooting that entire option down is a bit short-sighted.

Regarding silencers, what mechanics are you referring to? I know Machines react differently and the AI’s level of detection plays into what kind of weapon you’re using, it’s quality and the quality of the silencer. But I don’t see where you’re coming from, there.

There’s always improvements and adjustments to be made on game mechanics to keep new and old players invested in the game. I personally think the current system is fine, but I’m sure it can be further improved. The starter island is mainly there to teach you about the game. It’s tough, and it’s meant to be. It was in fact changed a while ago because so many gave feedback on it being too easy.

Dunno what else to say about the X-PVG90, I guess it could use some balancing (the .50 has always been tough to balance) but that’s about it.

Hope I was more clear now.

Please no re-balance until I have found (and used) it! :slight_smile:

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@pegnose - I agree that every piece of nuance for the mechanics doesn’t need to be, as you said, served up on a silver platter. My argument is that there are several things that don’t have enough clues pointing towards their existence, or that the clues that do exist are something that can only be experimented with by players at the end of the game - and that by the time you can do this experimenting, the results matter a lot less, because you have the resources to brute-force solve problems instead.

@Zesiir - The community, as a whole, is full of misinformation. This is (mostly) due to the lack of hard information provided by the game. One of the driving factors behind the limited testing that I’ve done, for myself, was the lack of reliable information from the community. More over, the game does not come with these kinds of communication methods built in; why are we passing the responsibility of informing about basic game mechanics to player communications, outside of the game?

Silencers conceal noise. No information is provided on how much noise, what kind of ranges are involved, etc. - just, ‘makes the gun quieter’. To make matters worse, robots are capable of determining your location based on the direction of the bullet impact. If you want to see this in action, throw a hunting rifle silencer on a .243 or .270 and shoot a hunter in the back from a distance of your choice. The immediate turn to face and sprint, even though they haven’t detected you yet, is very discouraging from a ‘but I have a silencer and I’m super far away, how are they finding me?’ perspective.

None of my complaints are about the difficulty of the actual game. If anything, I’d argue that top end enemies are too easy, especially once you know their secrets. My complaints all revolve around the idea that, in my eyes, the game does not do a good enough job of informing the player of basic game mechanics - or at least the fact that they exist.

I don’t want adjustments to game mechanics - I want adjustments to how those mechanics are conveyed to players, especially new ones.

Holy cow, I just got the .50 cal bad boy, and I am only lvl 14 !!! That is kind of broken. Although, I have no ammo for it. :laughing:

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Recommend running around with an exp shotty or regular shotty, pistol of your choice, and the 50. For some reason I seem to have much, much better luck getting ammo I want carrying shotties than other weapons - probably a placebo effect, but.

And yeah, that’s my complaint, effectively - it’s too good. It’s amazing, and great fun to use, and does great damage - and makes the other weapons a lot less relevant, as a result. If the exp glock / a4 / shotty / kpist / launcher were as useful and powerful, then that’d be one thing, but right now it’s just head and shoulders above everything else.

I was hoping the devs had introduced a level system. Like getting the Exp shotty first. It seemed likely to me as my buddy and me both got that one real quick as the first experimental weapon.

And getting the .50 cal latest for endgame and not removing too much of the threat of higher enemies too early.

That actually touches on another concern with exp weapons; I think they need to be locked to player level, 'cause as far as I know right now, it’s 100% possible for a low level player to kill a rival in the archipelago, get super lucky, roll an exp 50 cal. Can you imagine how much of a different experience the game would be, at that point?

That is exactly what I fear even now for my game. I am only in the second area. And it is my first play through.

Normyra is your friend for .50 cal ammo. Have fun.

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The gnomes provide XP and satisfaction. People clearly search about for gnomes, cassettes and horses. I don’t know why they do (I can’t be bothered), but it seems to make them happy!

My take on the .50 cal is that it is so loud that it should attract every machine in a 500 yard radius, and maybe more, rather than that they should lower the power. Now a .50 cal is in the game, it should be a beast, and can’t be now decommissioned. But I never have enough ammunition to use it as a melee weapon - even with iron sights you get through too many wasted rounds, and you can’t afford them.

So if it worked like a Seekers horn - i.e. attracted Trade from all sides, your use of it would be tactically limited, which would work much better. Since the ammo algorithm is random, you may be a lucky person who finds heaps of .50 cal ammo, but most of us don’t. I’ve been down to five or six rounds, so I have to judge whether to use them. If I can take out two Hunters with those rounds from a group of six, then it is worth it, but I no longer have the option to use it thereafter. In other words, there are other ways to balance its use, rather than just nerf it, which for me is a cop-out.

Ballistics have never much bothered me. If I see a bullet strike over the top of the target then I adjust on the fly. Mostly it goes where I want it to, but then I am naturally a sniper in this game, so am probably firing at optimum range most of the time.

My 5* silenced .270 (the weapon is 4*, but the silencer 5*) will frequently let me hit dogs one at a time at 250 metres and if it is a one-shot kill, the others do not react until two or three have gone down.

For Hunters at distance, the best combination is silencer and IR sights in a crouch. If you’ve got your positioning right, you can hit them at centre of mass and they cannot get a lock on you. They know direction (they will face you) but will not run at you. But we find out these things by accident, as indeed you would. I love that you cannot exactly predict what will work best and have to experiment.

There’s not much wrong…

@Bootie

Hokay, from the top;

The discussion about collectables was the complaint that gnomes, horses, and mix tapes don’t have any impact on in-game mechanics outside of the XP reward. Blueprints, however, have a HUGE in game impact - and nothing even tells you that the blueprint is why you’re suddenly privy to this information. It’s a game changing level of information, but isn’t even remotely hinted at - you just suddenly have it. This is an example of poor conveyance - this kind of random collectable unlocking the ability to see every weakpoint a machine has, or to understand which points provide them with gas attacks vs. sonic attacks vs. whatever else, is huge.

I agree that the .50 cal can’t be fully decommissioned - I’d even argue that it shouldn’t be. However, it either needs to have its effectiveness reduced (IE, a reduction in the currently obscene level of penetration it offers), or other weapons need to be brought up to par. I completely disagree with the idea of making it lure machines, because that makes it (in my eyes) even more valuable, while invalidating other items (why carry comm array lures, radios or boom boxes when I can just… fire off the 50?).

I’ve never had a problem farming for ammunition. I have a variety of suggestions I could make, there, but that’s not really relevant - what is is that it would be the only weapon in the game balanced out by ‘you just don’t have enough resources to use it’. Compare it to the rocket launcher - the weapon that, until I just stopped picking up ammo for it, I’d have to frequently take out of storage and go spamming with, just to not have my storage box full of 4sets of rockets.

The problem isn’t that ballistics exist - it’s that the game does a poor job of telling players that it exists. The vast majority of my complaints aren’t necessarily about the mechanics, they’re about how the player is informed of those mechanics. The point, effectively, is that the game loses players because of poor conveyance, and that’s the biggest issue (in my eyes) that needs to be addressed to grow its playerbase.

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