BALANCING OFF THE GAME
I believe that the dev’s stated the game does not scale to the number of players in game. If this is true the games diffulty should be set for the solo player experience.
Finding a balancing for 1 player all the way up to 4 players with no scaling is impossible.
My second suggestion on balancing would be to change from 4 player co-op, down to 2 player co-op. Balancing between 1 and 2 players would be more feasible.
Finally on balancing, remember some people don’t have playstation plus/Xbox live. Thats why it is imperative that the solo experience takes priority
I’m curious have any of the testers completed this game by playing solo, from start to finish? I would be very surprised.
Infact has anyone completed this game playing solo (no co-op ever)? Leave a comment
TICKS
I like that ticks are in some houses, bases and even in the woods (love the creepy sounds they make). Two things that need fixing with the Ticks are their reaction time. Their reaction time needs to be reduced by 2-3 secondd. Tick leap attack damage should be reduced. Should inflict approximately 10% damage
SEEKERS
No change, except that they are not dropping anything
RUNNERS
Runners shooting and reaction time are good Only problem leap attack inflicts to much damage. Currently I think the Runners inflicts 25% damage from their leap attack, way to much when your fighting a pack. I think this should be reduced to 15% (really would like 10%)
HUNTERS
Hunters shooting and reaction time are good. Just like Runners inflicts to much damage with leap attack. As the Hunter is larger it’s leap attack should inflict 20% damage (really would like 15%)
5 shotgun shots should take down a Hunter. Maybe 1 additional shot increase required for each variant.
HARVESTER
Coming Soon
TANK
Coming Soon
LOOT
Needs to go back to how it was on initial release except for adrenalin shots. I liked it when the dev’s patched it so that depending on how many A shots you had it would determine how often you would find them (to many A shots cannot be good for you)
. Once again this should be based on the solo player experience. Sorry co-op players, for a harder experience don’t pick up A shots. See balancing
PLACEABLE EXPLOSIVE EG. GAS CANNISTERS ETC
Once placed on the ground these items should be illuminated (highlighted).
Reason: when you retreat a safe distance (while being attacked) it’s not easy to see where you placed the explosive.
XP
All machines should have a set XP reward no matter how they are destroyed (blown up, shot etc) eg. Tick 20xp, Seeker 30xp, Runner 50xp etc
I shoot 2 runners and a tick 120xp rewarded
I blow up2 runners and a tick 120xp rewarded.
Co-op XP exactly the same but divided by number of players in the game. (no working out who hit the machine the most, or who blew it up. If your in the same game, everything is divided by number of players)
Your probably wondering what happens when 2 people are playing in one area and kill a machine and 1 playersomewhere, and the other somewhere else (everyone shares the points)
If your in the same match XP is divided by number of players (friends share )
STARTING AREA
Remove all Hunters from starting area. Let the players first encounter with the Hunter be at the bridge where it originally was. When I saw the hunter on the bridge for the first time it was so scary. Plus showing 4 of the 6 machines in the game in the opening area is not leaving much to look forward to. Also I think Hunters for new players is a bit much.