If there’s something to rant about, then my rant is about game nerfs.
I’ve played GZ since launch and back in the good old days, you actually had to work hard for what you wanted to get. Few examples:
- Spoon feeding & easier missions
When you picked up a mission (main or side), only info you had was location name and primary goal (e.g go to X spot, find out what happened). Once at the location, you had to search and explore the area to find clues (mission items) to get more info what is going on. Once you picked up the clue, you actually had to read what it said, so you know in which direction to advance next. That made every mission a small treasure hunt, where you actually had to use your head and think what to do.
Now, there are POI icons: “go through that door”, “pick this item up” that spoon feed you into the right spot across the whole map. ONLY saving grace is that you can disable POI icons from Game settings. Which i’ve done since i don’t like spoon feeding.
Also, the missions themselves were much harder as well. For example:“Beyond the Barricade” (South Coast). At the end of the mission, there is gas filled house. And that gas was very, VERY deadly. The deadliest gas i met in game. I lost 20HP per second when i went in there! I had to constantly heal myself, find way through the gas, locate mission item and get out alive ASAP. Loved that mission.
Few months back, i helped friend out and he also did that mission. I did warn him about the very deadly gas and he went it. Somehow, he was able to be in there far longer than i was, so i also went into the gas and behold, i only lost 1HP per second. The essence what made this mission special was lost.
- Machine loot
In the beginning, i had to explore and search for my gear, including ammo and first aid kits. That was fun. Machines did gave some ammo (specific ammo from each machine type, e.g 9mm Glock from military runners or .50 cal + rockets from FINX tank) and it was very rare to get advanced first aid kit from FINX harv.
Now, machines are walking treasure chests, almost completely eliminating any reason to search for the ammo and first aid kits.
Take down a runner and simple first aid kit is guaranteed in 90% of the time. Same with hunters - take it down and standard first aid kit is guaranteed in 90% of the time. Advanced first aid kits used to be very rare and valuable items but now, you can get one from every tank/harv you take down, making it common item.
Same is with ammo. It used to be where ONLY FINX hunters and tanks gave you .50 cal ammo and rockets. I had to use Ammo Packs that i found to keep my .50 cal and HE rocket supply up. Back then, there were ammo types that were rare: .50 cal, rockets, .44 Magnum and 5.56mm. Latter two didn’t spawn from machines at all while former two spawned only from the two most deadliest machines (FINX tank and FINX hunter).
Now, you can get rockets from multiple enemies: FINX runner, military hunter, all harv types, all tank types.
Ammo and first aid kit looting system was messed up by those lazy players who didn’t want to play the game as it was intended (explore, find loot boxes, collect your ammo from the world), instead, they wanted to get the loot from the machines they destroyed. So, the devs implemented the system where you can get first aid kits from enemies and 80% of wasted ammo back when taking down harvs/tanks.
- Weapon drops, including experimental
I completed the vanilla game with vanilla weapons. Best i had was 4*. Did find 5* weapons post end-game, once i was brave enough to take on FNIX tank(s) on my own. And i was well rewarded for my effort, a 5* weapon with 5* mod.
Back then, it was 100% guaranteed that you got 5* weapon alongside 5* mod from FNIX tank and about 20% chance to get 5* weapon and 5* mod from FNIX harv. That was changed when “Machine Loot” came in June’s Update.
Also, the method experimental weapons are given to the players needs some serious rework. Right now, there are no restrictions whatsoever and low lvl player can get 6* weapon(s) before leaving Archipelago region. That messes up the game experience for players since there is no gradual introduction to weapons and their qualities as it once was.
In my opinion, experimental weapon drops should be locked behind final vanilla mission. Since players get those from Rivals, those too should be locked behind final mission. This way, players can do the vanilla game with normal weapons, gradually finding better quality ones. Once they finish the game, Rival spawns are unlocked and only then, they get their hands on experimental weapons.
Moreover, currently, there is no reason given within the game why rivals appear in the first place. Though, it’s easy to tie Rivals appearance reason(s) into the main story at the end of story line. But i can’t discuss it without spoilers.
- Final words
GZ was intended to be harder than the average game where you play it with your buddy (co-op) but which can be played in Single Player as well (with added difficulty, e.g no backup in combat or no-one to discuss with how to advance in missions).
At current point, GZ is in the state where it spoon feeds players through missions and gives instant rewards to players so that they don’t have to think nor work hard for their loot. Except weapon drops from tanks/harvs, that was made into tedious grind.
I guess it’s the current trend with new games, wanted by the newer (younger) generation of gamers, who want instant gratification, by giving players very easy pass through the game but at the end, making the best items near impossible to get.
I am sad that the GZ has strayed from the path it was, when i bought GZ week after it’s launch.
What i am happy about, is that i got to enjoy GZ and finish all my main and side vanilla missions before those game nerfs came that i described above.