hi devs,
first of all: the game is absolutely great. we have so much fun playing!
what we lack, however, is quick access to more items (we play with a controller). you can use many tactics with mines, batteries, flares, gas tanks etc, but we never use it because the 8 slots of the weapon wheel is full of weapons and medipacks.
it would be great if we had another weapon wheel, maybe just open the current one and press right stick(R3) to switch to another 8 slots.
and please make the gas mask selectable with a quick selection
I guess there are many different feelings about the item/weapon selection as it currently is.
The wheel is a great improvement in my eyes, because you can easily select up to 8 things, instead of 4 as it was before.
There were many bad critics for the wheel, but some critical points got optimized in the past. Also we are now able to use most of the items directly from the inventory, which wasnāt there before, too.
Generation Zero is a game which uses an inventory and I think the wheel is enough for most purposes. You still have to manage your inventory and to prepare for specific situations or your plans and thatās ok.
So I donāt think that you need more slots. Make priorities, play wise and prepare yourself.
BUT I agree with a quick selection of the gas mask and would like to add a quick selection button for binoculars, too.
Before the latest update I hoped that the two unneeded dpad-keys could have been used for that. Now they have a binding. Well, nothing that couldnāt change in the future. Itās just a matter of balancing the input options.
Iād like to have the option to change some bindings, at the moment especially for dpad left and right.
hi,
thanks for your answer!
for me as a console player a weaponwheel is a nobrainer and in my opinion it works very well in the game.
i would still like to have faster access to multiple items since i carry them around in my inventory. Once the battle has started, I can no longer search around in the inventory and select the right item. a waste of potential for me.
but maybe the devs also want there to be an 8 item limit. you seem to like it too. I can follow your reasoning too, but I prefer it differently ā a matter of taste
A matter of taste,
A matter of getting used to something,
A matter of service against challenge,
ā¦
There are many reasons for and against it.
When I started the game there was no wheel.
But I was able to select some items quickly.
For others, who started at the release, it was even harder to select and use items on console.
For me the inventory management is part of the game. If I need something I donāt have on a quick select button, then I have to get somewhere, where Iām safe to manage myself to be able to select it. Itās a small challenge.
Imagine wandering around with a survival backpack. Some stuff is easily accessible from my belt or from small pockets, but some stuff just is somewhere in the backpack. So I have to put down the backpack and to grab what I need. Thatās how it works in GZā¦
like i said, i understand your point of view and maybe thatās the intended philosophy of the game ā iām just thinking about zombie u and the wonderful backpack feature
Iām a new player with a fresh perspective and it seems to me that this inventory (management) is more of a problem child than a desired game element.
maybe i would argue differently after 200 hundred hours, but at the moment it feels to me as if the game is limiting itself in its possibilities.
Before the 8 slot wheel on PC, we had 3 buttons for weapons and that was all that could be put in those keys and the #3 key was for pistols and melee weapons only. Then keys 4,5,6,7 where for other items such as binoculars, first aid and so on. The 8-slot wheel was a major improvement on that for PC users but still use the keys to access things quickly.
Just like Madchaser stated, have to plan and come up with a strategy that works for you BEFORE getting into combat or hide to make adjustments quickly.
I still use the first 3 slots for my weapons I use the most often, AG4, PVG 90 and the M46. Or Long range, medium range and in your face range. I have my AG4 in first slot so it is the weapon when I start in a game. Slot 8, the newest key, has my specialty weapon. A M49 rocket launcher or the KVM 59 for crowd control and destroying FNIX base quickly. Also have a slot for Adv first aid, the only first aid I carry, field radios, due to playing a lot of co-op. Anything I throw will be hand grenades, so they use a slot and then binoculars for spotting machines quickly and knowing the health of the reaper.
Other than the ammo for the various weapons and adrenaline shots, I see no need for other things to carry or use. Only time I trade out a slot is my specialty weapon slot and it depends on fighting a reaper, KVM 59 or attacking a fnix base. And I take to time to be ready for either.
If they make the gas masks work, then I could see wanting a toggle for them but as they are just a fashion acc, I donāt see a need for it to be added. Might as well make pants, shirts and shoes quick change items too. Since those can be crafted with a little more buff.
hi and thanks for your reply.
as you write, you see no need for the other things.
maybe i would argue the same way after a long time playing, but at the moment the usability prevents me from finding out at all and i think thatās a shame. in theory, experimenting with different items sounds like a lot of fun.
maybe this playstyle is not wanted in the game, which is absolutely ok.
Iām just a newbie posting my first impressions.
i play on the series x and havenāt had any problems so far. i also like the 4 additional shortcuts via face buttons when you open the wheel - nice feature!
I guess itās not a matter of a deadzone, but of timing.
Sometimes it happens to me, too, that I close the wheel without changing to the wished selection. But if I think about it I always come to the conclusion that I put the finger off the stick earlier than off the trigger.
Thatās a big misconception, imho. The wheel was supposed to be an addition to the existing layout, not a total replacement. We had access to 3 firearms before. Add those 3 firearms back to the wheel and that only leaves 5 slots left, thus making the wheel only a +1 benefit. Thatās not really much of an improvement, is it? There mustāve been a complete misunderstanding between console player requests and the developers. And, yes, make the D-pad left and right mappable or bino/health default so we can get those off the wheel and make more room for quick access items. Its current function now is redundant and itās greatly needed for more important things.
In general, I also think that itās more of a timing than a deadzone thing. but i tried it out, and the deadzone for looking around with the right stick is about 0.25, for selecting the weapon wheel itās 0.45.
0.45 is indeed a very high value.
values are probably not absolutely accurate, since my old 360 controller on the pc is already quite worn out, but there is definitely a difference
Ohā¦ That makes sense now! I remember nowā¦ I theorized that the joystick is coming back to its inner deadzone before the player closes the wheel. A bigger deadzone like you describe would explain that.
its too much i was not happy with the weapon wheel release update. because you can have only medkits and primary weapons. in old times secondery weapons was useful but not anymore.
and @codinghour you asking for more? i will gladly want too know why you need more slots on more specific reason. in old times it was hard to play and challenging robots. and now you guys want raw firepower to destroy machines like rats.
my friend stopped playing generation zero because its to easy for him to play. that he completed all missions he had, and killed the reaper to many times that he forgot to count. you gonna be next to unistall the game because the game is too easy so its no fun!
what we really need is bigger machine that you cant just kill with raw firepower.
As I have already written, there are different perspectives on the game.
you write about āold timesā but iām a new player.
and iād like to say it again: maybe iāll argue differently after iāve played for hundreds of hours.
why i wish more slots? I have already stated that above. there are mines, radios, gas tanks, emp stuff etc.
each item has its own function that i would like to experiment with. I think that is/was the intention of the developers, otherwise they would not have implemented it.
and the few slots make trying out the many options not impossible, but so cumbersome that I donāt do it. and i think thatās a pity, because the game has the features but āpreventsā their use.
when you say you only need the primary weapon and nothing else, that may apply to you. youāve been playing for a long time.
but iām crawling through the bushes with a pistol and hunting rifle and hunters are still a real threat - and iām enjoying it! but it would be even nicer if i could then set a trap for the hunter.
I think more slots wouldnāt hurt either. if you donāt need it, you donāt have to use it.
and again: if the developers/players donāt want quick access and see the inventory more as a game element (see madchaserās post), then thatās completely ok with me. this should only be a suggestion. iām not the guy who thinks the developers have to make a game just for me.
oh sorry for being new player, even tho becareful with random people on xbox group post they will ruin youre fun the public poeple give free overopwered weapons ( im aint joking around it was very fun if you play solo with no free weapons from publics.
( i also play xbox one).
if soo you have not gone that game so far well good.
you can place the trap first and then use the gun. the developer will not give more slots from my guess because theyre trying to make us not completely overpowered.
Everyone has an own style of playing Generation Zero.
You can play it as a casual shooter just with a few guns and lots of ammo, running around, no matter what enemy is around, if youāre silent or not or whatelse.
But you can also play it on a guerilla style. Silent, cautious, strategic/tactical, using traps and the environment.
In earlier days there werenāt as many machines as there are now. The old system with a primary gun and a secondary weapon and a few items in general was enough to survive.
But now, with the reaper, large groups of machines and bases, youāre more often in need to switch weapons more often and fast.
Thatās another reason why they introduced the wheel. To give us more freedom to choose the weapons/items and to be able to switch weapons faster.
Much has changed, but in the end the game still tries to let us play with strategies and tactics. And using them still requires preparation.
Well, nothing is perfect for everyone, because everyone sees the game with different eyes.
You should try to play it with all given possibilities in a style that satiesfies yourself.
But be a bit flexible, to fit changing situations.
Flexibility is something many players donāt have. They want every game they play to be as the others they play. And thatās a great fault. Thatās not fun. Thatās just zombilike.
Yes, I donāt think you need a slot for everything you carry, and I donāt think it was ever intended to be that way. In a lot of games, you are allowed to carry only so much. Pick something up, you have to drop something else and not just put it in an infinity number of slots you can pull up with the touch of a key or two.
A lot of what you want slots for will start to be used less and less as you learn how to use the other things and want to carry less and less of everything and more of what you use most. But you will soon be posting that you canāt carry enough and your carry limit needs to be increased and then the storage isnāt big enough because you want to keep everything and carry everything. We have all been where you are now. Because there are LIMITS in the game you learn what you NEED and limit what you WANT.
Also you say āWEā, guessing it is your friends that play with you to in co-op? Each of you can be a specialist and carry and use different items ready to use more effectively than a one-person army. As one player stuns the machines with EMPs the other fire different weapons at them. You canāt get much use from a low level emp when you throw it, it stuns the machine while you change to a weapon and by the time you are ready to fire the machine starts waking up. Then you have to switch back to toss another EMP. This sharing of tasks goes for flares, fireworks and all the other things you can play with. There is even a setting, āauto scaling difficultyā that you can turn on that you destroy machines faster by working as a team to destroy the machines.
We are not bashing your idea, we have all thought it, but with experience you will soon realize that extra slots are just not needed.
Thank you for your answer.
Nice to see that there is a good discussion here.
yes, i play with a friend in coop. auto scaling is on.
weāre trying to specialize - i can mark opponents, he can pick locks. I donāt know if you can even remember assigning skill points
since iāve been working in the games industry for a very long time, i can say one thing with certainty: no one has thought about the game as long and as much as the developers themselves. the game has a clear vision and i trust the developers to make the right decisions for the game.
that doesnāt have to suit everyone, but the decision-making processes are often much more complex than they appear from the outside.
and if i didnāt really like the game in its current form, i wouldnāt bother to give feedback here.