'The time has come', the Walrus said, 'to talk of many things.' (Game Observations and Requests)

I got this game on Steam during the sale, and along with it, almost all the DLC items available. It was recommended to me

Just want to talk about a few things that I noticed in the game that I feel could use some tweaking, and some additions I think would be nice, along with giving my general impression of the game.

Sounds
This game is fairly decent with sounds. Directionally, you can mostly tell where a sound comes from. But volume-wise, there is room for improvement.
Companions
I understand they are machines, and as such should make machine noises. But they clank loudly with each step. They whirr and make a loud woo-woo-woo sound, then hum loudly as well. Even if enemies donā€™t react to this, I and the people I play with have to deal with the noise. And in a game where hearing things approaching is important, having a Companion nearby is like blasting white noise in your ears. They could do with being toned down some.
Vehicles
Again, I get that small motorcycles make a lot of noise in most cases, and when riding a bike in real life, you can hardly hear anything at all other than the sound of the motor. But the sound these vehicles put out is almost painful to hear, and we the players are wearing speakers on our ears, not helmets to dull the sound of them. Also, I can usually hear the sound of my bike echoing from the distant hills, like you often do with explosions, andā€¦ thatā€™s kinda nuts. This also could be toned down, if only to save peopleā€™s eardrums. As it stands, I tend to extremely dislike using the bikes simply due to the discomfort factor.

Base Building
For the most part, I enjoy base building. I like figuring out how optimally I can craft a base and fit it into the various spaces Iā€™m given. With that said, there are a few details I would like to see attended to, and maybe a change in how the various parts are informed on, as well as their stats.
Wall types
While there are enough parts to craft a complete base with, I feel like you missed a few pieces, or could add them for an even more complete selection.
Corner pieces - would be very useful in setting up a base. This would basically be a column with two wall pieces attached at a right angle, either 3x1 or 2x1 wall segments.
Varying size walls - It would be helpful to base design to have 2x1, 4x1 and 5x1 wall segments to fill in such gaps as would require this size of wall.
Foundations - these would be flooring pieces, designed to both be stackable to an extent and linkable so as to make a level base platform. I often wince when I see a wall with a sine wave curvature due to having to follow the shape of the ground underneath it; this would be the fix for that. Foundations would only stick up above the ground slightly, unless a nearby foundation was set higher, and even then would need to be built close to the ground.
Better Gun Emplacements
This one always made me wonder. We defend these bases, then go around gathering resources from the destroyed bots. As we do, we walk past amazing looking guns and rocket launchers laying on the groundā€¦ and just leave them there. No one ever thought to salvage one of those giant railguns, or a rocket launcher pack, or a dual machine gun and mount it at their base? These should be options for bases; any weapon that can be seen mounted on a bot should at least be able to be mounted on a small building without issue.
More Soviet Parts; mirror Resistance Parts
There should be one matching part from each part of the Resistance set in the Soviet set, and vice versa. Not only does this allow the player to choose their base style, but it would allow for a more efficient use of base building materials.
Define the parts better.
As I was asking around for more info on base parts, I was surprised and disappointed to find out that wall segments basically all have the same general amount of hit pointsā€¦ meaning they can only take about the same amount of damage before theyā€™re destroyed. ā€¦How does this make any sense? Why is the concrete rationed out like it is, if the walls are only slightly stronger? I was also told that maybe certain wall types are more resistant to certain types of damage. Where is this shown in game? Nowhere, is where. If Soviet parts and gun emplacements are meant to be stronger than the wooden Resistance wall parts and emplacements, then make that the case, and SHOW it in the various details about the wall. ā€˜This wall has X amount of hit points. It is resistant to Y type of damage, but weak to Z.ā€™ Or something similar. Please add a bit more of this kind of info to the base walls and other parts so we know what weā€™re doing. Iā€™ve built many a concrete base, thinking it was safer, only to find I could have just used the far more plentiful wood walls.

Player options
For the most part, Iā€™ve found this game a little on the tough side, but in a fun way. Trying to sneak around has been a challenge; so has trying to fight directly, or even indirectly; I get beat up a lot, and the amount of times I find myself running and healing is a little frustratingā€¦ especially since sometimes I get railgun sniped out of nowhere (bots seem to be able to ā€˜seeā€™ with their guns alone, and if just their gun is poking over a hill or obstacle, they can hit you, while you canā€™t see them at all). I only have one idea, and I think itā€™s one that makes sense considering all that is going on.
Body Armor
In more than one situation, we find people who seemed like they were researching some way to use bot body armor as personal armor. We also learn to make body armor for our companions to wear. ā€¦So why not body armor for ourselves as well? This is a chance to add a new quest line to the game in which someone DIDNā€™T die while researching body armor made from bot armor plates, and that would allow the player to find that person and learn how to make their own armor. Even if you donā€™t go that far, things like body armor exist in the armies of both countries involved, yet no one ever seems to be wearing any, and the police usually have at least a bulletproof vest onā€¦ though again it appears that this is not the case on any of the bodies lying around. You can find helmets, but theyā€™re purely cosmetic. I feel like it doesnā€™t make sense that we wouldnā€™t have considered or tried to armor ourselves at this point. We even armored up Calleā€™s truck.

STORAGE
I typed this one in caps, did you notice? xD Itā€™s because this is a resource intensive game, yet I find myself always, ALWAYS on the verge of having no space to store things. The game basically requires you to process things you find into raw materials so you can then craft what you need, yet the amount of storage given for raw materials is honestly pitiful. It appears to max out at 500, whereas the PLUNDRA box maxes out at 1600. I donā€™t understand this in the slightest.
Make the Resource storage match the PLUNDRA in capacity.
It seems like it should already have been done, but if not, please fix this. I was recently forced to drop 5000 explosives and let it despawn just so I could continue to process the items I was finding. And yes, my PLUNDRA is close to full as well.
Backpacks
I know you are proud of your trike design, and everyone seems to like the crafting trike, which allows them to craft, deconstruct and store items. I have another suggestion. Military or Hiking type backpacks. These can hold up to 100L of materials, along with having many side pockets, straps, hooks and such to attach tools to for crafting and disassembly. Plus, this would be an option that would be quiet, for those of us wanting to just sneak around. It would also allow the player to more easily maintain their inventory without having to run back to a safe house, allowing for more gameplay and less going back and forth. Here are some examples of the types of backpacks Iā€™m talking about:

70-100L hiking backpack:

40L Military backpack with Molle system:

There might be other designs that would suit better, but I think these would be amazing at allowing the player to better handle resources and items. I would even not mind a slight speed reduction when wearing the larger one, since the tradeoff would be much more time in the field hunting and fighting, as opposed to sitting in front of my PLUNDRA.

Experimental Weapons
Right now, as it stands, slightly more than half of these weapons feelā€¦ underwhelming. The Klaucke barely procs itā€™s effect. The KVM 89 kicks so hard youā€™ll never get it to the redline to use itā€™s feature. The Algstudsare is justā€¦ what? A rifle that shoots like a grenade launcher, but also canā€™t have a scope attached to it, so even judging the range is kinda tough, and only has three shots. Thatā€™s just confusing and bad, in my opinion. So, a few ideas on what Iā€™d hope to see.
Allow more attachments
I donā€™t get why someone wouldnā€™t design an experimental weapon starting at the best state. The weapons should either have mods like scopes integrated into them, or be able to have them attached in ALL situations, as the concept (at least to me) would be someone is trying to make a better weapon, not just a different one. Limiting the use of a scope or a muzzle extender or what have you feels like it makes no sense.
Allow for modifications
Yes, I understand that these are meant to be the pinnacle of the guns in the game. That doesnā€™t mean they canā€™t be modified though; in fact, since theyā€™re experimental in nature, they SHOULD be able to be modified. For example, the KVM 89 would absolutely benefit from the Stabilization modificationā€¦ but you canā€™t add that. ā€¦Why not?
More Experimental Weapon Types
The list of experimental weapons should be longer than this by now, if anyone in the country has seen the weapons the enemy are using. For example, Hunters use pneumatic weaponsā€¦ but thereā€™s no pneumatic pitchfork yet? That kind of thing. A grenade launcher that shoots modified ticks to attack enemies. Radioactive flamethrowers. A RACS-12 that fires electromagnetic flechettes. Things like that.

Thatā€™s all I have for now, though. I think this game is fun and interesting, but it could definitely use a few tweaks to make it better. I hope someone reads all of this and gets some ideas.

2 Likes

Very well summed up! Having played since day 1 myself, I have to agree with most things, but your Plundra?

Before we could upgrade to 1600, most of us used our other characters as storage boxes for duplicates and such. Then you could finally move everything to Plundran and get a full overview of the holdings. Thought I save 2 copies of each 5 crowns and Experimental weapon, sometimes 3, because
sometimes you are tired and ā€œaccidentally storeā€ everything in the recycling stationā€¦ Happened more than a couple of times to meā€¦ :man_facepalming:
But I never have reached more than 1200-1300 in Plundran and then there can be hundreds of each sort of grenade, rocket, etc. and 10ā€™s of thousands of several various and popular ammo varieties?

2 Likes

I thought exactly the same.

And yes, there is a difference between recycling station and plundraā€¦ But all the weights of the ressources have been reduced to about 10% of their original weights with one update.

So if you had 400kg before in the recycling station, this was reduced to about 40kg.

If you still run into the limits, something definitly is too much.


The game started as a ā€œyouā€™re limited and youā€™ll use what you get and haveā€-experience.

Many players turned it into a ā€œI want everything although I donā€™t need or use itā€-experience.

Which makes the original survival feeling becoming a ā€œIā€™m a super-soldierā€-feeling. In my eyes the initial feeling was better, more immersive. Now itā€™s run&gun without many risks.


I personally managed my storages and never had problems in having too much stuff. Yes, you can become overencumbered easily if you carry many weapons and ammo for them, but even that is a personal descition of everyoneā€¦ And because of the introduction of the weapons wheel, it has been made easier to carry and use many weapons which often leads to the described problem of becoming overencumbered.

Btw. I never used mule-characters and I own every DLC.


Regarding the backpacks:
I once made a suggestion for backpacks which goes into a similar direction. Maybe you want to take a look.

Regarding experimental weapons:
Itā€™s critical.

Experimental weapons are no new weapons, they are just the highest class of already existing weapons.
The devs add more and more of them which is cool. But in my eyes itā€™s easier to get every experimental weapon than getting every base game weapon in 5c, not talking about DLC weapons which somehow seem also to be easier to get compared to base game weapons.

For base game weapons the end of the row is near.
A 6c version is just missing for:

  • Bat
  • Mƶller PP
  • Sjƶqvist
  • HP5
  • AI-76
  • AG5

Every other weapon just is available by DLCs.
That we donā€™t already have 6c versions of DLC weapons may have different reasons, but finally I think that the devs originally wanted to have the experimental weapons just in a low amount and available for all players.

There wonā€™t be an experimental 6c RACS12 as a free update for all, because the classes 1 to 5 just are available with a DLC. That an existing DLC gets expanded by new 6c versions for some or all of the guns is hard to believe. A new DLC just with 6c versions of already released dlc-weapons is critical again, because you canā€™t just sell a 6c version without also making the 1 to 5 versions available. On the other hand there could be complaints of paying twice for the same weapons (but just different versions).

From my experiences none of these options are realistic for GZ.

thereā€™s a reason why games donā€™t make DLC for DLC content, himfal island wonā€™t receive DLC for it, itā€™s a common practice for video games not to make add-ons 4 dlc, anyway, it is what it is

the DLC weapons wonā€™t receive experimental weapons versions of themselves, they wonā€™t get new skin colors to find in game for them weapons either