Playtime:
12536 minutes
Play with friends as a squad or not at all. The following are my criticisms.
Investing in gear beyond the bare minimum will not increase likelihood of survival or let alone victory
Armour may "protect" the following:
- Top half of your head (highest level is IIIA - against handguns (they are shooting shotguns and rifles))
- Some* parts of your torso up to level III++ (Sure doesn't feel like it, also can only be obtained by looting)
* Fully vulnerable from rear, sides, etc
Note that you can still get wounded/ sustain organ damage/ bleed if shot at these protected regions
Good luck protecting the following:
- Half your head
- Neck
- Shoulders
- Anywhere below the torso
You can (will) die to 1 shot at any of these regions
Don't you love going back to your corpse to find that your armour is pristine (gimme a refund Handshake)
Who would win?
Virgin Merc with a loadout worth lamang's gdp
Chad infinitely respawning local without firearms training, helmet from the middle ages, busted 1st gen ak, wifebeater (no chest armour please), empty threats (lamang will be your grave asshole 🗣️🗣️🗣️)
The risk is often not worth the resource investment or potential reward (assuming its not looted already)
AI is consistently* frustrating to fight against:
- Respond to damage inconsistently (can tank full auto bursts while retaliating, clutch their bowels one moment and dart off running, survive grenades in the same small room, etc, etc, etc, etc, etc...)
- Rifles may secure a kill in 1 shot, 3 shots, 12 shots, etc... better to mag dump (I bought the 60 round mag, I'm gonna use the full 60)
- Move silently when not talking, shooting, or interacting with their rifle (reloading, etc...)
- Retain perfect sense of your position (through thick bushes, at night without nvgs, etc...)
- Do not require accurate aiming (where their rifle points is not where their shot lands)
- Snap around (moving/ taking aim) at inhuman speeds
- Will snipe and chip away/ outright kill you from far (with rust bucket aks, shotguns with slugs, etc...)
- Respond very inconsistently (take 10 seconds or 0.2 nanoseconds to notice and shoot you)
- Do not attempt to use: (without headshots)
- Any shotgun (in any case)
- Any bolt-action (less it is a sniper with scope at far range, god bless if you try any closer and miss)
- Any smg (at any range further than 20 m without mag dumping - being generous)
- Did you see that speck on your screen? That was the muzzle smoke from a guy that is assaulting you from a different continent, behind a bush. No, of course he doesn't need a scope. (He can 1 shot you btw - die of bleeding, headshot, etc...)
- If you piss them off and hear that full auto switch, mentally prepare to respawn at nearest COP
- Holding a corner? Don't mind if I run across your screen while I face tank the first burst of bullets (god bless if you are using a shotgun/ bolt action) and retaliate immediately
*If these were a couple of minor bad occurrences amongst a sea of positive ones (negativity bias) perhaps the situation would not be so dire. However, they happen with such consistency (and frequency), I am able to note these specific pain points. Even if it were simply negativity bias, it doesn't change that this negativity spawns from real problems that should have solutions to them.
Movement and player actions are slow, sluggish, frustrating, inconvenient at best, ruins chances of survival at its worst
- You cannot push up closely against any object (no matter how narrow - trees, poles etc..) without effectively holstering your rifle
- You cannot push up against objects above torso height without gun effectively holstering (no more ads/ fire from the hip)
- You cannot vault small deadfalls, twigs, fallen fences, etc...
- Jumping is functionally useless (used exclusively for "evasive" manoeuvres (bro is definitely still getting hit) and jumping over small rocks (sure wish I could just step over them))
- You can only lean fully (not partially), it extends your torso out of cover, overextending or not going far enough and still not achieving an angle to secure the kill
- Recovering from crouching or a prone position is either too slow or feels sluggish when transitioning to a sprint afterwards
- Eating and healing animations look robotic and unnatural - makes it feel like actions can be performed faster or more efficiently (who is taking 2 bites that slowly - at least finish the whole meal/ drink in the same amount of time)
Wrapping a bandage in a firefight? Take your time, take your time...
Shared transport and navigation (especially at night) is hell
Please wait while we send the same 3 people to the same 3 locations
Can't navigate at night? Just buy the cheap nvg ($6k+ looks like raw ass through it) or buy a cheaper flashlight for your rifle (spawns a small sun at where its pointed - good luck spotting enemies while it is on)
Looting is hell and hurts questing
Everyone is dead (no fights to be had) and there is no loot to be found (3 people have all of it)
Please kill 20 at Hunter's Paradise
Please acquire this key (enemy drop) from X location
Don't attempt to criticise un-fun gameplay features on online forums, because:
- You are not skilled enough
- You are not playing the game tactically, cautiously, name the adjective, etc... enough
- You have the wrong default settings
- This game is a milsim
- This game is in early access
Why complain so harshly though?
My frustrations come from a place of sincerity for this game to improve and I earnestly want to enjoy this game more casually amongst friends. It may go against the original direction for this to be a hardcore milsim and that making it easier would slightly tarnish the gameplay. However, I feel like making this game slightly (just slightly) easier and much more accessible would gather the attention of a wider, more causal audience to collectively enjoy. Additionally, I feel like the harsher aspects could be integrated as a means of difficulty, allowing the more hardcore players get what they crave while simultaneously rewarding and incentivising or nudging more casual players to play more tactically or whatever the developers should see most fitting.
In addition, I cannot over complement the immersive world building and attention to detail of lamang.
The guns (even just shooting them), the amount of modifications, arsenal of weapons, feels fantastic.
The healing and damage system is super unique and creative. It's so cool to see damage (given and taken) visualised and how to appropriately use different medical interventions to heal yourself (not just some syringe of green goo or a nondescript medkit)
The UI is super clean and simple, its design is tame with mostly small grey boxes and only bright colours to denote things of importance. No annoying sound effects or visual clutter.
The crazy effects of weather on the world, the highly detailed reflections of water, etc...
Houses and places feel appropriately designed and lived in, rather than simply arenas for gunfights to occur within. I also adore the way AI and NPC are designed/ dressed, their behaviours (outside of combat), voicelines (during combat) and find them extremely charming (especially the heavily accented* English and the occasional utterances in their native tongues).
*Being of South East Asian descent myself, I know don't speak for everyone but I do not think this is racist at all. In fact, I think it is not only realistic, but the choice to depict them speaking with a heavy accent instead of some boring British/ American accent is a bold move (in today's standards).
The devs look like nice people and I think with a little more effort it could become so much more. Buy when on sale :/
👍 : 73 |
😃 : 8