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j3nova

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Everything posted by j3nova

  1. - buggies should be gated and have specific purpose , like ants to collect and travel the grasslands and anthills(which need to be bigger and more elaborate underground system) that are ment for the ants rather then just a quick way to cover to much ground .... if they are able to chop down and collect materials there should be upgrades to them in some form of progression that feel right so that they can harvest weed stems and and burs and maby even rocks and clay ..... this bring up conflicts with the omi-tool .... i feel like you get buggies to soon in terms of game progression ..... having them fight things is also conflicting in the games nature , as they aren't strong enough half the time and takes away from the games focused combat ... they need to be reworked in my opinion and have more thought put into how they interreact with the world and there use .... the spider web bridges should be only be accessible via spider and some more thought put into how that fit into game progression like having places you can only access with the spider to get to certain areas and that would be all you use them for .... after the game is grounded not insect riders... dont get me wrong i enjoy them but they have alot of conflicting issues within the games nature . - the map design is cool but is hindered by lack of level change , progression issues and gated level changes achieved through progression and thoughtful exploration .... you can pretty much go anywhere you want right off the hop , this feels bad .... i feel like the lack of anything meaning full to find or get is also another issues .. the mollars are put in the easiest places with again no thought to how one progresses through the game and where along the way they would go hmmm i wonder whats there ..... which im confused about becasue that wasnt an issue in the first one ...... overall the map should be somewhat gated to progression .... like the gass in the first one or the upper yard assent ... yeah sure you could just build up there of the butt but you would be hard pressed to do anything or make use of anything and had to be supper cheeky on how to find a way to do so ... like imo the map we were given upon launch should not have been do able in 25 to 30 hours considering its size ... i feel like there need to be more motivation to do some areas before other that given via progression .... id like to see more elaborate dungeons so to speak with more reward or necessary for materials to progress that also follow a more in-depth story narrative ... - equipment should also be given to you in forms of gated progress as most of the armor and weapons are redundant and not very usable or applicable , the bonus on some set are entirely not useful or lead to soft archetype build as they implied , again i feel like this problem fall back to map and material gateing through progression and use on meaning full interaction that requires the use of or benefits the player in some meaning ful way so that it has some use for some period of time before its obsolete .... - combat system is ok , but i feel like the soft archetypes is to soft and id rather a more complex mutation stacking system or gear driven or both but in a more meaningful way with more of an impact on gameplay again controlled with a proper gating and progression .... the doge funtion is straight up ****e , and for one reason , no lock on .... and lock dosent fit in the game so i feel the dodge function feels jenk and doesn't work well within the mechanics... - MY BIGGEST PROBLEM WITH THIS GAME is the building and and it is by far the number one problem .... the unregistered surfaces for foundations and scaffolding that u can make even or flat , and the the stupid frustrateing dirt clump that get in the way of building is entirely infuriating , the acorn stair not letting you walk up them smoothly and how much more the clunky and uneven the surface are ... soo entirely infuriating ... ... base building was a supper cool part of the first game and it feel like all it absolutely redundant , bring back ziplines levels change and high places .... also the bugs dont really destroy your base soooo the majority of the point of base building and is redundant .. if you dont fix the problem you may aswell not put any more feature in and take out a few ... - lastly the script and story is super bland .. far left field , doesn't make a lot of sense and isnt fooling anyone .. better writing , some npcs and maby and rpg aspect of which side u want to help with meaningful impact of your choices would be cool ... but thats maby to much and my own personal want .. hope this helps someone
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