User suggests reducing the cost of sterilized bandages by 33-50% as their current price is disproportionate to their value compared to other items like medium shields.
Long coz there's a lot of it, sorry. Does not include bugs. edit: I know it was a test, relax with da comments : ) all but one point are applicable regardless. don't worry, devs will ignore what's not applicable, they are (very) smart. but they always want to hear player feedback, so after reading (or not) do post your own in da official discord channel (not just on this sub). <3 # Economy & Loot \- Prices need tweaking. A medium shield is the same price as a single sterilized bandage, seems off based on value provided. I'd drop bandage cost in half or at least 33%. \- Same with availability. 3 blue shields every 14 hours or w/e - makes sense. Only 3 sterilized bandages in the same time period? Doesn't feel right. I know we can craft them in the full version, but vendor availability just feels unbalanced relative to shields. \- Many "diamond" icon items sell for far less than the more common blue crafting items, so I'd often drop them in favor of blues. Perhaps make the diamond items more rare, but up their cost a bunch. I felt nothing finding diamond items after the first few times, and they are supposed to elicit a "holy smokes, I better extract" emotion. No diamond-labeled item should sell for less than 5k imho. An epic diamond-icon item is only 15k? Less importantly, but symbolically, rubber duckies being featured in the trailer as being worth "top dollar" but actually being second-least expensive item (after the old pictures, I believe) also felt off >.< \- Recycling needs to match crafting costs as far as types of items you get. If it costs 5 metal parts to craft a ferro, why does it recycle into metal and rubber parts? \- Mechanical components felt too scarce for how many you need for upgrades & repairs. Perhaps refinery bench fixes this? Otherwise, drop costs or increase drop rate 1.5-2x. \- On shields, does durability drop same on every use of any recharge device, or based on the number of "ticks" recharged? If it isn't so already, it should be the latter, i.e. using an arc powercell shouldn't hit durability the same way as using a shield recharge. Some raids my blue shield would break even though it was at 90/100 at the start of the raid - it just felt too fast. I can only imagine the purple shield is even worse. A shield should always last a full raid, imho. \- Bisons are not worth killing at all right now. Baron husk loot table could use a slight buff, too, given how loud and exposed you are during the process. Rocketeer is not worth killing at all. The only bigger robot worth killing was the bastion b/c it dropped 6 bastion cells which recycled into 2 adv. mechanical parts each. \- Keys felt too rare, perhaps increase spawn rate 25-50%? I found 7 or 8 keys in 40 hours, it seems okay until you realize you lose half of them in pvp/pve :0 Maybe it would feel better if half of them weren't useless (for maps we couldn't play), so I could be wrong on this. But from those 40 hours, spawn rate felt too low. There was at least a 20-hour lul where I found 0 keys for any map. \- This one may be controversial, but imho attachments shouldn't have drawbacks. Epic/Legendary ones are hard enough to find/craft/keep, why would something that increases a stat also make the weapon worse? It just doesn't feel good. \- Sometimes name/rarity and actual stats are misaligned. This epic Padded Stock I found said "Significantly improves stability" but the stats had 15% reduced horiz+vertical recoil. 15% is not "significant". # PvE At first, I thought the oppressiveness of the drones was too much. After 40 hours, I no longer think that. But I'm also not a casual player. IF the target is somewhat more casual players, I'd say this area needs just a tad of tuning; however, I wouldn't nerf arcs' heath or dmg. The world \_should\_ feel dangerous, but due to free loadout RNG and difference in firepower in solo vs squads, it feels far more or less dangerous in some cases vs others, to a degree that could maybe use a bit of smoothing. \- The easiest change is to give free loadouts more bullets (and take away 1 utility to balance out): e.g. 2x more if light ammo, 1.5x more if medium, maybe a bit less. I think that would help the world feel more manageable for most players. In our experience, we always rushed pvp with free loadouts b/c it was the most reliable way to find ammo. Searching locations = killing pops/fireballs = wasting ammo = often net negative on ammo, so it just didn't seem as viable as rushing pvp. Adding ammo specifically for guns that aren't as good vs pve (and not for ferro) would make loot-first path more viable and dealing with arc more manageable without nerfing arc. \- Then, the tutorial needs to explain how to take down arcs or at least talk about armored vs non-armored parts. Or make it a quest from Shani where she wants to test the theory that rear hornet propellers are easier to destroy. \- Perhaps in solo raids only, double-hornet patrols could change to hornet + wasp. Players can figure out (after a death or two) to focus on the wasp, and after that the hornet is manageable. No need for this change in squads, tho. # Progression \- I did not understand why there was a cap on player level. We already see the skill tree, so no surprises were gated by this limitation. I hope there's no cap in the release version. A soft-cap is okay (each subsequent level is harder to achieve), but a player should always feel progression, however small. # Map \- IMHO the exploit to get into the control tower room needs to be fixed. It creates a crazy choke point on the map where everyone rushes to the zip lines every raid, leaving other locations more empty. If you do bring a key only to find an empty room, that's a horrible feeling, opposite of the feeling a key should produce. Instead of being just a reward for those who find the way into the room, it becomes a punishment to those who didn't know about it. It robs us of all tension, too - if we die, it's like "oh well, we'll try again next time." Having a key should feel like going on a mission - tense, exciting, christmas eve. As is, I feel barely anything b/c checking that location is just part of every run. Finally, it prevents the room from having high chance of great loot b/c unless you want everyone to have purples day 3, you have to nerf the loot table to account for this inflation (which it was - we'd often we'd find nothing of value in the room worth the risk we took). I do like the fact that the room has an escape route other than the zip lines, it just needs to be protected from unauthorized entry. As a big abuser of this "exploit" myself, I just hated how it drastically changed my experience of the map; it became one-dimensional, the opposite of what I imagine was the intent of this alternative route. \- I think which areas are high-value and which are not should change/rotate. It would add a lot of dynamicity to each map instead of us always rushing to same 1-2 locations. It's an easy way to keep the maps interesting for a longer period of time post-launch. \- Electromagnetic storm - loved it. But my 2 teammates said "naw, we are never playing it unless it has more loot". Extra risk should come with extra reward, perhaps? If it did come with extra loot, maybe I missed it in the description. But the atmosphere? Chef's kiss. \- Night raids - if TT2 looked maybe too dark, slam test was a bit too bright for me. It looks like full moon even though the moon wasn't full at all. If you prefer to keep the maps this bright, perhaps put a full moon in the sky to match the light? Personally, I'd rather not be able to see across the entire map at night. It kinda defeats the purpose of night raids. \- Dead raider bodies on steep inclines should slide down, otherwise we can't loot them. Players will fall on these inclines whenever they can in order to make their loot unlootable. Adding physics to dead bodies should solve it? If you die on top of extraction elevator doors and then doors go down, body stays floating in the air, too. \- A lot less tumbleweed in calm weather plz; tumbleweed amount made sense in that windy/sandy weather, though. \- Not enough night / electromagnetic storm raids, imho. I get you don't want to over-saturate, but... many players can only play during the same few hours of the day and once-every-6 hours weather events screw them out of better loot. The other events (lush nature or w/e) - never saw them, should just be random occurrence like x% chance to happen when you load in, not tied to any specific hour imho. \- Squads felt great, but in solo I felt there were a few too many players. I know some feel there weren't enough players, but I guess that's b/c players rushed control tower due to the "exploit"? Ofc you know better as you have the heat maps. \- Flashlights feel too short-range, like I can't even see halfway into a corridor. I dunno how much longer the cone should be, but plz consider making it longer. Perhaps 50% longer is a good start. # UI \- Please add "craft more" to right-click menu. Right-click ammo/bandages/shields -> Craft More. \- Plz re-introduce Y as keybind for "empty backpack". That was so good! It should not only empty new items and auto-sell diamond-marked items (that aren't needed for an active quest), but also restore your last loadout as much as possible. \- On Returning To Speranza screen, add $ value of just the items picked up in the raid, in same gold color used to mark the newly-found items. \- After you craft an item in-raid (like a bandage), item selection should not reset. \- After you change some audio settings, screen should not scroll back to the top. \- When you close settings and re-open them, it should go back to last-opened tab and scroll position. \- Please tell us what item recycles into before we press Recycle. \- When we select an item in stash, please give us a way to see what other items we own that recycle into this selected item. \- Right-click weapon -> Remove Attachments. If in Speranza, this puts them in your stash. If in-raid - into your inventory or, if no space, on equipped weapons (if enough space there). If no space, leave attachments on the gun I right-clicked (with a message). \- Show weapon attachments on weapons that are not equipped (don't remember if it did). \- Pressing Q+number for quicker access to quick-slot items is great! But it bugs out a lot. Should always work and with zero delay. \- It feels like Scrappy customization should be on Scrappy screen, not under Raider -> customization. I noticed some people didn't know hats on scrappy was even a feature. \- When on Upgrades screen, let us know which gun(s) in the list we have equipped since normally we want to upgrade equipped weapons. \- A crosshair-only option for "no hud" switch. \- Let us split items by exact amounts, pleeeeease. # PvP \- Just one request: disable salvaging or dropping of equipped weapons/shield while in a fight. Toxic players salvage/drop in bush when they know they're cooked, robbing their opponent(s) of spoils. \- Duo-priority queue would be nice. It's not that easy to win 2v3. # Audio \- Amazing. But way too loud. I ran at 20% master volume with music set to 70% on top of that just to be able to hear my friends on discord. \- Footsteps were a bit underpronounced imho; it was very easy to sneak up on other raiders. \- Party chat - worked for the first 5 to 30 minutes, then I would start breaking up for my teammates and switch to Discord. I have a great mic and never break up when using discord. So in-game party chat was just not usable for me. \- Why did I keep hearing someone die every minute or so? It seems to be part of the background map sound and it's so jarring/distracting/immersion-breaking. Sometimes it's right next to me when I know no one died there and there are no raiders anywhere near. I feel it really shouldn't be in the game. # Customization \- Are there no beards in Sweden? :p Plz add beards and more haircuts. I guess it's okay to put some haircuts behind free battlepasses, but if someone comes to char creation screen and sees no option they like, that's just a bad first impression as character creation is an important step to most players and they don't know at that time that they will unlock many more new styles. \- If we won't get the chance to customize facial elements, we need more faces. And please don't skimp on hot girl faces! I played with 10+ people and only 1 of them used a male model. Maybe it's just Asia, but either way - please don't Concord us. We don't need Stellar Blade bodies, we just want more beautiful faces (of both genders). And there's only one asian face despite Indian, Thai, Chinese, Filipino, etc all looking so different IRL :/ \- Those colorful pants on one of the three default outfits? Good stuff. I wore those to many-a-Burning Man myself. Would love more of that. NO Fortnite skins, tho! Not asking for neon kiddie stuff, no plz no. Just... stylish. Overall, the art direction is stellar. # Guns \- Durability drops a bit too fast on some blue weapons and a lot too fast on most purple weapons. This almost-exponential scaling just felt overtuned a bit. \- Some attachments should not increase durability loss as much as they do. It makes them not worth using now that repairs cost mats and not just cash. Anvil: maybe drop per-upgrade fire rate increase to 20% from 25% Burletta: perfect. Hairpin: perfect (once upgraded, that is, but it's easy to upgrade this one so hence the rating). Venator: perfect. Il Toro: perfect. Vulcano: seems good, didn't test enough. Torrente: needs a slight nerf (10%?). Kettle: perfect. Stitcher: perfect. Arpeggio: needs a slight buff, I always regretted bringing it over other options. too much spread beyond 100m and not enough damage per second close range. didn't try it max level so maybe that's when it shines, dunno, but lvl 3 felt ehh. Tempest: perfect but maybe 1kg too heavy. Weight could be balanced for blue+ tier augments tho. Bobcat: needs a nerf, zero counterplay close range, currently way better than shotguns. Ferro: fine. maybe a bit too strong given how cheap it is to craft. delayed healing exacerbated this gun's power. Renegade: perfect but 1-2kg too heavy. Osprey: perfect. Benitta or w/e: didn't find/test. \- Generally higher-tier weapons are a bit too heavy. I get the idea, and agree, it just seems overtuned? If I bring tempest + renegade + medium shield, I'm at 6 kilos left after adding ammo, shield recharges, bandages. Perhaps that's tuned for higher-tier augments, but given what we had, I felt no room for looting. \- mag extenders need a nerf probably. a Bobcat with a t2 mag extender is a whole different beast compared to a stock Bobcat, for example, the difference is having to reload (allowing for counterplay) and a guaranteed kill in 1 second it takes to empty the clip. Bobcat with 35-bullet mag becomes giga broken. # Traders \- One sec, let me put my pants back on. Ok. Just wanna say Lance is my goat. More sassy lines, please! There are never enough. # Character \- Stamina regen should be % of stamina bar/second, imho, not an absolute amount/second. Otherwise it takes forever to regen stamina when you put the points into having extra stamina. # Skill Tree Some abilities are far superior to others. They don't all have to be equal, but just the level of disparity is too big. For example, in-raid crafting vs "Sky-Clearing Swing".. the former needs 1 talent point and is giga helpful while the latter needs 5 and seems mostly useless. # Immersion Why aren't we getting wet in the rain or after rolling in puddles? It's one of those, once you see it, you can't unsee it things that ruin immersion. # Controller Customizing keybinds for console, please! This is especially needed for people with certain disabilities. **Thank you for an amazing game! Can't wait to jump back in soon.** https://preview.redd.it/wyvm4x0o8bwf1.png?width=593&format=png&auto=webp&s=8a08c3bae5e8e3171a347d068733614f073625b6