It has a very short life. It has so few objectives and things for a player to obtain and work for. You have like 3 factions, a crafting bench and everything is lost when you die in a round often to a duo as a solo and as was mentioned the audio makes it hard to track a person because it is out of position.
I played this game for an afternoon or so in beta; definitely rinse and repeat. Once you get the gyst of the game cycle (swidt?) there is not much to do but grind the ever living hell out of it until you drop from boredom.
There are some good points here, but also some points that show a lack of understanding in the game mechanics. Mantling is an issue, and it’s been patched once. Storms however do not force you off planet. In fact you need to hunt during those storms for some items. The storm will pass and things will return to normal after a few minutes.
The pace and penalty of reloading and healing is a positive of the game. It forces intelligent play and risk taking by both sides of a fight. You’re constantly weighing the need to heal with the danger of being pushed, or you’re forcing a heal from your opponent so you can get a better angle/range to finish the engagement.
I agree in part with the pay to win accusation. I think it’s minor p2w, but it is there at some level.
It was much better about a year ago. Changing things so you can lose gear and other supplies is going to get old fast.
Exactly my feeling.
And I loved capturing/defending the train. They removed a lot of fun gameplay (vehicle/jet packs/objectives) and made it mainstream.
They did not understand that their previous lack of success was because they were on EGS exclusively and not on Steam.
Disagree, the former version of the game was alright but it was never going to take off, even on Steam.
Can you elaborate please?
I think their first take on their game was a touch of fresh air. It was fun and not like any other game. You could go on Fortuna, and it was a little bit like an MMO. You would pick your objectives and decide you relation with other players (team up / kill / avoid). It was all about choices. The mobility was also pleasant and you were keeping your progression. It was fun overall.
They had something unique/niche, which is the way to go when big names saturate the market.
Now they have a Tarkov F2P clone which is somewhat P2W, that I already uninstalled.
Comments
The pace and penalty of reloading and healing is a positive of the game. It forces intelligent play and risk taking by both sides of a fight. You’re constantly weighing the need to heal with the danger of being pushed, or you’re forcing a heal from your opponent so you can get a better angle/range to finish the engagement.
I agree in part with the pay to win accusation. I think it’s minor p2w, but it is there at some level.
Exactly my feeling.
And I loved capturing/defending the train. They removed a lot of fun gameplay (vehicle/jet packs/objectives) and made it mainstream.
They did not understand that their previous lack of success was because they were on EGS exclusively and not on Steam.
Can you elaborate please?
I think their first take on their game was a touch of fresh air. It was fun and not like any other game. You could go on Fortuna, and it was a little bit like an MMO. You would pick your objectives and decide you relation with other players (team up / kill / avoid). It was all about choices. The mobility was also pleasant and you were keeping your progression. It was fun overall.
They had something unique/niche, which is the way to go when big names saturate the market.
Now they have a Tarkov F2P clone which is somewhat P2W, that I already uninstalled.