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Gameplay Changes


pasmon79

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In YOSE, breakdown, you have built up a skilled team with heavy, edged and blunt with all rating maxed out and using a mod with your comrade shoot as well. Now the game just gets a boring drill exercise with no survival challenge except to collect resources for RV repair.

 

What type of features/missions should be added at this stage of game to make it a real survivor and challenging, when you have plenty of resources lying around for staying at a level for at least a couple of months?

 

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honestly, the game needs a lot more to do. I find that once you reach a certain point in the game it becomes stupid easy and repetitive. To make the game actually fun again would require a large increase in content.

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SOD comprises of main quest(Scout resources to fulfill the basic needs of base, repair RV to replenish resources and lost team members) and side quests(recruit enclaves, maintain morale and improve skills).

Now the question is what feature needs toning in order to make the game more interesting.

Edited by pasmon79
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I noticed that when you quit game, you get teleported to your base in breakdown and to a nearby outpost in life-line.

 

Can it be adjusted to teleport at the exact location, where you were at the time of quitting just like after falling from a lookout tower?

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"dropped to make the game easier other than giving free bullets and restocking"

 

That still occurs in story mode, and was never present in Breakdown.

 

The daily counter originally proceeded for an unlimited number of days instead of stopping at 2 when offline. Fatecards were more severe and common. Odds of sickness were higher.

Edited by qmjs
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There is an unused "GraveSick_Payoff" in Fatecard(never intends to run). Was it present in the early addition of the game. From the looks of it, it appears to designed to call black fever or that was the reason black-fever is largely absent in the current edition of breakdown mode.

Edited by pasmon79
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