3 people found this review helpful
Not Recommended
0.0 hrs last two weeks / 100.7 hrs on record (85.7 hrs at review time)
Posted: 29 Aug, 2018 @ 2:39am

There are a major ton of things wrong with this game. I will highlight what I inevitably see to be the biggest flaws in this game that the developers have simply failed on - to increase the entertainment value of this game.

Base raids - First off, lets start by saying raiding is overpowered and simply easy. Rockets tear down houses with end-game doors / walls (sheet metal / armored) as if they're butter. Though the developers added these things purposely, it's a bad choice for the genre they chose. A main reason why their player base count is considerably low, is because of this. With this genre, and how this game is build functions, resource collecting / item creating, and in climax base building is the main entertainment factor that makes this game enjoyable, apart from PVP. But that's the point behind this, once you've spent the hours and / or days required to build said end-game base, and get end-game items, this should be the climax of your gameplay before relying on PVP, even if you achieved this through PVP. Why is that? The obvious answer is that keeping that base protected is a requirement for restricting anyone from not taking everything you gained throughout those hours. That's almost THE MAIN and almost THE ONLY entertainment value this game has apart from PVP. Though, once you build an end-game base properly with sheet metal and armored walls / doors, it is easily destroyed as if it's nothing once you're offline.

People usurp multiple previous bases, having multiple, said other people log into having nothing, because all of that time spent is absolutely gone. To be clear, building that end-game base should be the peak of your gameplay, before you rely on pvp outside of your base, and people rely on the same unable to raid end-game bases. This is important because a big reason why people stop playing, and their community base is considerable low, is because people leave once those hours of one of the only entertainment this game has, which was supposed to feel tangible, was taken away like nothing, and it then doesn't feel tangible at all. You mix this with raids, and this game feels pointless to so many people. Hence again their player base number. In insight, bases could be enabled to be raided, until you reach that peak, where your base has many layers with cupboards, sheet metal and armor appropriately, and turrets to reinforce. As it is, turrets are easily emptied with ammo through player positioning, them shooting at floors and not the character, and so on. It is insanely OP and pointless.

Next though not entirely the developers fault, is the player community itself. The community is so toxic it's insane. Anyone who undermines this with words like a little toxic is far fetched. Every server you will go into you can hear multiple people belittling others and ♥♥♥♥ talking constantly. It's not a small portion, it is a gigantic portion of this game's community. A large portion of this player base is fed by the ability to bring down others almost in a personal sense, this is almost always achieved through raiding. Because raiding is so easily, people can raid someone's house and belittle them while they're doing it for a satisfaction. You can search a map in any server and almost if not always see this happening in real-time. It's about convenience on where you're at, and when. Some people are ruthless and will ♥♥♥♥ talk others in the most toxic way that a game community can do, but it's true that itself is a large entertainment value of the game. It's less than you would have if you made raiding less inevitable for end-game bases, But this answers for how the developers gravitate some of the toxic community. Making bases raidable. In a sense it is enabling, and it's not me trying to sound like I have some morality high ground. You can literally see that happening in real-time on almost any server, someone flaming a person they're raiding, almost as if a real-life personal agenda is against them, because they know there is a satisfaction behind it, which there is.

But that isn't the point, because it's much less when you would remove that ability to enable that. And you would inevitably have less people leaving if their metaphorical-tangible progress wasn't so easily removed, like one of the only and biggest aspects of your game. Point blank.
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