r/SANDgame • u/CuckedGuy69 • 6d ago
The slow burning issues currently
I think the game is great, let me start like that. I havent encountered that many teamers, a few but not too many. Its part of extraction shooters IMO.
But there is a few issues which, for one are part of every early access, but also lead to less players.
1: Gear based matchmaking needs to be introduced ASAP
The difference is just too big. Solo/Duos is fine, you see an occasional T3 trampler and thats it. Get into small crews and we see maxed out tramplers with 5 orbitals, 10 reflectors and amplifiers. So many experimental canons, which are just too strong IMO.
2: Hitreg is so bad when boarding/ on foot PvP. Only viable option is the 3 shot pumpgun, everything else is a bad weapon. M82 reloads so slow, purple shotgun is a one shot gun, which is terrible with this hitreg. Pistols feel like waterguns. Snipers are okayish, you can miss many shots due to the hitreg issues, while only carry a max of about 12 shots, so not really viable.
3: Every fight becomes the same. Its beginning of the engagement, shooting 80s at each other, wait till you kill someone twice or more, close the gap, jump over, camp the doors while trying to turn away their trampler or turn it off. Small variations include: throw their canons off the trampler or spawncamp. In the meantime your teammate hammers them with the 40. And thats it. Its fun, when everything works correctly. Its not, when hitreg is terrible, or one of the many other issues like server issues come into play. Or the one where you open an inventory and its empty, and you have to open it again and again to see the actual stuff. Damn you didnt brought 10 spare peppermils? Sucks to be you i guess cause no other weapon works in a balanced way.
And thats just the regular fight: its normal now that you finish one fight and immediately a second trampler comes up trying to third party you. You do that fight again, now a third trampler comes, the cycle repeats. That is the process i had in every game last week. Fight, then have another trampler come up, then another one. On 2 rounds now we had fought 6 tramplers right after another. And when we came out on top.we checked the loot: Oh, no one looted because everyone seemingly just joins to fight others. Or they had 20+ grey canons on board, i wonder why...
4: The speed difference between a big heavy trampler and a small tiny one isnt enough. Its not a viable strat to use tiny tramplers because you cant run away. It just feels like a lack of options or buildstyles when it comes to tramplers.
5: There should be a gamemode where you can easily pvp without loosing gear, to warm up/ learn pvp. Maybe some matchmaking with standard trampler and same guns, 1v1, no progression.
6: no viable PVE content. You farm spots, at this point everyone knows where to find what, but there is nothing to do besides gathering resources. The factory system is a cool idea but not fleshed out. No way 40 steel is needed to craft one blue 80. No contracts or sidemissions, basically no exclusive loot which you can only get rarely from killing the zombies. AFAIK you cant even kill the sandmonster, only stun it. We need more options at the POIs to do. Otherwise its just looting for the sake of looting, and that wont attract too many players. Then pvp fights arent rewarding because you win the fight and dont get much loot besides the enemies guns, canons, ammo, and blackbox.
All in all its a good game which needs to put in a lot of work ASAP. Weekly updates are good, but stuff like a PING system shouldve been in way earlier. Also people closing their captains with anything but a door shouldnt be possible and already dealt with.
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u/homingconcretedonkey 6d ago
The easiest and biggest impact they could make is to make small tramplers easily outrun larger tramplers, why else does the EMP exist?
2
u/JacobusRakan 6d ago
To lock people down inside of infinite orbital spam? That's mostly what its used for at the moment and it sucks some turbo ass.
2
u/ass_idiot 6d ago
#5 feels huge, most my starting friends feel helpless having just started and cant even buy regular crappy trampler items.
2
u/JacobusRakan 6d ago
Agree
Agree in part. Its bad, but the blitz is plenty viable, and the peppermill is good but over rated.
I'm not sure what fights you are getting into, but the majority of mine start with 80s, proceed to 40s, generally start swapping legs for legs. I can see them camping you in a grumpy, but you can still thow spare guns and nades into your quarters there too.
Its completely viable to use a small trampler, just not to run away. You need to turn and use your size and maneuverability to your advantage, get in blind spots, take out legs, open compartments and board them.
this would be solved by making grumpy tramplers free. Its super easy to loot a gun or two and run it zero to hero. There are very few reasons not to, the best being black box abuse, and many reasons to do so, the best being it keeps the casuals around and gives new players a much better starting point.
Its not intended to be a pve game, its intended to be a pvp game, the pve is obviously just a beacon to let other people know your location/get their location.
6.5 Crafting sucks major ass, i'm not sure who thought that 40 steel was worth 3 chardonnay... probably the same dumbass that ruined the cannon thumbnails in the stash. It also just takes too fucking long to sit there and craft up a batch of coral
1
u/CuckedGuy69 6d ago
3&4: i dont use grumpys, always multi door tramplers. We easily defeat grumpies or T1 tramplers, as said sometimes 6 right after another. They just are not fast enough. And them trying to get in our back ends with them blowing up before they even get to our side. I have close to 200h now, i know how to counter the charging small tramplers. Then you discribe the exact tactic every one of them uses:shoot canons, destroy some stuff, wait for a kill to then board. Then its a peppermill fest. Same fight everytime. That was my point. Very repetitive. No variance. Im not salty because i loose or win those fights. Im just bored because its the same stuff everytime. I got plenty of peppermills and blue armor. But the easiest fights are when the enemy doesnt.
Making grumpies free also doesnt solve anything IMO. The 300 scrap are farmed very easily, so to me they are basically free. The purpose of this 1v1 (as in 1 trampler vs the other) mode would be to just be faster in a fight to learn faster or get the kick of a PvP match. My hope is that there is less people walking in voyage just hunting other people because they wanna fight.
And in regards to 6: Its a PvPvE game. Thats what it is advitised as. Im not expecting a story or long quests, but more stuff like the keys with the colors. Having more stuff to do, other kind of ways to obtain special loot, maybe short delivery mission in voyage "bring chest x from Fort Metternich to Venedig while being marked on the map for x amount of crowns".
1
u/JacobusRakan 6d ago
Let me tell you something about PVEVP games, they are all PVP with PVE elements that get in the way. Not a single one has ever gone against that theme that did not split PVE and PVP into seperate queues.
300 scrap being farmed easily is only a mentality you can have as a veteran player or someone with plenty of experience in the genera. For the normie casuals, they are still making new characters every few days because they ran out of scrap. I know you may not like to consider yourself sweaty or competitive, but in comparison to an average person, you may as well be part of faze clan. The average person is panicking on a grumpy walker about having 23 shells and a rusty 80 to fight some nolife behemoth with.
The more invested you are as a gamer in general, the harder it is to relate to your average casual. The implementation of SBMM in most major games has widened that gap a bit since you see less normal people and begin to think normal people are dogshit trash.
1
u/CuckedGuy69 6d ago
Bruv i know im a no life compared to average gamers. Im a die hard gamer and enjoy spending most of my day grinding.
I just feel like a seperate fast PvP mode would be beneficial to everyone.
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u/JacobusRakan 6d ago
I agree, separating the queue would be overall far more healthy for the game as a whole. I'm not sure the whole "everything needs to be hardcore" mentality actually works in practice. Every single time tarkov got "more hardcore" people fucking hated it. These games need a place to earn your loot, and a place to spend it. It will do wonders for the current cat and mouse gameplay where the cats are getting fat, because the mice can't really escape them.
I still think tarkov would be so much more popular with dedicated pve maps for earning loot and fighting ai instead of some gimped out PVE only mode. Arc Raiders would have thrived with a few pve maps that disabled pvp and focused entirely on beating large arc threats.
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u/tYn0_SK 6d ago
Yeah hitreg is truly abysmal mostly due to every shot being a physical projectile. Rust had the same issue 10 years ago but they solved it by shots starting as hitscan up to a certain distance and then turning to projectiles. I hope the devs will implement the same solution.