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About InsightKnight

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  1. Love the edits! Good work. You guys must jack the Gamma to 9000 to play that way without straining your eyes . . .
  2. I found it by searching for new open world survival games.
  3. Hello, So I have been asking a few players about the current alpha test and I am somewhat confused. I see that there looks to be well over 1k backers/alpha key users but I have never seen more than 12 people online at any one time. I spoke to one player who was explaining how the alpha is just very selective and I was lucky enough to gain access. The idea being that all of those people in Discord do not have a key and are just waiting to play. But then I backed the game and realized that you do not even have to back to get the weekly access. Anyone with an alpha key can just open the game and play. So then that means that it has nothing to do with exclusivity and that this is the actual current player count. So with that knowledge are there any plans or concepts to help gain a player base for this game? The core design is very solid even if it's nothing new. With more content & weapon/NPC variations I do think this could be a replacement for games like NewZ or DayZ as far as PvP clan based territory wars. I am just concerned that we are going to drop into Early Access and basically already have all of the backers that were here before with no major change to the player counts. Getting some active streamers can help a bit but it only goes so far. Why are there not more concurrent players and what is missing that keeps them from playing? I know the wipes can turn some people off even though it is necessary for testing. Others just do not enjoy farming bots. What are the communities opinions on this and what would you like to see changed to help grow the player counts? This is not a thread about money spent by the way. I think the game even in it's current state is worth $20 compared to most of the competition out there.
  4. For sure. It is a very solid build and I hope things get even better in the future! If the Dev team is not familiar I would suggest emulating a style that is close to the SOCOM Playstation games. SOCOM has some of the best third person tactical shooting mechanics ever made and has a really good feel in combat.
  5. Just a thought but I feel like there are two major concerns with PvP right now that make the gameplay feel very meh. The damage ratios and the jumping. The current jumping meta is somewhat making PvP a generic spray fest. At distance PvP feels pretty solid but in CQB especially inside of the event tents there is a strong lack of tactical play. It basically comes down to who can jump around the corner full auto first wins. While this is not a terrible design it does make the game feel very arcadey and almost similar to Fortnite's movement mechanics. As for the damage to health values; It seems like right now you can just full auto and win no matter what gun in hand making non F/A weapons worthless in just about every situation because of the low damage #'s on single shots. Even if you land all headshots there is no practical way to secure a kill with semi auto if the other player has a full auto gun in CQB. Can we have an overall buff to the weapon damages so that the combat is not so spongey? It does not feel good to hit someone 6+ times just for them to jump behind a corner and heal to max again in my opinion. Is there any plan to revamp the gunplay mechanics or can we expect this to basically be the final rendition?
  6. Anyone interested hit me up on the XERA discord. Its probably going to be 8 main's max, two squads A & B and the rest will be fillers. Thanks!
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