tried to do another run from a fresh new game few hours ago
- when i started it, the clothing from the detective set that i had already found on the previous run had already been collected (except from the one on the highest house, that i hadn't found on the previous run), and i already had the clothes from the shooting range as well. very weird but welcome since i didn't had to go around to look for them again, still, it shows how wonky the save system still is
- main point of this build is to stack on pistol ammo and kite as much as you can, lot of the times the zombies arm will get in the way of their heads, causing you to miss the headshot; not to mention that they have become an absurd bullet sponge, taking around 12 headshots to die
- collision with dead zombie bodies is really annoying, you either just surf them around like dante in dmc3 or you do a full track stop, i don't mind if it doesn't have ragdolls and collision or the body disappears after a short while after being killed, it definitely beats having it act like a ladder step you just drag along with you
- i used the shotgun on my previous run and it's plain awful, shots feel like they have a huge delay from the moment you shoot, to the moment it collides with something, and most of the time, if the target is close enough (although a bit further than an arm's distance) your shot will simply miss - wherever you were aiming at, it's not going there, sometimes it even gives the impression that the angle from where the shot came from is pretty different from the angle MC actually were, which would cause the shot to miss, obviously
- lack of parts to collect gets sort of annoying, enemies no longer dropping money (and ammo during the sewer challenge) like they did in the 4a Maximum build (and other previous builds that i can remember) definitely does not help at all with ammo sustenance
- didn't even bother with the bear traps this time
- sewers part is incredibly glitchy, including
-> if enough zombies gang on you and you enter a chain of being grappled and freeing yourself, you occasionally will be thrown in the void, outside of the map, only workaround is exiting to the main menu and reloading. reloading gets you back to the forest, first time i had to do it, i haven't yet entered the first room where you find zombies in the sewers, so all chests should be closed and have loot in it, right? well, when i reentered the sewers, it's like the whole stage had reset, but all chests were opened and empty, with no changes to my inventory, at all
-> after going to the void during the sewer challenge, i had to reload the game again, which reset the whole stage like last time, this time though, when i lured all zombies to the first corridor to try to get them while they're together, only 2 or 3 came, the rest... disappeared? when i reentered the room, it was completely empty, for some reason
-> during the sewer challenge, one of the zombies on the second wave had lost an arm (even though i was definitely not aiming for it) and after that, became simply invincible, rendering the challenge impossible to complete. no bullets were registering their hits, though he wasn't the last zombie alive when the glitch happened, so i managed to kill a few zombies while he was invincible, which would mean it was not an issue with the guns themselves. i recorded this since i haven't seen anyone reporting a similar issue, so it could be worth to look into it, here's the link to it, since the video file is too big to post here
You must be registered to see the links
again, it would make a lot of sense to simply strike the bullet sponge issue first, release a hotfix, and the follow with the other fixes on another build, since it really gets in people's way of play the full thing in order to troubleshoot effectively. all issues aside, game is evolving nicely from the other builds, and i look forward to seeing more