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Currently S6 development is focussed on the small pvp niche only.
Appeal to a broader audience might be left to community modders.
In S4 you can heal yourself to full health with only fibers and a 5min break from fights.
In S5 you need to get yourself a campfire going because you needed ashes for the most basic bandages, also crafting tools is a huge pain in the ass making it so gathering materials at all feels like a chore.
Also, wasn't a big fan of the garage building simulator because for the first real Walker I got a blueprint for, I needed a garage so big it would increase the rate it consumed materials for maintenance so I had to deforest dozens of forests just to build and maintain the garage itself.
And this using the sand building add to it the fact that you need to take gathering breaks because of a constant sandstorm and when you finally get the blueprints/materials for the wood building you can't just upgrade you need to build it from the ground up.
The only conclusion I reached was this game is not solo friendly and if you're not bringing friends to play in your clan good luck with doing anything.
Shame because this is the only game with an interesting server shard like system where you're playing in a huge world with other players while divided by regions you can go to and build upon.
This game only has 2 interesting things over the rest of the survivals the first one is the travel between different regions and the other one is the bring your base(walker) with you.
In S5 they killed the last part by making it so that you couldn't put the crafting stations wherever you wanted and you could no longer put a campfire on it which is the most important crafting station as it allows you to make water while moving from place to place.
Right now the only saving grace of Last Oasis is that you can still play S4.
When this game first launched into early access, I wouldn't say this game is hard core compared to other sandbox survival PvP games. This game had a lot of things to alleviate a lot of the problems within this genre that would make it more accessible to players that don't play "hardcore." Hardcore isn't just full loot. Hardcore is full loot, 24 hour base raiding, a long grind that has to be repeated every time you die and lose your stuff. This game was not that.
This game was a nomadic take on survival PvP with the ability to pack your base and log out in the cloud. It allowed players that did get caught with their base out to have that happen when they are online and can actually participate in PvP. Hardcore is being offline raided because you can't stay awake 24 hours a day. This game even had tradepost safe zones that you could escape to. You could even store unlimited loot in the cloud and draw from it any time. This game even had heatmaps that showed where recent PvP activity was so that you could avoid it.
Basically, this game was going in so many right directions to solve many of the problems found in these types of games that drives away most players. However, they dropped the ball in many other areas that either made no sense or just plain out didn't serve any purpose; it was stuff thrown in "just cause." There are a lot of things amazing about this game, but the devs just didn't follow through, and in fact, made the game worse with balance changes until trying to switch it entirely to a PvE game where PvP seemed mostly optional in season 5 when the game completely died.
tldr: this game wasn't hardcore
I didn't need to log back in everyday to make sure my base was still there which was something that became impossible in S5.
Also, resources aren't hard to come by unless you're trying to get something with the increased quality system because you need tools with a tier below the quality to gather the materials and then you need workstation from that quality tier to create that quality level and below.
Also, there's the clan system that allows you to control regions and get tax from activities in that hex if I read correctly in some of the discussions you would only get the materials if people gathering them weren't killed which gave you an incentive to protect the region from Pirates and raiders while at the same time the resources you got would be extra resources which means there's no reason to not gather in your region.
Basically, creating a feudal system where your clan would be receiving taxes for protection.
Unfortunately, with S5 came constant online bases, with storms that damage walkers outside the garages and mandatory PVE to craft items including the walker.
Only thing that survived from S4 to S5 is the fact that the grappling hook isn't lost on death after equipping and has infinite durability.
The tutorial doesn't even teach you how to make a walker.
Which in S4 the tutorial went how to craft tools/weapons then craft 3 walkers the (no vision powder emergency pedal-walker, the balang-"the mobile base!" and the dhingy the direct upgrade to the first walker you made) and then it ended with you getting a quest from a trade station while rewarding you fragments and exp along the way, only thing missing there was crafting a tablet but I was able to figure that out early don't remember if I stumbled upon the building or read how to get the tablets from the knowledge/tech window.
All I know is I returned after seeing Soulmask adding mobile bases in the form of elephants with platforms which reminded me of this game and feel disapointed because what took me 3 hours to make in S4 took me 3 days in S5.
From S4 to S5 just went from "You can totally play solo." to "You can play solo."
This part was such a good system. It allowed for smaller skirmishes of clans on the same tile, or by smaller clans that are trying to compete for resources in an area. Smaller clans could exist without being overwhelmed by the zergs "as much." Of course, every now and then you would get steam rolled by a bigger group, but such is life. The recovery of things wasn't bad in this game and was quite fun with the zip-lining around or riding around on your walker.
Even though you might get rolled occasionally by a big group, it would show up on the hex heat-map and the hex owner would come investigate to drive off any intruders. Usually, the hex owners would send a scout or maybe a few people; if it was a small skirmish, they might want to join on a smaller scale for fun. However, if they see a big zerg, they would call in the goon squad to come drive them off the hex. It was a good system. Of course, nobody should expect every fight to be a fair fight in these types of games (outside of match based PvP).
These game are meant for a more random and persistent nature, where sometimes you come out on top and sometimes you didn't, completely independent from what is fair or not. This game was very competitive though because you could become really good at the combat and movement. It was very possible for a skilled player to 1v4 in this game, which was a great driving force to improve at it as much as possible. When you and 3 buddies get beat by one dude, it really gives you motivation to practice so you can do that too.
However, some people will only complain every time they lose/die in PvP, rather than seeing it as a great feature to drive improving and give purpose behind everything else in the game. I've seen metrics in these types of games that don't even support all the complaints some people make about PvP, which means lots of players just straight up lie to push an agenda on what type of game they prefer.
I have had very long and involved conversations about why the game is so screwed, they all start off mentioning the EXTREME uniqueness this game had to offer, and that almost anyone could have turned this game into pure gold, the problem is, as always, egos, someone thought the idea they had was better than anything else, even though history of online gaming proved it was not, all they had to do was create battlegrounds like wow did, you know, one of the most popular games out there, allowing you to take only what you want to risk into battle, allow you to win coins or badges, or whatever, create gear and cosmetic items for those coins, and the game would still be going strong today. Instead, they chose to make pve players end game content for pvp players, even if they did not want to be, and this is the result.
Problem is that the only tools for creating a need to improve in S4 is the quality system which was a requirement of having the right quality tools and quality workstations while finding the right quality resources.
In S5 they removed most of the competition and replaced it with grind instead and the quality system got smaller and easier to progress I guess, wouldn't know I haven't been able to leave the cradle yet because of the requirements to maintain the base.
At the end of the day the biggest problem is they made the game around groups but they couldn't get enough people to keep the server alive specially when S5 lost half of the content from what I heard.
This game has been in Pre-alpha for 4 years now.
Right now the things that feel like they should have fixed between S4 and S5 instead of changing the game progression is the grappling hooks start with extra distance which leads to situations where you thought you would be able to stop before hitting the ground but instead you end up either losing momentum or hitting the ground when trying to grapple through trees which is practically the only time where the grapple feels useful as a moviment tool otherwise it becomes just a tool to scale buildings and walls.
Yeah... copy WoW... that works great, as history has shown... lmfao