Hi there!
Been playing latest alpha a lot for a couple of weeks, and it is really great, especially considering the game is in an early state.Some feedback in no particular order(some things might have already been brought up):
-Game is a bit on the easy side especially for experienced players,psionics and high will are too destructive now imo.Better balacing would be giving player less psi points imo.Now that we have easy mode perhaps hard mode is in order?Depot A was right difficulty for level 8-10 characters, before and after that a bit too easy.Without psi powers, well that's another story
-Oddity system is cool, way more interesting than traditional, rewards exploration better, still some oddities(mutant claws come to mind) could be studied more times as these enemies are tough
-Economy is broken now imo.Mercantile is useless, i think, because of too large quest rewards(eg. milton's quest - 50 charons for a key two locations from him,really now? or the amount of money you can make in the lucky knife quest in the junkyard, combined with the money you receive from Tanner you can buy almost anything there) and high player weight limit, most of the time you can take everything from enemies.Limiting what and how much merchants buy is a step in the right direction but some more balancing is in order.
-Flashlights.Game has low-tech flares(which burn out too quickly i think) and high-tech night vision, but no middle ground.Make player only able to use one-handed weapons while using one perhaps?And/or wearable flashlights like on miner's helmet.
-More grenade types.More stuff to craft for mechanics+chemistry character.Incendiary (just heat damage, fire stays for 2-3 turns), smoke (these would be a boon to melee characters to make closing in less painful), poison gas.
-Any reason we can't attach things like extended mags etc. to existing weapons or take them off?Also underslung grenade launchers (no new animations i guess? less damage, more range than existing grenades)
-Throwing is rather weak, perhaps make it influence critical chance with grenades?
-Enviromental hazards such as smoke, radiation, gas, cold.We have different damage resistances that are rarely used.Such a dimension would enchance gameplay i guess.Many in the game talk of breathing masks but we have no places they are needed now.Also areas with total darkness would be cool.
-More TNT to merchants for characters with no chemistry.Also consider adding it to random loot.
-AOE burst for automatic weapons feat, eg. 3x3 square low chance to hit for half a clip for balance.Spray and pray
-Implants and/or mutagens with pros and cons(as feats or craftable,i'd pferer craftable.)Again much talk of that in game.
-More cool textual descriptions like the pillars where you gain bilocation.Superb stuff.Also characters with an interesting back story like Wyatt, what a dialogue, pity it ends quickly.
-More synergies eg. shouldn't thought control have synergies with persuade and intimidation.You are reading minds after all
-Also for that matter can't thought control be sometimes used in dialogue instead of persuade and intimidate if you know the abilities.Some sort of charm power would be nice.
-UI.Liked it a lot except for 2 things - can't drag windows and it would've been nice if it was possible to manually enter the amount of things you wish to take from a pile like in fallout, the slider for splitting is not very good imo.
-Caltrops.Too powerful right now.Less movement penalty and make high agility characters npcs and critters ignore them.
-Using stims in combat costs too little acton points imo.
-Defensive missions.These can be very good if made properly.For example, defending SGS against the Faceless(or burrowers
).First the platform exit then the docks then the cave exit with no ability to restock in-between.Makes planning use of resorces a challenge.
That does it i guess.All in all, one of the greatest games i've had a pleasure of playing.The atmosphere is superb.Great job guys.Keep on it and it might just rival the classics and be talked about for years to come.