I've Now Played 60 Hours of Corepunk (NEW MMO)
Summary
TLDRВ видео обзоре рассматривается игра 'Corp Punk', открытый мировая MMO с боевым стилем, похожим на MOBA. Игра предлагает уникальный подход к классам и навыкам, а также сложную систему сборки и крафта. Автор делится своими впечатлениями о прогрессе игры и предстоящих обновлениях, включая раннее доступ к игре 26 ноября.
Takeaways
- 🎮 Игра 'Corp Punk' - это открытый мир MMO с видом сверху, где боевая система напоминает MOA (мультиплеерные онлайн-арены).
- 🏹 Каждый класс в игре состоит из трех подклассов, каждый из которых имеет четыре предопределенных способности, которые не меняются.
- 🔧 Игроки могут настроить свои способности с помощью систем 'Уровней мастерства' и 'Талантов', что позволяет дополнительную кастомизацию.
- 🌳 Игра имеет открытый мир без загрузочных экранов, начиная с заросшей деревьев и фермерских угодий.
- 🏙️ Основные городские зоны, такие как 'Золотые поля', являются основным местом для выполнения квестов и крафта.
- 🔨 Крафт и сбор ресурсов являются основными аспектами игры, с собственными системами прогресса и улучшения.
- 🛡️ Комбинация оружия, артефактов, чипов и рун позволяет игрокам настраивать свои характеристики и способности.
- 🤺 Боевая система 'Corp Punk' подобна MOA, с акцентом на позиционировании и умении избегать урона.
- 🌐 Игра требует от игроков внимательности и самостоятельности в выполнении квестов и исследования окружающего мира.
- 🚀 Игра планируется выпустить в ранний доступ 26 ноября, с предварительными заказами доступными и следующим альфа-тестированием в августе-сентябре.
- 🔄 Разработчики активно принимают обратную связь и работают над улучшением игрового процесса, включая улучшение системы сбора ресурсов и скорость прокачки.
Q & A
Что такое Corp Punk и какова его основная концепция?
-Corp Punk - это предстоящая открыто-мировая MMO игра со сверху, с боевым механикой, напомидающей MOA, но с более медленным темпом. В игре есть уникальные особенности, такие как выбор класса, состоящий из трех подклассов, каждый из которых имеет четыре предопределенных навыка, которые не меняются.
Какие изменения были внедрены в Corp Punk с момента последнего теста?
-С момента последнего теста были внесены обновления и прогресс, включая изменение подклассов, добавление новых талантов, улучшение системы оружия и артефактов, а также введения новых механизмов для геймплея, таких как Rune и chip system.
Какие новые возможности были представлены разработчиками в Corp Punk?
-Новые возможности включают в себя новые таланты, которые предоставляют больше возможностей для персонализации персонажа, а также Rune и chip system, которые добавляют еще больше пассивных улучшений.
Какова структура классов и подклассов в Corp Punk?
-Классы в Corp Punk состоят из трех подклассов, каждый из которых имеет четыре навыка. Эти навыки не меняются, но персонаж может специализироваться с помощью талантов и мастерства оружия.
Что такое система талантов в Corp Punk и как она работает?
-Система талантов предоставляет список из десяти талантовых деревьев, доступных для всех персонажей, независимо от подкласса. Игроки могут выбрать три из них, и с уровнем прогресса они могут специализироваться дальше в пределах этих деревьев.
Какие игровые механики присутствуют в Corp Punk?
-Corp Punk имеет открытый мир без загрузочных экранов, сложные задачи, требующие самостоятельного решения, а также системы сбора, крафта и развития профессий.
Какие изменения были сделаны в NPC и системах крафта?
-Разработчики сконсолидировали крафтовых продавцов, сделав их более доступными, и улучшили маркеры для NPC, чтобы игроки могли легко найти и взаимодействовать с ними.
Какие изменения были предложены для улучшения игрового опыта в Corp Punk?
-Были предложены изменения, такие как ускорение процесса получения уровней, увеличение количества ресурсов при сборе, улучшение системы исцеления и добавление динамичности в мир, например, путем добавления динамичных событий и частоты встречи с оппонентами.
Когда будет выпущен Corp Punk в раннем доступе и какие обновления будут включены?
-Corp Punk будет выпущен в раннем доступе 26 ноября. В ранний доступ будут добавлены новые биомы, поселения, случайно генерируемые подземелые, инстансные поля боя, обновления предметов и новые специализации.
Какие отзывы и предложения были представлены в видео для улучшения Corp Punk?
-В видео было представлено несколько отзывов и предложений, включая ускорение процесса получения уровней, увеличение количества ресурсов при сборе, улучшение системы исцеления, увеличение скорости передвижения и добавление динамичности в мир.
Outlines
🕹️ Обзор игры Corp Punk после альфа-тестирования
В этом параграфе представлен обзор игры Corp Punk, открытого мира MMO с видом сверху и боевым механиком, напоминающим MOBA. Рассматривается процесс создания персонажа, выбора подкласса, навыков и возможностей развития. Также упоминается спонсорство видео разработчиками игры - искусственным ядром, и готовность команды к отзывам и предложениям от игроков.
🌲 Основы игры и геймплей в Corp Punk
Параграф описывает детали геймплея в Corp Punk, включая открытый мир без загрузочных экранов, разнообразие зон и ресурсов, взаимодействие с NPC, квесты и развитие героя. Основывается на цикле исследования, сражений и возвращения в город для развития ремесла и завершения квестов. Упоминается важность сбора ресурсов и ремесленников для улучшения экипировки и развития персонажа.
🛡️ Система боевых механик и персонажа в Corp Punk
В этом параграфе подробно описывается система боевых механик и персонажей в Corp Punk, включая управление персонажем, использование умений и стратегию в сражениях. Рассматривается позиционирование и использование умений для минимизации урона, а также влияние системы исцеления на игровой процесс. Также упоминается, что игра требует от игроков медлительного и обдуманного подхода.
🔍 Предложения по улучшению Corp Punk и обратная связь от игроков
Автор делится своими предложениями по улучшению Corp Punk, включая ускорение процесса развития персонажа, изменение системы сбора ресурсов, увеличение скорости передвижения и добавление динамичности в мир игры. Также обсуждается обратная связь от игроков и внесенные изменения в игре после предыдущих альфа-тестов.
📆 Даты и новости о Corp Punk
В заключительном параграфе даны даты и новости о Corp Punk, включая дату начала раннего доступа игры и предстоящий альфа-тест. Автор подчеркивает, что будет следить за развитием игры и готовится предоставить обзор в раннем доступе после выпуска игры.
Mindmap
Keywords
💡Альфа-тестирование
💡Corp Punk
💡Класс и субклассы
💡Оружие и артефакты
💡Мастерство
💡Талантовые деревья
💡Геймплей
💡Боевая система
💡Ресурсы
💡Ранги и специализации
💡Раннее доступ
Highlights
Corp Punk is an open-world MMO with top-down action combat similar to MOBAs.
The game has undergone significant updates since the last Alpha Testing round.
Players can choose from subclasses that come with four predetermined skills, reminiscent of MOBA characters.
Customization is available through weapon Mastery lines and talent trees.
The game world does not hold players' hands, requiring exploration and attention to the environment.
Corp Punk features a completely open world without loading screens.
Gathering and crafting are central to the gameplay, with their own progression systems.
The game introduces players to various professions through quest chains.
Combat in Corp Punk is methodical and similar to playing an MMO version of Dota or League of Legends.
Health management is crucial due to the lack of passive health regeneration.
The game is designed to be slower-paced, requiring a deliberate approach to all activities.
Corp Punk has made improvements such as adding map markers for NPCs and consolidating crafting vendors.
The game will enter Early Access on November 26th, with pre-orders available now.
Upcoming updates include new biomes, settlements, randomly generated dungeons, and itemization.
Player feedback is actively being incorporated to improve the game.
The developer is planning an alpha 4 test running from August 6th to September 6th.
The game's old school feel and immersion are praised for requiring players to pay attention to their surroundings.
Suggestions for improvement include speeding up the leveling process and adjusting the gathering system.
Transcripts
hey everyone welcome back so recently
there was another round of Alpha Testing
for Corp Punk the upcoming top down game
that looks and plays a bit like a MOA
but is also an open world MMO I dove
back in spending quite a bit of time
over the testing period I've accumulated
around 60 hours now in total with the
game and there's been quite a bit of
progress and updates since the last time
we played to that end the developer
artificial core is sponsoring today's
video they asked me to give you all an
update on where the game's at right now
highlighting what's new what's changed
and what's coming next also just like
last time they are fully receptive to
receiving feedback on the game areas of
improvement which we've got a bit of
here and I will cover throughout the
video all right so to recap yes Corp
Punk is an open world MMO played from
the top down perspective with action
combat very reminiscent of mobas and a
slower pacing across the board the game
does have a few unique twists to it so
for starters like any MMO the first
order business is picking your class but
Corp Punk does it a little differently
every class actually just consists of
three subclasses so in character
creation you select the sub class you
want to start with every subass comes
with four predetermined skills that
never changed this is very reminiscent
of MOBA subass is basically feel like
picking a MOA character with a very
specific play style so for example in
the last test I played as the legionary
this was the subclass of the warmonger
as a legionary my four abilities are
shield bash catapult spear throw and
Unstoppable he is basically like the
tanky brawler meant to be right in the
action tossing enemies around and then
in the most recent test I played as the
r Ranger which is a subass of champion
as you would assume is a range Focus
class I've got a net shot I can do a
rain of arrows there's a barrage stance
that lets me hit multiple targets at
once and I've got an ultimate that
launches me backwards while shooting a
volley of arrows in the other direction
now other than changing sub classes
which you can do later on the game as
you progress the four abilities you
start with are just the four abilities
that you will be playing with that the
entire time but there is further
customization and it exists in a few
forms for one we've got weapon Mastery
lines so this like you focus and enhance
on specific skills of your choice as you
progress down a Mastery line you get
better and better improvements tailoring
and adding more boost for that
particular ability then there are the
talents so the game has a large list of
talent trees there's actually 10 of them
in total there is Hunter assassin medic
Mage Pathfinder support tank Warrior
looter and crafter each of these have a
sub tree with options that play into
what their name implies so everyone in
the game no matter the sub class you're
playing everyone has access to those
same 10 talent trees and then you pick
three for your character as you level up
you start with access to one of the
talent trees and then you level a little
more you get a second tree to pick and
then eventually you pick a third one and
again you specialize further within
those trees and there are two active
skills that you can equip these come
from a vendor by the PVP characters in
the game these are abilities with long
cooldowns that do things like heal you
return Mana boost your damage or provide
defenses and then you have your gear via
weapons and artifacts both of which
boost your damage but artifacts in
particular let you enhance certain
offensive and defensive attributes of
your choosing there's also this Rune and
a chip system that adds more
customization to your weapons and
artifacts providing more passive boost
all right so that's a lot about like the
character classes and customization now
let's talk about the actual game right
so once You' made a character you're
dropped into the middle of the woods
right next to this Goblin house inside
of a Mech he asks you to retrieve some
newcomer forms that are on a table
outside of his house which he says his
house is located somewhere north of here
and that's about as descriptive as he
and as the game in general gets cor Punk
isn't interested in holding your hand
they will tell you vaguely what and
where an objective is for a quest but
you are not given actual pinpointed
markers things are not highlighted on
your map or things you need to pick up
aren't even highlighted when you're
standing right next to them no with any
Quest you are given a task and then must
go about figuring it out how how to
complete it on your own so as you have
north of here you're going to come
across another NPC he wants to teach you
how to build campfires this is a vitally
important thing to sustaining yourself
while you're out adventuring although
despite the fact that you are literally
surrounded by trees and he's asking you
to just bring back a few pieces of wood
surprisingly enough finishing this Quest
is no simple task which we will get to
so you continue forward as you look for
the Goblin's house you'll probably in
the process explore the surrounding area
and you're bound to get in a few fights
with a local rat and Bug population
you'll find and collect various
resources around the Farms that you're
walking through and you will want to
stop and talk to any NPC that you
discover you better do this because if
not you are bound to miss out on a lot
this game just requires that you are
looking around and paying attention
paying attention to the environment to
objects to NPCs to enemies you have to
pay attention to all of that if you're
going to make any progress whatsoever
it's basically like the inverse approach
to some Modern MMOs and a lot of modern
games where they are literally pointing
you guiding you holding your hand
towards the objective highlighting the
things that you need in bright colors
and marking on your map exactly where
you need to go or the the games that
even will just like auto run you towards
your Target Corp Punk says nope sorry
brother just pay attention and look
around and that's how you're playing
this game and doing just that will put
you on the path and eventually lead you
towards the game's major city in the
initial starting zone speaking of which
let's talk about the world so Corp Punk
is completely open world no loading
screens the early starting areas that
we've seen in the past few Alphas
consist mostly of these wooded regions
and some farmlands so dust tied Forest
is the starting spawn location that you
begin in there's a couple Quest you pick
up here but then you are quickly headed
out into Golden Field here you're going
to see all of the farms and Fields with
various crop types there's also lots of
bugs and rats inhabiting this region and
this is where the first major town is
located with pretty much every one of
the NPCs pertaining to the starting your
quest to the crafting systems and your
vendors now one big change since the
early Alphas is they've Consolidated a
lot of these crafting vendors which was
a a real big Improvement they used to be
quite spread apart so the bulk of my
play time with this game has actually
been spent in and around Golden Field
even after you've completed all of the
quest in this area and outlevel the
enemies here you're coming back a lot
for doing all of your crafting and
progression so yeah I ventured out far
beyond goldenfield and I've played I
spent a lot of time outside of there
leveling and exploring those zones and
doing the quest in those areas but
you're always coming back it's pretty
much required although in the future
without question there will be other
towns where you can do the crafting and
progression stuff funny enough the
recent test did have a second major town
up in the north but there was just like
literally nothing to do there but in the
future that stuff is going to get filled
in right so beyond goldenfield there are
several other zones surrounding it in
every direction these are all pretty
much some variation of a forest of types
but with slightly different theming each
Zone will come with its own particular
resources some some zones will have a
resource that's like exclusive to that
zone and there's also going to be uh
some variety of enemies there some of
which will be unique to the regions all
of the enemies will also come in a level
range there is no level scaling here and
then as you push further out from Golden
Field into those surrounding zones the
levels of the enemies climb higher and
higher you're also encountering new and
different resources and yes getting more
visual variety there are different types
of foresty grass Landy areas are all
around but yes you start out on
goldenfield and the main thing you're
doing here is a quest chain that asks
you to go around finding and helping out
all of the crafting NPCs This Is How
They introduce you to the game's various
professions so Gathering and crafting
ing is a central focus in cor punk you
go out harvesting resources many of
these need to be processed after which
you'll combine them to craft items gear
and consumables Gathering professions
include mining logging herbalism and
Butchery which are then used to fuel the
crafting professions of weapon smithing
Alchemy construction and mysticism now
both Gathering and crafting do have
their own progression systems known as
masteries you start out at level one as
a beginner and then as you use things as
you do stuff you level up the profession
making you more efficient and unlocking
better recipes as you progress so the
general gameplay Loop like what does it
look like when you're playing cor Punk
well it's like this you start off like I
said with those first few quests you go
into Golden Field explore around
eventually you make your way to that
first town and there you pick up a lot
of quests from all the NPCs and you head
out to start the loop of adventuring and
returning home and that's going to be a
common theme in this game going out
doing stuff and then coming back to home
base so you're going to pick like say
one or two of the quests that you would
like to complete and then you will head
towards the general area that the quest
tells you that objective is located in
in route you'll likely gather some of
the resources you find chopping down
trees harvesting ores opening chest
picking plants you want to kill any
enemies you come across getting the
experience as well as the loot that they
drop all while also paying close
attention to the environment trying to
find whatever it is your quest is asking
you to do you'll keep pushing forward
Gathering fighting and looking around
until eventually you complete your
objective or your health gets too low
then if you have the materials you'll
set down a campfire and eat some food
but if not this is when you head back to
town there you will heal turn in any
Quest you finish maybe put some stuff in
your bank stalk back up on stuff you
need and then head back out to your next
objective and that is the basic gameplay
Loop now in this process of going back
and forth going Quest doing adventuring
Gathering resources you're probably
going to want to craft some gear to make
yourself stronger right so gear in this
game is broken up into two main
components there are your weapons and
your artifacts now there are gear slots
as well for like your Helm and chest and
gloves but that's all cosmetic getting
boost for your characters making
yourself stronger solely comes from
weapons artifacts chips and runes so
weapons determine your basic attack
damage and all or defensive boost if
you're using a shield and the other and
probably largest boost to player power
comes via the artifact system so you've
got six artifact slots from which you
can fill with artifacts that boost
whatever stats you prefer there are
primary stats which are attack power
spell power Health Mana armor resistance
and crit chance as well as secondary
stats which include a WI range of things
but some examples are cool down
reduction buff duration Vision radius
increased area of effect crowd control
duration health and Mana regeneration
and much more then there's the
additional layer of you being able to
place chips into your weapons and runes
into your artifacts both of which are
just further modifications and
enhancements giving you passive
offensive and defensive Buffs now I've
mentioned combat and passing but not in
much detail however this is actually one
of the things that I think cor Punk does
best so as mentioned it looks like a MOA
it also plays very much like a Moa but
pretty much identical it's like playing
an MMO version of Dota or League of
Legends the basics of combat your
character movement and attacking are
almost identical to those games you've
got click to move where your character
moves where you click on the ground
there's no WD you have predetermined
skills based on the subass you pick
which again feels just like picking a
character in a mooba and then beyond
basic attacks a majority of your
abilities and spells are skill shots you
have to aim them and often times you
have to predict your target leading them
leading your shot to where you think
they're going to be next so so yes how
you move how you attack even the fog of
War mechanic it basically is just like a
MOA in an MMO world a big focus on the
on the game is trying to avoid taking
damage and that's where the positioning
and skill use comes into play because
Health Management plays a big role here
uh mainly because health regen items are
hard to come by and the game has no
passive Health regeneration unless
you're above 90% which likely won't
happen if you get into an accounter
against more than one enemy which
circles us back around to the fact that
this game requires you to be both slow
and deliberate in every sense for better
or worse I guess depending on you the
player movement combat Gathering
progression even healing everything is
on a slow pace they have streamlined and
fine-tuned some things since last test
the game still however very much drops
you in and says good luck bro uh here
are some examples so they've added map
markers for most every NPC however the
quest remain vague in that they will
tell you what you need to do but they
won't show you exactly where to find it
kill enemies in these Woods bring me
back this item find my long lost brother
somewhere over there that's about as
specific as they get you are not given
any map indicators showing even the
general area of your objective you just
have to figure it out on your own and as
mentioned earlier even if you're
standing right next to an NPC who has a
quest for you you won't know that until
you click on them progression on all
fronts in this game is quite slow the
time it takes to level your character to
gather resources to craft and upgrade
items to improve your professions this
all takes me back to Circa 2004 my
classic Wow Days everything requires a
lot of time this is intentional and it
is unlikely to change on the broader
scale they've just designed a game that
is meant to be slower paced they want it
to be a grind although I do hope they
continue streamlining specific pain
points I would say two of my biggest
wishes are one that they ramp up the
item quantities given while Gathering
resources to always give a basic
resource like wood or stone but then
drop higher Rarity resources
occasionally so for example if I cut
down a tree I should always get a basic
piece of wood and then maybe sometimes
you give me that bonus of a rare
resource in addition to that right now
you are only ever given one or the other
so it makes for farming even the basic
resources feel very difficult at times
like that starting Quest that asks you
to collect 10 pieces of wood for the
campfire guy took me about 3 hours of
going around finding trees and cutting
them down before I had those 10 pieces
of basic wood because in all of those
trees that I cut down a lot of times I
wouldn't get a basic piece of wood I
would get one of the rare resources and
it would just be alternating between
basic wood uh two rare resources uh two
pieces of basic wood a couple rare
resources plus the fact that these trees
are very spread apart all the trees you
see surrounding you you can't cut down
all of them only very specific ones I
think that's something that should be
addressed just give us more at least of
the basic resources every time we
interact with a collectible resource
node also I think that they should speed
up the leveling process at least
slightly so the way power progression
Works in this game via getting your gear
upgrades your artifacts your mods and
unlocking talents it all starts to get
really really engaging around Level 10
the problem is getting level 10 takes
like 15 to 20ish hours I think that's
going to be too much of a grind for
those first 10 levels totally cool if
the level grind scales up as we get to
the higher levels but as it is right now
at this point I could see a lot of
people quitting before they reach those
upgrades and that those gear
improvements that make the combat that
much more enjoyable just let us get to
level 10 quicker and I think way more
people are likely to stick around um yes
as you can tell Corp Punk has set out
with a particular vision in mind they've
clearly developed a deliberately slower
paac methodical challenging and timec
consuming game not many MMOs take this
approach nowadays I do think there's
room for this on the market and with
some tweaks that I can definitely see
them filling a nice niche for sure and
all this is going to move us into the
feedback section um I am happy that
they've made some improvements uh to
some of the bigger pain points that I
had from the first Alpha test that I
played so for example they have added
map markers for all of the quest MPCs
which is great previously this wasn't
there so if you didn't remember where
you got a Quest from you could end up
running around the map for a long time
looking for the NPC to to turn it in at
because it didn't show you where they
were now that doesn't happen you can see
right on your map every Quest NPC that
you've discovered they've also
Consolidated all of the crafting vendors
they used to be like on the opposite
ends of that starting zone which was
rather big you could easily spend over
15 minutes running between the
processing and crafting stations
whenever you wanted to make a single
item they fixed that by consolidating
all of the craft the processing and
crafting vendors right around the main
Town great change progression also for
crafting new weapons and items got a
boost mainly via the fact that the
quests are giving a ton more resources
than they used to which lets you craft
your first big weapon tier upgrade far
sooner than you used to be able to this
was a great Improvement also healing is
less of a pain because they have begun
giving you way more healing items more
food more potions more other consumables
you're given a bunch of campfires from
the get the healing system is still what
it is you don't there's no passive of
regen over uh below 90% but you're
giving away more tools to deal with it
currently that said I do still think
there are things that they should
address as just mentioned leveling I
think it just takes way too long to
reach level 10 and that is an important
Benchmark in my eyes if you speed this
up and slow down the later ranks uh
level ranks if you want to but let
players get to level 10 in like 5 to 10
hours instead of 15 to 20 and I think
this is going to keep people around for
longer because it just gets so much more
engaging around the level 10 mark for a
whole host of reasons Gathering yes you
need to drop more than one resource
everything should always drop the basic
resource if I chop down a tree I should
always get one wood if I harvest an iron
node I should always get one iron if I
harvest a plant I should get one of
whatever plants give and then give me
the rare items on top of that
occasionally that I think that's how
they should approach this here also
right now your harvesting will fail and
cause the resource node to explode if
you accidentally click the screen while
harvesting this feels terrible you can
still have a percent chance to fail a
harvest that's fine a lot of games do
this but don't make it so that the node
vanishes if I accidentally click the
screen while my character is harvesting
make me Harvest it fine start the timer
over but don't make the node disappear
don't make the animal literally explode
into Smither because I clicked off the
screen while I was skinning it for one
it's just kind of strange but then it
just it doesn't feel good just make me
reh Harvest don't make the thing
disappear um I think base move speed
should be bumped up I would say at least
by 10% it just still feels a little too
slow I understand that you get upgrades
you get speed boost later on but either
even with that being the case we I think
I need a little bit more of a boost to
the move speed there I also just want to
see more open World stuff they have
added some things since last test for
sure they've expanded the world they've
added new towns like I've said there's
been a whole new region more interesting
stuff to see so for example I think we
should be entering our first dungeon
like by hour five not by hour 20 which
is roughly when I found the first
dungeon um in this in this game also I
just think that it would be such a
benefit if there was more Dynamic things
happening in the world Dynamic events
pil for you to solve roaming packs of
enemies because right now everything is
basically static things like Elites
things like public events you've got all
those Farms have public events roll in
like the Farms are being invaded by
wolves from the woods or something you
like have things like that happening add
stuff to make this play Space feel a lot
more alive combat is awesome I love it
and for that reason I feel like
encounters should be more frequent we
should be able to engage in combat more
frequently it just feels a little spread
out in a lot of the world but that does
mean that you're going to be taking more
damage and you'll probably need more
healing so to offset this I think that
they should still further adjust how
healing works I would love out of combat
regeneration even if it were hyper slow
even if it took like two straight
minutes of standing still for you to
regenerate your health passively but if
you don't want to do that just make
campfires way better more static
locations out in the environment that'
be great if there were just static
campfires not just back in town but all
throughout the environment or instead of
making it a resource make campfire a
skill put it on a 5 or 10 minute cool
down so I can guaranteed to Camp every 5
to 10 minutes instead of relying on
chopping trees would that only sometime
give me the wood that actually needed
for crafting it like I think some
adjustments should be made there but all
around like there's a lot that I really
like about this game like the previous
updates I think have moved it in the
right direction I love the combat I just
wish we were doing it more frequently
and they adjusted healing accordingly I
also love the old school feel and the
immersion that you get from having to
pay attention rather than being pointed
and handheld where to go I just think
they still should make some further
improvements to the pacing and the
gameplay Loop one other big update here
is the fact that they now have an early
access release date the game will be
coming into Early Access on November
26th there are pre-orders available now
and they're going to be running running
an alpha 4 test for a full month from
August 6th to September the 6th if
you've already played an alpha test 1
before you're going to be invited or
anyone who pre-orders the game will also
be invited bunch of new stuff coming in
the Early Access launch they said
they're adding two new biomes two new
settlements two randomly generated
dungeons two instance Battlegrounds
bunch of more itemization updates and
there's going to be new specializations
with the defender Commando and Grenadier
and that pretty much does it for our
update video on core Punk once again
thank you to artificial core for
sponsoring this video happy to give you
guys an update on what's changed what's
new and what's coming next for Corp Punk
if you want to learn more check out the
link below I will be sure to follow up
with additional coverage as we get close
to leas a release I will definitely be
checking out the next round of Alpha
Testing that's happening in August and
once the game fully comes out into Early
Access I will at the very least give
some sort of an early access review with
my thoughts on that uh the state of the
game at that time but that does it for
today thank you as always for watching
hope you enjoyed see you guys next time
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