Like: The new lighting looks great.
Dislike: My new 144 Hz monitor has input lag from the keyboard. Probably not the developers fault. Probably some damned Windows thing that just happens to interact with something in a weird way.
Like: New zombies look good, although I was fine with the old ones.
Dislike: The blood is like neon red, which doesn't match the aesthetic of the Zombies. Should they even squirt blood that far? Do they have a heartbeat? No blood would be more immersive than neon red.
Like: I like the idea of filling in the progression system with new items.
Dislike: I already don't carry vitamins and splits, because it's annoying. But I leave them in my car. Now if I have to carry 5 things for 5 conditions, I might just get so sick of the inventory management that I just cheat them all away.
Dislike: I don't like that everythign penalizes stamina. And early. At a mere 15% infection (Day 1, I checked several POIs the trader, and many stumps no honey) and 50% food (not even that hungry! Why is it so dire already?) I am literally on the forums because I was waiting for my stamina bar to refill. That's a bad sign. Seriously, I might replace all of the medical stuf with a pile of glass and a sleeping bag if that works in this alpha. Far fewer inventory slots.
Now if there was like a super suppository that cured all ailments, that would be fine. But as I look ahead my list of things i have to carry on every run is just getting longer and longer. There's a line between interesting and just tedious inventory management.
Like I like the idea of different effects beyond just damage, but I odn't know how to make them interesting. Like I would much rather the infection just kills you at 100%, and increases 5 times as fast. That way there's an urgency (must find honey or I'll die!) but the game doesn't literally become less fun because I have a condition. I am fine with reductions to hit point maximum, because the game gets more dangerous, but not more tedious. Same with the arm injuries. I deal less damage but the actual gameplay doesn't change that much. Leg injuries . . . as far as I can tell the solution is either afking, hoping it happens beofre al ong base building session or mining session, or . . . glass.
(Please please please don't make death a 25 min afk again just because it's my solution to everything, I beg you).
Like: I honestly think harder to get food is good.
Dislike: Reduced stamina regen at 50% food? Awful. I do not like having to stay above 90% food, it's micromanagement. Having to stay above 10% food would be exactly as much danger/looting but far more fun. Like at 20% "Oh, no, I am getting close to something really bad!" is more fun then "crap, the game sucks until I find food because wrenching a sink requires going afk twice while stam regens." (I don't even think that's an exaggeration right now?).
. . .this is just day 1.
Some notes about how I play:
Zombies on Jog or Run during the day.
I prefer to play on the highest difficulty to increase zombie damage, but reduce zombie hit points manually by modding to closer to Nomad.
In increase player block damage to 125%.
18 hour days, 90 minute days.
Most other things standard?
Oh, and no loot respawn.
3 day air drops, with markers.
I am neutral on the sprites in the world. It neither reduces my immersion nor is it strictly necessary. Although I suspect the first time I am in a 20 story mega dungeon on a "kill all zombies" quest and I cant' find that last zombie, I will love sprites. Having watched Kage848 I htink the new digging is a lot better and like the in-world outlines for that a lot. It might be good if it were a quick key to toggle them, so you could turn them on when you have trouble finding something by holding down a button, but leave them off by default, although I noticed when trying to experiment with some custom keys that this game actually uses most of the keyboard already.
Oh, and the blunderbuss. Killed my first dog. Loved it.
If I were playing on a hhhger diffuculty though, it might be useless due to things turning into bullet sponges.
Oh, and I tend to play "drop belt" only.
And I greatly increase player XP and/or reduce the cost of all levels of attributes/perks to 1.
In my experience I enjoy playing until day 56 or so and then restarting. I play solely single player.
I think the game is balanced right for multiplayer progression wise, for me personally.