So I’ve had it for a few weeks. I like it. I’ve actually gotten pretty good at solo, cracking the top 10,000 on the leaderboards … which feels significant to me in a game with millions of players. I’m not great at racking up kills - in fact despite this rank my kill ratio is only like .85 or something like that. Mostly I’m smart about how I move and approach the final areas.
What’s funny to me is how much every random player seems to treat this game like a deathmatch game rather than a last man standing game. It seems like if someone sees you, they’re going to come after you no matter what, no matter what risk it puts to them, no matter how little they have to gain from it. I’ve had guys camp the stairs and trap me in the upper floors of a building, and we just had a standoff for like 5 minutes until the blue field comes by and kills both of us. What’s the point of that? Whenever a situation turns south, I’m willing to ditch whatever I’m doing and just survive.
Similarly, if you land near anyone, and you could easily just split up and go your separate ways, everyone will run up to you and try to have a punch fight with you. WTF is the point of that? You don’t win the game by killing 99 other people, so why provoke every 50/50 situation you can?
But I suspect that irrationally suicidal “I SEE SOMEONE, I MUST CHASE THEM FOREVER” shit is why I’m able to play low key and stealthily and make the top 10 a lot. It just makes me think most people don’t understand the basic concept of the game.
The main problem with the game itself is the pacing of the end game. I don’t understand why they want it to end so abruptly. Once you’re down to the 4th or 5th circle, down to 15-25 people or so, the circles come so fast that you have almost no time to look around, move anywhere but straight towards the circle… you might have 10 seconds to resolve a firefight because the blue field comes and forces you to sprint into the safe zone. You rarely get a chance to loot someone you’ve killed. How the top 10 ultimately resolves often comes down to the random factor of who was lucky enough to get the next circle where they already were and who needed to run further to get there.
It seems obvious to me that towards the end the circles should be bigger. It would give a longer amount of time for people to move and fight, it would lower the random advantage/disadvantage of a tiny circle as the circle would require less drastic movement and cover a larger area.
I mean, the last 10-20 people is the most interesting part of the game. Why make that the most forced, frantic, desperate sprint for random circles rather than a slower, more interesting shootout?