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Undawn Review: Class System, Equipment, and Firearms Evaluation

Undawn Review: Class System, Equipment, and Firearms Evaluation

1K View2023-06-02
As a player who has experienced the third beta testing of Undawn, I would like to briefly review my personal opinion on the game's class system and overall content.
Let's start with the game's overall class system, or rather, the identity system within the game. Unlike traditional games like Hearthstone and Warcraft, which have clear roles for characters, spell cards, and equipment cards, or games like Warcraft with its main tank, off-tank, ranged DPS, and mage setups, this game doesn't have the same precise identity positioning as other games. There are no strict limitations on roles like gathering workers, lumberjacks, or hemp workers. The identities in this game are more like a presentation of player abilities.
Currently, there are several class professions in the game that are more inclined towards daily life and survival support. For example, the chef profession allows players to create more diverse dishes with special effects. Similarly, the hunter profession provides some combat bonuses but mainly focuses on gathering. Professions such as mining, lumberjacking, and hemp gathering enhance specific skills or the abilities of the characters themselves. In other words, the so-called identities in the game do not restrict players from playing the game content; they simply inform you of your skills and your potential to develop in a specific profession.
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When it comes to experiencing the game, I personally recommend focusing on enhancing your abilities in the three basic professions: mining, hemp gathering, and lumberjacking. This is because the game has a free trade market mechanism, and these three professions are essential for gathering various basic resources. I made a mistake myself by initially assuming the traditional class system and mainly focusing on leveling up the hunter profession. Later, I realized that the basic gathering professions were more valuable. So, let me tell you all about it and help you avoid that pitfall.
Moving on to the game's equipment and weapon content, let's evaluate the game's development gameplay from these two perspectives.
Firstly, in terms of equipment, this game leans towards a development-focused design. The quality of equipment is defined by colors, such as green, blue, purple, and possibly gold, following the classic incremental increase in quality. Personally, I find this design a bit awkward since the game is based on the real world. Such art style might give a sense of unreality. The quality and appearance of the equipment are mainly changed based on ratings. For example, higher-rated equipment might have a slight shimmer, giving it a better look. This aspect of the game may be more subjective.
Here's some advice for new players: in the early stages, there's no need to focus on crafting your own equipment. Just follow the main storyline quests and obtain equipment that meets the required strength for those quests. It's unnecessary to spend a fortune on crafting equipment in the early stages, and it can even be considered a waste of resources since equipment gets upgraded quickly in the early game. You might jump from low-level equipment to relatively high-level equipment all at once. Saving resources in this aspect will be more beneficial in the long run, even if it means facing some difficulties initially. The materials saved can be used for preparations in the later stages, which is obviously more worthwhile.
At the same time, regarding the acquisition of equipment itself, there are two main methods. One is players directly purchasing equipment from the market, and the other is players crafting their own equipment. Of course, players can also sell their own weapons and equipment on the market. In my personal view, this content design is quite good as it largely avoids equipment monopolies. It also helps new players quickly get into the game since the gap between beginners and experienced players in this type of game largely comes from equipment. Considering what I mentioned earlier, I recommend players in the early stages to directly search the market for some transitional equipment with good attributes. Then, in the later stages, focus on primary cultivation. This approach will make the gameplay experience much more enjoyable.
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Meanwhile, when it comes to firearms in the game, there aren't such issues. The main focus of firearms is on attack power and tactical gameplay. On the other hand, compared to firearms, equipment is more complex since it involves considerations such as blocking, various forms of protection, and special defensive attributes against certain equipment types. Now, let's talk about firearms in the game.
Firstly, in terms of the variety and richness of firearm designs, this game features all the basic weapons, such as AK rifles, sniper rifles, and Gatling guns. However, what makes playing the game enjoyable is the opportunity to create and experience various new weapons while simultaneously crafting our own equipment. The different feel and sensation of using different weapons to battle monsters is fantastic. The unique shooting feel, recoil, and firing speed of each weapon provide a great gaming experience.
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Having a wide range of firearms also opens up more gameplay possibilities. The combination of different main and heavy weapons allows us to play different roles in battles. For example, if I choose to use both a machine gun as my primary weapon and a heavy weapon, I can quickly help my teammates clear groups of small monsters in dungeons. By combining this with teammates who choose rifles or sniper rifles as support weapons, we can eliminate elite monsters more efficiently and ensure the smooth completion of dungeon runs. Another example is using a submachine gun and a grenade launcher, which grants increased mobility and allows me to quickly move and attack enemies hiding behind cover.
Moreover, this type of firearm shooting gameplay with an element of cultivation, compared to traditional firearm designs, allows players with similar levels and cultivation progress to have comparable combat skills and output. There's no situation where a single player becomes invincible while others become helpless. The game better emphasizes tactical strategies and skills, such as suppressing firepower, providing cover fire, or flanking and ambushing. The traditional FPS combat elements can be well showcased in this game.
Overall, in terms of the game's performance and content, whether it's the rich firearm variety or the engaging cultivation system, it's something I personally enjoy. I highly recommend everyone to give it a try and experience it for themselves.
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