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Last Oasis News

Season 5 Launch: Aug 2nd

Tomorrow, Tuesday August the 2nd at 7 PM CEST / 1 PM ET / 10 AM PT marks the beginning of Season 5!

This PvE focused Season 5 aims to bring fun to the solo and small group experience. It was nearly a year of hard and passionate work with quite a few bold changes and massive amounts of new content.



All of us here hope that you enjoy it, give us plenty of feedback, and help us iterate on this Season in the coming weeks and months!



Those are some small previews of the things to come, and together with the launch we'll release a trailer showing some of the cool stuff to expect in season 5.

See you tomorrow,

-chadz

A New Direction launches next week

And so it begins… New season, together with the whole new direction for Last Oasis, will begin early next week.

Exact time and date will be announced on Monday, but we wanted to let you know: We’re close.

As we’ve talked about in the past, LOverhaul is a massive rethinking of the game. Many of you got to experience a taste during the Beta Branch and gave us lots of critical feedback that we used to improve the experience and more appropriately balance the challenge with the fun. With our work on this overhaul, we asked the question: What could Last Oasis be if we started entirely from scratch?

If I were to sum it up as plainly as I can: LOverhaul puts solos and small groups first. All the testing of Season 5 has been done by solo players and small groups. We balanced around that and made sure that there would be no big obstacles to enjoy the game at your own pace.

Now, that doesn’t mean that the game is easy. The main difference, though, is that you, as a player, have a lot of control over the risks you expose yourself to, at the time and the order of your choosing.



What we’ve seen the most in our tests, is that some players find the game amazingly fun. Those players had a tendency to play more carefully, take their time to properly equip themselves and their walker for an upcoming encounter. Pick a deliberate goal to complete, figure out the best approach for that goal, and execute it.

Other players were struggling a lot and had trouble finding the fun in the new direction. Somewhat ironically, those were often experienced players who played LOverhaul like the previous seasons, where PvE was merely an inconvenience, and not the primary focus. If you rush into the world with a disregard for the dangers that await, you will struggle, fail, and, probably, not have fun at all.

The biggest gameplay change, really, is how important walkers are now as “gunships”. From the very beginning you’ll be able to equip your walker with driver-controlled guns of various types, functions, and sizes, as many Rupu Fortresses and mobs in general require you to use them in combat. That was, probably, the biggest challenge for veterans - you can no longer walk up to a camp and take it out without preparation. You need to use walkers with weapons, upgrade them, prepare ammo and gear, and only then attempt a raid.



Now, while we’re really happy with how the new direction feels, it is not perfect. During the beta branch, a lot of issues were brought up by you that were invaluable to us. Not only did it help us fix problems, but it also served as a baseline for balancing harvesting vs combat, for example.

We’ve discussed internally if we should host another Beta Branch, but came to a different conclusion: Season 5 as a whole must be a massive iteration and community driven development instead.

We will launch Season 5 next week, with the maps and progression that we consider properly balanced - Cradle and Canyon. Once it’s out, we will iterate on them together, just as we did during the Beta Branch. We will watch as you play, listen to the feedback, and improve the experience until it’s rock-solid. Then, we will reveal the next map with new challenges, new walkers, and new technology, until LOverhaul is exactly what it should be: a complete experience, from beginning to end. Each map and each piece of progression will be carefully balanced and all bugs squashed.

For those of you who don’t want to play this version until it’s fully ready or experience a game going through iterations rapidly, you will be able to host private LO Classic servers, which will stay in the preserved state of Season 4 on a separate branch.

Overall - we’re excited. And we hope you’re excited, too. It is the biggest change in the history of Last Oasis by far and the beginning of a new chapter.

- chadz

Beta Branch Followup

We received an immense amount of feedback from the Beta Branch Testing - this was quite incredible for us, and I want to thank everyone who took the time to vote in the poll and post their feedback.



Overall, we were very happy to see that in general, the community enjoyed the new direction for Last Oasis. Doubling down on making the game world more interesting and challenging through PvE mechanics and encounters will improve the gameplay experience for both new and existing players - it seems 85% agree on that, and so do we.

Having said all that, over one third of you think that the water and harvesting pacing were not enjoyable and basically no one thought the preview was perfect. Luckily for you, we agree. We absolutely do not think that we stuck the landing with respect to the early S5 experience. Nor did we expect to. That’s what the test was for - to see the problems and get it right. The immediate hotfix was part of that, but additional changes are coming and the rest of the devblog will talk about some of our thoughts on major systems.

Water


Overall, we’re pretty happy with the core gameplay loop of exploring, looking for sources of water, and ultimately being encouraged to return to base - water is essentially an endurance limit. From the feedback we read, it seemed like most solo/duos found water challenging but achievable, while groups either struggled or spent lots of time standing around a campfire and chopping cactus. This is not the intention.

The early game experience will receive additional tweaks to improve the water gameplay. However, we don’t just want to buff cactus drop rates until you can bulldoze your way through it.

Instead, we want to introduce new gameplay features to allow players to solve the issues for themselves.

For example, look at this new buildable structure, which we labeled (for now) the Humidifier:



The humidifier will create humid air inside your base, allowing you to quench your thirst without consuming your precious water.

We will also introduce plenty more water sources for you to find, like springs that can be dug up.

This is the approach we want to take to nearly all problems we encounter through player feedback - instead of just removing the obstacle, we want to add gameplay elements that enrich the world and the player experience, and gives players the most interesting aspect about sandbox survival games: choice.

Schematics


The most common criticism of schematics can be broken down into a few categories: a concern for inventory space, concern about being gated by RNG, and concern about being stone aged. Let’s go through it one by one.

We agree that early schematics are too inventory consuming. While having to choose between schematics at some point is part of the design, we think that it is unnecessary in the early stages.

We want you to feel great about owning schematics - we certainly don’t want you to feel like it’s a burden or maintenance heavy. We’ll improve this in multiple ways:

First, the schematics bag will be available earlier in progression. It’s a pouch that allows you to conveniently store a larger number of schematics without occupying inventory slots. We will also introduce a base container specifically for schematics, allowing you to use them without physically having them on you - just being in the base or on the walker is enough.

Other than that, we are constantly considering when and how merging different types of schematics improves gameplay more than it hurts exploration and progression.



We looked at the drop rate of tools, and came to the conclusion that combining them is, in many cases, better for gameplay. Our idea for schematics is that their drops are serving very specific purposes. Which brings us to:

RNG


There was criticism about RNG affecting the gameplay too much, but in reality this is much more of an information issue: Randomness is much, much less prominent than people assumed, but the game didn’t do a good job of explaining it. Each enemy and each camp has a very limited range of schematics it can drop - it is far from random. Once you know that, you know exactly where to go to receive what you need. The experience is not meant to emulate an MMORPG. We don’t expect you to be grinding the same Mobs 100s of times to get the one thing you’re after.

Therefore, we are considering exposing this information to players in-game. For example, we could show you which schematics can potentially drop when looking at a defeated rupu, or a camp. On the other hand, that removes a bit of the exploration part. Let us know what you prefer - mystery or more clearly defined goals?

Getting stone-aged (all of your progression wiped out) due to PVP should not be a real issue - remember, PVE tiles are perfectly valid base locations where you can not be attacked. However, a lot of complaints are about taking longer breaks. This is something we understand is a big issue, and for that we’re looking into a kind of “vacation mode” at trade stations. We think allowing players to log off with a single walker and some schematics and come back at a later point will not change the balance of the game, but be a nice QoL feature.

Base Packing


This one was also noted often. And the more we get to play ourselves in this new version, the more we think that there is some great gameplay opportunity for introducing packable bases in S5, but in a different way. Founder walkers like the Balang, capable of packing and unpacking a base foundation - will be introduced as some later tier progression which allows for a different gameplay experience. We will take a hard look at the balance to make sure it fits in, but we think it’s a nice variety to the gameplay.

Grappling Hook


Yes, we missed the mark there on the early Grappling Hook;, it wasn’t fun any more. We’ll continue to tweak the grapple to achieve the intended design. We realize that grappling is very fun and something that lots of new players fall in love with immediately, but also a tool that can often be too strong in the hands of experienced players.

PVE Difficulty


We were happy to see that most players liked the improved difficulty of the PVE world. The 48h Beta Branch test was obviously just a small teaser of things to come. Overall, we want to make PVE not artificially difficult, but due to interesting behaviors and encounters.

This time we’ll show you a bit of some later tier Rupu, but soon we’ll go deeper into the more walker-focused PVE challenges you will encounter.



I don’t like this new direction


According to the poll and community posts, some people do not like this new direction. For you I believe I have some good news: Because of these drastic changes, we decided to preserve Season 4 as it was on a separate branch together with S5 launch. Which means you will be able to host your own server and realm as it was.

If you prefer a middle ground, remember that most of the changes we are implementing are optional features for server owners: You can choose how you want the players to play on your server, what feeling you want to go for in terms of difficulty and balance, and other things you’ll be free to edit at any time.

And many other things


There are a million other odds and ends that annoy both you and us. We read all your feedback on Discord and Steam. We promise. And while we can’t address every single issue directly, we take it into account, we try to see the bigger picture, and figure out solutions that improve your gameplay experience.

48h Beta Branch Review

As expected, emotions got high - my inbox seems about 50:50 split between love for the new direction and, well, less friendly words.

Since feedback is crucial for me to adjust the course for this new direction, at the end of this post you’ll find a poll to voice your opinion - please make your voice heard, positive or negative!

The new direction (and why the shift)


Originally, Last Oasis was supposed to be a game about people roaming the lands on walking land vehicles, fighting threats and each other while improving their vehicle. From there it went to a prototype where we tried this concept internally - and it was fun. Amazing fun. The thrill was high, fights were fun, victories felt great, losses were painful but still endurable. That was about 2 years before LO was released as early access.

However, if we jump forward to the status quo, this is the experience most people have when trying LO in Season 4: you follow the tutorial, build your first firefly walker, progress from the cradle to the canyon, drag a few boxes through the desert to hope to get some technology upgrades, if you’re lucky you get a dinghy walker, and then suddenly someone drives up to you, kills you, destroys everything you built up in the last ~6 hours and that’s it. Game over.

I’m sure you can see the discrepancy between the envisioned game and the actual game. For some people - those perfectly organized, with perfect information about the game - this intended walker fight experience exists. But for most people, experiencing the fun parts was impossible.

So the question for Season 5 was from the very beginning: How can I make sure that everyone gets to experience the fun parts, not just the top 5%?

That left me with two viable choices: either get rid of the survival sandbox aspect completely and turn it into an arena game, or double down on the survival sandbox.

If you played the beta, you can certainly tell that we went for doubling down on fixing the sandbox.

[h2]Why is water suddenly so important?[/h2]

The first (and so far probably biggest) source of controversy is the water. Water is your bond to your base, and a reward for exploration. The better you become, the less of an issue water becomes. Rupu camps drop sources of water, fruits and pulps are sources of water, but they are rewards for going out into the world and coming back alive. If you spend your time close to your base, you will only find limited water sources like cacti.

As you progress, you find better water sources, tools, and containers - extending your reach.

And that is the main theme for Season 5: going on trips from your base, and trying to make it back alive with more than you went out with.

[h2]But why static bases? Why not let us have all of our bases on Walkers like before? Why settle down in this game about moving vehicles?[/h2]

This is about risk management. If your walker is your base, your base is permanently vulnerable. And therefore your belongings are constantly at risk. A walker cannot be easily damageable and serve the purpose of a base simultaneously. Therefore, we intentionally split the functions.

Walkers are no longer intended to be your base - instead, they are your main exploration and combat tool

This means that if your walker gets destroyed (which can now happen through PVE), it is no longer a complete and utter loss for you. Depending on your frame of reference, this makes the game both more and less hardcore.

For those that managed to reach a Firefly or even a Dinghy during the Beta - you probably noticed that the first time was a bit difficult and needed some thinking, while the second time was much easier. This is by design. Walkers are easier to be destroyed, but you can quickly recover, build a new walker, and try again.

[h2]Why do I suddenly have to care about PVE dangers? Wasn’t it hard enough to survive PVP already?[/h2]
The reason for making PVE in the cradle rather brutal was to teach a new gameplay: You are safe in your base, and you are at risk whenever you are outside.

This is a drastic change from the way LO used to be played previously, where environmental risks and survival were not an issue - until you run into another player, who will almost certainly take everything you own.

The new season is a completely different take on this: a constant risk, but it’s controllable by the player to how much they are ready to expose themselves. Players can control their rate of progression, and are no longer expected to instantly know the ins and outs of the game from the first hour.

Feedback

The reason for testing the cradle in its current state was to see if this direction can work.

We need your feedback for this! The most important question is really if you dislike the new direction in general, if you like the direction but dislike the balance, or if you think this was just a straight up better version of LO. Be honest, be constructive, be critical, be civil, and thank you all for taking the time to test this new variation.

Beta Branch 0.1

Thanks for all the feedback so far - keep it coming please.

- fixed 3 known server crashes
- increased pickaxe durability from 170 to 300
- increased sickle durability from 170 to 300
- increased durability on stoneaxe from 140 to 200
- reduced sandstorm amount by 50%
- increased cactus flesh drop rates to 150%
- increased wood drop on hatchets by 20%, on axes by 40%
- lowered stamina consumption from 4 to 3 per pickup
- lowered water crafting time by ~35%
- increased fiber bandage healing from 30 to 60
- nerfed drudge leading precision
- nerfed harasser throwing precision