The adventure to Palworld version 1.0 and the best of 0.7

Palworld version 1.0 is coming out in a few days! And just before it comes out, we've experienced the pleasure of setting up our dedicated server. As for myself, I've clocked in at almost 1000 hours with some good memories of Early Access. I can apply for a job in Pocket Pair! Nevertheless, Palworld early access was completely fun experience of solo and coop, and I have cozy memories indeed.

So a cheers to Palworld's early versions before the full release.

Pocketpair is pushing for the Palworld version 1.0 on July 10. They hinted more upcoming pals and features but we're skipping 0.8 and 0.9. There will be more pals, areas, and content. Perhaps 0.8 and 0.9 worth of content.

In the meantime, I've listed things that I like in 0.7, and things that are lacking so far.


What I like in 0.7

  • Increased level ceiling to 65.
  • More futuristic weapons, structure, and ancient technology to research. I'm loving the futuristic structure set.
  • Schematics no longer need to be in the inventory to be used for crafting or building as these count when stored in the base. 
  • Chillet walks with its two feet during slow walks! 
  • It seems that there have been some fantastic optimizations on versions 0.7. While playing single-player, FPS averages at 50-60fps while in my base. Usually the game starts at high FPS and it dips to 40fps fast in my base prior to version 0.7. In fact, the low fps made me mull over getting a new computer despite running on a 4070Ti with AMD 5800x CPU and 32GB RAM.
  • In addition to above point, it may be an Nvidia driver optimization; regardless, the v.0.7 has still implemented the optimizations.
  • Any pathfinding Pal issue in the base is virtually non-existent. I've never had any problems with path-finding after loading old saves and old base layouts. And my old bases from old saves have usually narrow thus I made new games with wider avenues. I still encourage building a height of two floors per level so giant pals don't clip.
  • I noticed that Pals are more responsive where to work after being deployed.
  • They fixed the bug of Pals attacking visitors if they are set as aggressive.
  • Boss raids are more flexible now that you can choose to teleport to a boss dungeon instead of spawning the boss inside your base. Additionally, you can also build inside the boss dungeon.
  • Increased base creativity as players can paint structures using hex codes or preset color palettes. I thought that there would only be a set number of colors.
  • Triangular foundations are very helpful!
  • The glass structure looks promising with a paint scheme.
  • New plantations though we're still missing the watermelon plantation.
  • Food research becomes valid due various buffs for boss fights.

What still needs Improvement

  • Looking forward to a detailed Palworld story.
  • Player sitting on chair animation needs polish especially when using a female model.
  • It's a little weird that tinting (or painting) the glass black makes it clearer and white makes it blurrier.
  • DLSS frame-gen via DX12 causes noticeable stuttering. For example, frame stutters when riding Jetragon in Feybreak Island. It definitely needs improvement. 
  • Still missing an auto-forward key.
  • Missing an inward roof tile to adjoin L-shaped roofing.
  • I wish they implement weather dynamics such as rain, storm, or sunny with cicada sounds. Weather ambiance outside the field, inside your structure, or under a roof. Windrose nails the ambiance on weather!
  • Bring back the throw-sphere mechanic.
  • Missing the official Galeclaw glider animation.
  • Players cannot use weapons when riding Jetragon as it reverts to firing missiles.
  • We still cannot place a carpet underneath furniture. You still need to clear out the furniture.
  • Or there's no move furniture key.
  • Would be a good idea to assign a Pal to its bed.
  • Variation design to text fillable signs.
  • Need more flora decoration.
  • Label markers on the map for everyone in the server or for every guild member. It would be helpful to add text on the marker such as naming bases or marking specific ores.
  • Pals to eat until they've filled their hunger instead of keeping the meter at half-way. This prompts increased frequency of eating and lesser time working.
  • Pals deployed in the base must have their trust meter increase as well. I suggest faster meter increase at relaxed mode.
  • Need a tree decoration or tree planter that can be placed on a foundation.

Palworld also revealed their 1.0 trailer and it seems the world has become bigger with small floating islets, revamped sanctuaries, the Tree of life, and a potentially new boss area. While I welcome the addition of more islands, Pocketpair should consolidate the story such as the civilization in the island, how the player ended up on 'Palpagos', and where the story takes place.

Since 1.0 is releasing in a few days, some players recognize that some things may break. Especially with the use of mods. Be sure to disable the mods until they're updated; which I suspect will be a swift patch from modders as this is a big event. Some players also consider transferring their important Pals over to their own global Palbox in case of corrupted saves which is the worst case scenario.

Personally, we're not starting from scratch. We just want to see how the full version fares up to this point. But I wonder who has booked a bit of time off on Friday?

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