Good bits:
Level of detail
Exploration
Slow pace
Ability to progress while offline
Fits well with a haphazard working schedule (e.g. really enjoyed foraging stints during my breaks)
One of the few complex games that would work reasonably well on my old laptop.
Was good stress relief tool... until it wasn't.
Bad bits:
Having several months worth of progress wiped off by someone who is playing the game called 'how many players I can kill before reset?', and who
- boasted reaching this high level (5k+ STR) through bots
- tried to get me to spend real cash to get a purchasable hat off me in game.
Extortion veering into real money I certainly did not appreciate.
Basically, unless you were in a group of veterans who powerlevelled at the start of reset to try to withstand the 'let's kill for fun because we're overpowered, bored and can' gang, you are basically screwed, especially later in the game. Any progress you make is meaningless and being a lone hermit or a new player is as useless as trying to build up a base with a group.
I was playing with 3-4 friends. None of them will be returning now, because - it is one thing to lose in a fair contest where there is actually a possibility of survival, it is another where the loss is a foregone conclusion.
From the dev point of view - I understand the reluctance to police and micromanage or to do away with the PvP and danger aspect, however, I believe as things stand there is a considerable lack of balance. I suppose I am typing this feedback in part because I appreciate the level of thought and detail they put into the game, despite current very unfortunate disbalances.
Suggestions:
I realise a separate PvE (alongside a PvP) server has been suggested and rejected in the past, but perhaps it can be revisited, with some PvE danger fine-tuning (like making nights and winters or certain areas more dangerous).
From what I have seen, plenty of people would really enjoy just crafting, building and not getting killed by dangerous beasties.
A possible alternative is non-PVP zones, but with designed slower progress or lacking certain more 'spicy' features of the PvP areas.
Making it physically impossible for players to kill one another if the difference in their stats is too vast (like 30str / 10 UC vs 5000 str / ??? UC).
Making PvP an opt-in choice once STR/CON & combat skills reach a certain minimal level.
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Anyway, even if such changes are considered, implementation is unlikely in any near future. I'll check out Project Zombiod in the meantime: from what I've seen it is a lot less deadly and ultimately futile.