First of all, since this is feedback, I’d like to congratulate the entire team involved in the development of Badlands; the map looks great and is very well-polished.
Regarding what went well: I really liked the NBC bags (I’d love to see them on other maps too), the availability of NBC gear, the search for potable water, the character temperature management, and the Morse code mission—all of these were excellent additions in this patch.
As for gameplay elements that could be improved, there are three main: 1) loot; 2) heatstroke/the "oasis"; and 3) potable water.
I’ve spent a good amount of time playing, and here are my impressions:
Loot:
The loot system doesn't seem to be working quite right. Even when I’m far to the south on the map, I keep finding large quantities of low-tier loot (the same clothing items over and over). Furthermore, hunting gear—specifically rifles and long-range scopes—isn't as available as one would expect for such a vast map, which has great potential for long-distance engagements. I’d like to see a rebalancing and a more meaningful progression for non-military loot, along with a better chance of finding scopes and decent rifles as one travels from the north to the south.
Heatstroke + Oasis:
The mechanic itself is very fun; it forces players to make decisions and advance with caution. However, one specific detail undermines the balance between looting and survival: the proximity of the "oasis" (what I call the palace furthest to the east in the desert) to the spawn area, combined with the lack of any real penalty for players who rush straight there. I would expect the journey there to be nearly impossible—or potentially fatal—for a fresh spawn, but that’s not what we’re seeing. While it’s true that on any map, players can choose to ignore their character’s status in favor of chasing loot, the fact that such high-quality gear is found there + potable water suggests the balance is currently off.
Suggestion: I believe that having a "hotter" zone for the desert—or a progressive heatstroke effect while in the desert—could be a good solution. The journey there should feel riskier; it shouldn't just be about the chance of running into another player (which, if it doesn't happen, leaves you free to walk away with a VSD, a KA, and plate armor...). The environment itself should actively try to kill you if you aren't properly prepared.
Searching for water is really fun, and I’ve noticed that its availability decreases the further south you go—that’s a great touch!
Also, I think the water in the irrigation tunnels should go back to being non-potable. Even though it takes effort to rebuild the access ladder, once that’s done, you suddenly have access to a resource right near the spawn point that completely changes the dynamic in Nasdara. I suppose this is just a request to turn a "bug" into an actual feature, haha!
Thanks for your time—best regards!