Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
The prior content release had doing quests for NPCs as the fastest way to get blueprints. I got all of the new stuff within three in game days. This new content release, not so much. It does seem like the dev is artificially slowing things down, which is annoying but I do understand it. He works months on content and we unlock everything in an hour and a half. Hahhahha.
I'm fine with the rubies to get into the new mine level. Rubies seem to be more common now. I got 6 rubies last time and I broke them all to get 18 shards. The new mine level seems like it takes much longer, most likely as you have to stand and fight rather than just stun and run. The new ore though, that seems ridiculously rare and outside of the furnace and band saw, requires absurd amounts of it for new equipment.
Plus, the rubies to get to the new mine level train people to fight which they will need. Someone going down into the undergrowth with a copper spear and pickaxe who can't dodge is going to end badly. The old mine serves as a combat training ground for the real fight. The old mine taught me to dodge, stun and then circle back to kill enemies. That's been extremely useful in the new mine level.
IMO if James dumped relationship decay, or made it so that the most you can lose is half a heart a season, that would go a long way towards making people happier.
The thing with the mine is, I'm fine with having to go to the deep mine a few times first before reaching the undergrowth (I think that's the name?), my problem is that it's mandatory *forever*. I'd rather have to pay a bigger amount of ruby shards once and then be done with it.
The new plants, buildings, etc all sound great and I can't wait to try them out.
But it felt like there was already 100+ hours worth of content in trying to get the best weapons from Ted, grinding chests in the deep mines (I still never found any of the good rare drops), grinding money for the expensive vehicles, grinding hearts on everyone, etc.
And don't get me wrong, I was loving it so far. I just have no desire to grind hundreds of new rare ore for tool upgrades or having to extend my morning tasks to include even more NPCs to prevent decay. I also don't want to turn my cooking/farming into a huge industrial factory like I see players doing on Youtube just to make some brews or food. I like keeping everything small scale.
I guess that ultimately I'm just hoping that not *every* update extends the game into an even grindier endgame. I get that players on Youtube/Twitch that have thousands of hours feel like they need more and more to do, but not everyone wants the same. I'm mostly just looking forward to more seasonal stuff and a few new buildings or events or whatever.
I don't mind having to get rubies for the undergrowth. That doesn't bother me. At least the old mine didn't become useless after all the work he put into it. Bigger rewards require more work I guess.
It's kind of intrinsic to the genre.
Right? I think the devs were really smart in making the ruby a requirement for the undergrove so you actually have to go deep mine before going deep. VERY good Idea from their part