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Its just not fun playing content where you almost one-hit everything and cant ever find anything useful.
It's a lose-lose for Developers. And I'm not saying either side is wrong but what exactly are Studios to do when they create games then?
!00%. Can't please everyone.
Devs need to stick to their original vision. Early access is good for some things but all of the criticism during development often leads to devs running around like chickens with their heads cut off. It just waters down games and makes them mediocre when they try to please too many people.
One of the failings of buying an early access game: you may end up with something you don't like because it's not finished when you pay. Devs that aren't willing to deal with the backlash need to stop releasing EA games rather than putting out garbage and offending everyone.
The gratitude for a good game, has gone down the drain, and all you have now is schizophrenic kids praising developers one day and trashing them the next.
We live in an interesting time indeed.
This allows people that already started the game to continue playing with a new and interesting experience. New players will do what the old players did, and they will eventually be able to handle the new content after doing the older content. This provides a good experience for new and old players alike.
When all of the content has been added, balancing things can be done at that time. Old players can start over again for the full new experience. I agree with OP, this does seem an odd decision.
I would be okay with mixed systems aswell. For example limited level range per area and area content/loot etc. that adjusts to player level.
For example: Area 3 = Level Range 5-8 depending on player level and also reduce XP gained a lot the further your level is over the base level of an area to stop people from overleveling without wanting to.
I also like systems with more fixed levels because the world seems more immerisve - on the other hand such a system has to be done perfectly and wont fit for everyones playstyle. So maybe some options would be nice since its really bad to have great content that is boring because its too easy and offers no loot you need.
How am i trashing the DEVs? The game is great its just awful that lots of content - and even lots of new content is added/designed in a way that makes it boring/not use its potential?
What annoyed me most about the game was that i outleveld so many interresting areas i wanted to explore and i especially didnt understand why they would add more low level content when in the game as it is now you will be overleveld way too fast anyways.
Its not like i want the to change the games core - i just want them to think about ways to ensure that players can enjoy the content in a meaningful way (difficulty and loot)
Sometimes reading replys in steam i wonder if people argue with other people or just with a strawman ...
I get that and its great - and its also EA - still i think its important for the DEVs to think about player progression and content. The content is great - but it has to be tweaekd a bit to ensure that players dont miss out on great content. I neither demand level scaling (which in its pure form i disliek aswell) nor fixed levels - just a good adjustment to ensure people have meaningful progression if they follow a path. Its obviously fun when you go to a wrong area and suddenly are underleveld - but if you do the content at least somewhat in the right order you shouldnt outlevel the content.
And as i said - i like the game - which is why im writing what i think is an issue. And while finetuning is done at the end it still makes sense to try to have a general path of progression that works for most players that play normally.
I would even be okay with a - stop leveling - button so i could play content without loosing difficulty and also find meaningful loot for my current character.
Suggesetions:
- add more hints to players what areas they are s upposed to do and a general order
- slow down leveling
- dont let players use every item without drawbacks - for example - if you give a level 6 char a max level gear he pretty much is almost as strong as a max level char - besides some skills
-- this could be done with mechanics like level requirements but in an immersive way - for example if you use a level 25 item with level 5 it would make sense that you cant use it aswell so there could be a huge debuff on speed/dmg/armor and even on durability
I think this really is a big issue - this game has so much content - but lots of it is pointless because its not viable - for example crafting, upgrading most of the time, many areas are outleveled way too fast and become boring since they are neither hard nor offer any interresting loot then.
This could for example be changed with slower leveling or a mechanic to combine 2 identical weapons to create a higher level version etc. - or adding every armor/weapon up to that level as random one time use skindrop so that you can apply it to another weapon etc.
Some random spawns would also be nice - for example if you enter an area and are overleveld there is a XY chance to spawn a stronger Boss or other enemies etc.
Chests could have a low possibility to drop an item that meets the players level etc.
I think the game and the world is great - but its also important to implement all of that world into the gameplay in a viable way.
I dont like hand holding, so those hints for me smell like Assassins Creed points all over the map telling you where to go, spoils the exploration, but the devs could make it optional, like a lot of things they already did.
You can adjust leveling rate, and difficulty, the only valid point you make imo is the usage of high level itens by low level players, but that cannot be avoided and its even welcome by some players because they have finished the content already, so they have all this gear sitting in their base for new chars, not to mention everyone can get high level gear in vault servers.
The next update will have more enemies inside the shroud, and the devs have on their roadmap more dangerous nights, lets hope they add random encounters to the mix, i like the idea of elite mobs, but its thin line to turn this into diablo.
Its not about handholding - its about trying to keep content interresting. The worst part for me plaiyng this game was doing content - that was a bit hard - until i realized that i just skipped other lower level content that was now utterly boring and pointless in areas that actually looked interresting.
I obviously dont want level-scaling because that destroys progression - but some sort of system that gives a player more hints on where to go next.
Or maybe some sort of soft-levelscaling that will scale up levels and loot areas +max 5 levels or maybe some immersive story reasons for adding harder foes in the mix even in lower level areas.
Handholding would be to make the game easier for the player. Im asking for guiding the player a little bit so a player wont do most content overleveld.
Difficulty modifiers dont change the problem of Loot and enemies in general.
The way you should go is limited by your flame, you could skip every area and go straight for the last with a lot of work, bombs and climbing, but you would die pretty fast.
So the progression is already limited by the flame level and area level, so if you stumble into those areas and see a lot of red fog and enemies 5 levels above yours you know you are in the "wrong" area.
Some people have given the idea for the weapons to be upgraded to your level no matter what level they are, so a wand level 10 could be upgraded to 20 or even 40, its a good idea, but i would rather have a more complex system.
They could be tied to crafter level, so a smithy without the last forge from the albanese summits wouldnt be able to upgrade a weapon to level 35-40, and the type of weapon should be tied to the crafter too, bows for the hunter, melee for the smith and alquimist gets the wands and staves.
The devs should ditch those coins for materials, upgrading weapons should use materials, leave the coins for respec at the flame, and you get materials breaking up gear too, so the coins could be rarer this way, dropping only from fell enemies as they do now.
This system could open up a lot more, rare materials only bosses drop to upgrade rarer gear or making unique ones at the crafters, like Elden Ring or any DS game has.