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Yes but it was intentional that i didnt point out the exact location to not spoil others.
I think many people dont get that this game does stuff like that and also has lots of other hidden things you would normally not look for in modern games because usually they dont have something like this.
It wasnt a "Quest" it was just something mentioned in the dialogue.
Its not about it beeing impressive - its about a game doing something like this that most people dont expect these days - especially when most of the things in this game also has a questmarker.
How is finding a treasure chest meh? It has random loot so you can get something good or not. Thats like saying looting in diablo is meh because enemies respawn?
In Diablo really good drops came from killed bosses ONLY. So you had to at least kill a boss every time you tried to farm a really good item. Not like in Enshrouded where you can just walk to random (golden) chests and even spamloot them by just restarting the game over and over not even need to kill one single enemy.
Enshrouded is exactly the opposite. Everything really good drops from more or less free accessible chests. Bosses in opposite drop almost nothing usefull.
I remember the baal runs in diablo 2. I did them like a thousand times, just trying to get the missing piece of an set item (besids is nothing like set items in Enshrouded). I even built a character optimized to do that. In Enshrouded there is absolutely no effort nor reason to do anything. Basically you can put a flame shrine near an endgame golden chest and then loot it hundred of times even with a level 1 character.
He does, but he says third pillar. doesnt say the base of the third pillar. and most would assume(ass of you and me) its under the large rubble piles on the bridge, specially when in the shroud the ingame marker says... above you.
Iirc.... and there may be translation issues, so my wording is not exact and refers to the german translation:
The quest says: it's "in" the middle pillar and that you have to remove the rubble.
Since there is no rubble in the middle of the pillar, it can only be either on the top or the bottom. On the top is no rubble. And there are only 6 pillars, while the first and the last one are maybe considered to be more the anchors of the bridge then real pillars.
So 4 remaining, where the "middle one" (in german translation) is alread missleading. But all 4 are so close together that you can investigate all 4 within less then 2 minutes and there is only one pillar where even is rubble around it.
I really dislike "puzzles", but that was really an easy one.
And yes "above" and "below" markers are often really confusing not just with this "puzzle".
Yeah thats one of the things i dislike about this game aswell - but it a mix of a gamedesign problem, lack of direction.
Had the same issue - if you do the areas in the wrong order you suddenly are too strong for many and also not get better things anymore - which kind of makes the game worse than it could be. I hope they either give players more guidance to know where to go or add some sort of soft levelscaling (for example having areas adjust up to +5 level depending on the player level).
That was the moment where you realized, ok i shouldn't go there yet. Back then nobody complained about that, nor the game not explizit telling you you shouldn't go there. You just knew it after you failed once.
Like iirc in fallout 3. Once you left the vault, you could just walk into the wrong direction, and after a few minutes of walk you encountered a death claw.... and of course died instantly.
I kind of miss that time.
Nowadays almost everything is so absolutely linear and guided or adds odd mechanics like "red shroud" adding constant borders just to tell you where you should not go right now until you did something else.... because nowadays everybody complains once he runs into enemies of to high level because it's the game's fault. The game should make it impossible to encounter (yet) unbeatable enemies by design. And then they in opposite complain that it is anoying why there are cliffs everywhere, just preventing the player to go where he wants to, even he's not ready for that region yet. Resulting in bad mechanics like the red shroud according to your flame level.
Players complain about the red shroud as a magic border, people complain about cliffs and mountains not letting you pass, but if there is an open way, they also complain why they could run into overpowered enemies.
It's really a pain. I really don't envy game designers. They either can do it wrong or they can do it wrong.