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I do miss legacy too, but I only got to play it for ONE DAY before Seamless came out. I can already feel the difference by miles, some good and some very very bad. I miss being able to craft a new island, go to it, gather the mats, port back to my home world to dump the stuff of, craft upgrades with it, then go find a new island.
Right now its a straight line as fast as possible towards this endgoal and sometimes it takes you several hours to find something to be able to upgrade your tower to move on.
Legacy was about exploring and inventing weird stuff.
Seamless is about beating the campaign and praying you find the weird materials you need and not get one shot by mobs 5x your level from 10 miles away.
Go ahead, try to invent a new quest that isn't one of the following:
Arguably, even travel/deliver/escort quests can be considered the same quest just worded differently. There is no such thing as "original" anymore when it comes to quest types, so using it as a basis to ♥♥♥♥ on a game is rather pointless unless you can come up with something that hasn't been done before (good luck!).
If the game undo, i will refund xD
Maybe create a quest that has some depth to it? Like giving meaning on why we do those things? Like kill these enemies that guarding something and by doing so unlock a region or a dungeon. Gather these stuff that can help improve a town or whatever. Talk to this or that to gain a skill that can help you proceed or make your life easier. How about asking you to build some stuff? Utilizing the building mechanics of the game.
Imagine having these kinds of quest instead of villager A asking to kill these random stuff or Villager B asking you to gather something because they are thirsty.
Hello, you can manually revert your game to the legacy version by access the Steam settings and changing it in the “betas” tab.
Thanks!
Agreed that the quests lack story, however that's not what they were criticizing.
You could have a full blown, Pulitzer Prize winning narrative about why you need to kill that enemy or gather that item from a cave, but it won't change the fact they're still "generic, unoriginal MMORPG quests" - Kill X and Gather Y, respectfully.
Yeah, but adding those elements can make it feel like it is not generic quest. If your choices can affect the world since you basically destroyed it like the intro said, doesn't that make it more appealing that those boring kill/gather this or that? Even adding a simple puzzle that can tease your brain when doing those quest will help.
What if, this villager asked you to resolve this problem and you have an option to either do this or kill that, talk to these guys so you can come up with a hidden/new solution. Wouldn't that make it a lot better?
I got bored of Craftopia legacy since there was not a challenge.
Legacy was fun just because it was easy to dupe stuff imo.
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But neat thing would be having map explored and mark stuff when you completed a tower. Gimme some practicality besides technology unlock.
You can skip the quests if you know what your doing.
As a narrative, yes. As "we want something different than generic MMORPG quests"? No. Again, the narratives/details are not the focus point. The core objectives are. Just because it may "feel" less like one, it's still a generic quest at it's core.
I have a car. I paint it red, put a spoiler on it, replace the engine with a beefy V8, change out the interior with leather, and add a retractable roof.
Do all those additions make it more fancy? Of course, but it doesn't change the fact that at it's core it's still a car.
It is like you said that the focus it isn't the narrative but I did provide and mention 3 things that ain't a generic MMORPG quest. First, utilizing the building mechanic, this one is obvious as MMORPGs don't have the capability to build so this one is a core objective but it isn't generic. Second, the options on how to handle it, this may look as generic since you have to do the same kill or talk stuff but the main point here is the term "option and choices" MMORPGs doesn't typically do this as well. Third is the puzzle, this is also not a generic MMORPG quest since you don't normally interact with the environment the way Craftopia did. Also, as they were able to add puzzle inside a dungeon, why couldn't do it outside?
Since I was able to provide these examples, I'm sure that they can think more better ideas than this three. The lack of effort on the quest on their part doesn't constitute nor an excuse in making every quest a generic one.
P.S. I'll go out my way and say that this isn't related to narrative at all as you can do all of these without providing any story at all.
In seamless once you reach 4th age it's over, you reach the end,
once you get gold pick axe you basically completed seamless.
They removed tons of ennemy models and tons of crafts to the point where there is no need using an extrator for exemple.
If you farm 100 copper/iron/silver and gold ingots you can craft everything there is. They also removed steel ore/ingot.
I get it's early access but now this feels like a demo, it's way too short,
i dont think " update " means removal of 80% of the game. Just my opinion.
but, that also makes any automation systems pretty much useless because we only need to increase the era from the first tower..