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If you're familiar with Monster Hunter or Etrian Odyssey, you should be familiar with the tempo of the game. If you aren't, then reasonably outfit yourself for each dive and be more careful. Carry multiple types of weapons so you use them until they're almost breaking, then swap out. Go back to the surface and they're all repaired. Suddenly you aren't losing everything, including that 400 damage pick.
But the biggest issue with the game is how much more aggressively the game hurls resource drain at you than normal DIFFICULT games.
Took more than 2 mins in the area? Now you can't have a moments rest.
Fleeing over rocky terrain that should be considered flat? Better stop fleeing so you don't throw up.
Granted keeping durability and backups in mind would go a long way, the fact you can't climb a short cliff face without being harassed by at least 3 butterflies before you reach the top is needlessly taxing on resources.
This game is the equilivant of all the FOEs locking onto your position and beelining for you after 5 steps in the dungeon. And the exit is 300 steps away. You CAN get past them, but are you enjoying it?
This isn't "getting filtered", it's just design made to annoy the player. It helps no one, it's not a fun mechanic, it's punishment for actually exploring. It's not a skillcheck, as the game is way too easy if you're properly geared and know how to minimize your load.
I've noticed that combo attacks tend to do no damage on the 2nd or 3rd hits, though durability will still drop. If you swing at an enemy and he does a dodge roll, you will ALSO lose durability. I've lost whole pickaxes against a guy because he wouldn't stop rolling. The guns I tried on them also didn't do any damage for some reason.
I think the most critical items, bones and hard rocks, should be guaranteed drops. I don't like leaving it to RNGesus whether I can proceed or have to reload the stage. Speaking of items, it would be nice if gathering didn't insta-loot but instead let me know what I'm putting in my bag beforehand. The less I need to stop the whole game so I can look at a menu and drop some garbage I didn't want, the better.
I've been seeing that more enemies get hit protection but it also drains durability...
Chime why so many bone-head decisions on game design. I feel like you need to hire me. Just run ideas by me and I will tell you if they are horrible or not. Deal?
2) Abyss is meant to be dangerous - bad decisions lead to death...
Nearly all big cliffs always have small nodes you can step on if you leave them there.. so usually not being able to go up is your fault. There are also multiple area entries, so even in such scenarios you can usually continue on and go out via other means.
You can 'give up' at any time for a reason.
If anything - game is a bit too forgiving IMO.
My main gripe if anything would be forced rope places with no alternative path... but once you get used to always carrying some rope - those troubles kinda go away.
3) Weight limit is done perfectly IMO - you can't just grab everything you see. That's the reason why gear is balanced as is too. Expect a full preparation(armor, 2-3 DIFFERENT weapons if you don't want them to break.. maybe a few extra of ones you are fine breaking if your goal is to fight hard opponents, ~3-5 ropes depending on layers you are going to visit, a fishing rod, ~15 salt) is going to take ~half of your weight early on... ~1/3rd by the end. The remaining weight is A LOT. You can certainly loot a zone or two easily.. and if you are simply going for 50 gather then you can just throw away less valuable stuff you don't need after gathering it. Heck, you can probably do a whole layer in one go this way with ~30 salt.
50% of the weight out of which ~20-30% will be filled mostly by relics is more than covering any kind of reasonable preparation for your runs and giving you a solid chunk on top.
4) You have many slots for a reason. Bring 3 weapons - 2 top tier lightweight ones and one cheapest one, don't kill stuff unless you need to - usually nothing can actually hurt you unless you start fighting it actively. Use cheapest one to get rid of one hit trash. Use top tier ones for harder stuff but leave em at 1 durability so you don't need to recraft/repurchase them. Plan your runs around the durability of weapons you have.
All those respawning mobs will also eat through your weapon's durability and if you don't have enough hard rocks in your inventory you're basically screwed.
As OP mentioned, this is not only mechanically stupid, but completely immersion-breaking as well. You can have all the enemies in an area respawn after you leave it and then re-enter after a few minutes, but seeing mobs materialise from thin air right next to you the moment you look behind your back is just bonkers.
It's literally:
Do you need meat? Kill freebie spawns.
You don't need meat? Ignore the freebie enemies, they at most will hit you once across the map if you don't pay attention. Kinda keeps you on your toes as well.
Mantoyers means you are in layer 1.. layer 1 has 0 chance to touch you at all. Layer 2 is where the spawns have chance to touch you since they are flying and just like all flying units - their movement can be a bit glitchy.
Same for weapon durability - not sure how you can have trouble with it in layer 1 since you can literally craft it with resources on the stage. It's layer 2+ where you need to be careful with your weapon usage since you are mostly limited to what you take with you.
That being said if you rush first 2 layers - moon whistle gives a huge boost to a lot of stuff. You get loads of extra inventory space, You can easily climb anything, dashing for quite a long time and more.
2nd layer is actually pretty short in terms of questline and mostly involves combat only, hence just stacking weapons/ropes and you are good for the most part.
Since at this point you can't really craft your weapons anymore(requires a fish scale that's veeeery annoying to farm and is required for armor upgrades as well) - you have to purchase them.. meaning you certainly don't want to break them or all your cash income will be repurchasing them.
I usually used top tier pickaxe + lightweight one + lightweight hatchet and always stopped using those when they have 1 hit worth of durability left...
And 1-2 lowest tier weapons for respawnable farm depending on how long I plan my run... if required it's okay to break those since they are pretty easy to remake.
rushing isnt fun