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Because high prestige and far distance from Citadel create a "rail road" situation where only "few options are meta".
A rogue-ish game shouldn't have rail-road meta.
What do you mean, I don't exactly understand?
Do you mean that if you go out from the citadel in a straight line, the game forces you to play at harder and harder difficulties, and that the only way to play the higher difficulties is to employ certain strategies?
The game actively punishes play from far from the citadel by taking away embark points (where you have to play high prestige already), so I don't see the game giving you embark points for playing high prestige far from the citadel (since this is what they actively punish you for doing)?
Like, there is a fun modifier that I would like to play, but it is in the P5 ring, and i don't want to play P5. So if I don't play the modifier, that is a loss of a fun modifier, but if I play it, it will still not be fun because I have to play P5, which is not fun.
At low difficulties, you can easilly repeat the same thing you learned over and over.
At high difficulties, you are forced to adept and do different things depending on what the game gives you.
But is it fun being forced, is the question? No, in this case.
If you're going for the Seals, you have to play at high prestige.
Also, having only a few embarkation points at the start makes it tedious to start and harder to hit the ground running in the outer rings.
So it's a tedious process of squiggling back and forth in the lower difficulties stacking Embarkation Points to have in the last few runs around the seal.
Starting with maybe 4 reserve embarkation points, having more options to gain bonuses/modifiers on the world map.
Little things that wouldn't change the game, just add more options would be nice.
Also a way to spend citadel resources before or during the settlements other than the Forsaken Altar would be nice.
Yes, for me the fun increased massively when i got to the levels where i actually had to think about how to make things work instead of just following my routines.
It is where the game clicked really. At the lower difficulties, i felt like it was a city builder, but not a great one because i had to wait to get the right blueprints. The game started to be fun when i found out what the game actually was: A puzzle you have to solve with very limited and randomized means. A puzzle that has only one or a few possible solutions is fun, thats the essence of a puzzle. A puzzle that will be solved no matter what you try is no fun.
Thank you for letting me know!
"We forced to adapt that 1 or 2 meta".
Which is rail-roading gameplay.
Majority of embark can't be selected anyway in high prestige distance village.
AN example of "hard mode perk" is some ARPG turning higher difficulty also grant bonus gold/loot drop quantity.
Grim Dawn are Stolen Realm are 1 example.
The game is same hard. The "hard mode perk" is just a minor support
No idea what you are trying to say, sorry, except for this sentence: "Majority of embark can't be selected anyway in high prestige distance village." This I understand and agree with.
Unless you are saving those extra embark points for the Seal, which I am doing.