Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
I have a few more:
Sitting down. So many benches and chairs strewn about, why can't my character sit down and enjoy the view? As is, I don't even bother with crafting chairs and tables since my character can't interact with them.
Beer/Ale/Spirits. The Inn should sell cocktails that provide temporary buffs AND debuffs. It would fit lore-wise, and it would give me a reason to return to the Inn after I craft a bed for my house. With no drinks, the Inn became obsolete once I crafted a bed.
Parry feedback. The parry needs a little more visual feedback to aid with timing. I'll leave it to the devs to sort it out. I think I have the parry timing down, but it took hours of practice. There has to be a better way.
Otherwise, I like this game, and can't wait to see how it evolves over time.
- A meadow full of chopable trees guarded by an axe wielding logging foreman
- A glen full of ore nodes guarded by a rock monster
- A beach of pond guarded by a fearsome amphibian monster
- Tracking down a pack of leathery animals, killing them all including it's leader for a huge bounty of hides
- Same for wolves and their materials
To all of that add: No timers.
"B-but..."
NO. TIMERS. At least not the time wasting kind we currently have.
Chance of boss loot plus its guarded resource would probably need a limitation however. Perhaps the they don't reset until the other resource boss types are defeated.
the game already is a farming simulator if you do it legitimately. i only know of 2 silver nodes but i need a lot of silver to upgrade.
clay is a big need as is spruce, and knowing that "clay is in all the zones" is useless versus marking exactly where you can dig on the map to plan routes is, same with spruce (2 in the watery part, 3 on the shore, 4 up high, etc.)
i don't see the difference. marking the map saying "silver is here" in general is less useful than saying "silver is exactly here."
Witcher3 is the definition of map clutter and it was fine, because you could clear the map and it felt robust showing all the things you revealed.
I don't mind the timers: the entire game has timers at its core (respawns, weekly/daily bounties and challenges), droprate vs. inventory space and travel time. An extreme reduction of timers would be every time you teleport or rest at a whisper the entire world resets, all node gathering is instant, all build and craft is instant, there are no daily or weekly limitation but even with all that it wouldn't change the need to, say, gather 60 clay or dozens of silver whenever you want to upgrade an item
the biggest roadblock with timers is having to wait to smelt ore or nodes to respawn (exploited by just starting a new realm) and if that gets further reduced in progression it's a good carrot on a stick. Perhaps the endgame state / reward for spending the time is smelting is instant because of some unlock, or you can eventually have buildings/structures like clay pits and tree farms to generate it (but that would be on a timer in this current system).
Maybe there's an ultimate endgame where you build out a treefarm/clay pit/whatever mine and that material becomes removed from any crafting requirement.
in other words, the time it takes to get X silver bars to upgrade an item is currently split up (time to get to the nodes, time to mine the nodes, time for nodes to respawn, time to get to the smith, time for smith to turn ore into bars)
That smithing time is obnoxious if it's the only thing you're doing. But while it is smelting you can run the crucible / farm an area or go on some other material route.
if played efficiently the timers don't really impact anything and without them the time for other things would be more pronounced unless there were mechanics to move them to 0. I wouldn't mind that, it would take tedium out of the game and give a good progression to unlocks.
Farm X of some material tediously and if you invest enough parallel resource you never need that material again. As it stands, I think a lot of these issues center around not knowing how much these systems are expanded (is the next buildout 40 hours?) and minmaxing act1 of a game.
After doing the tedious clay farm, do you ever need clay again?
Further, I think a lot of this stuff is only annoying because there is no secondary benefit to the act of doing it. when running a silver/clay route, you're only interested in time it takes to get to the node and push the button.
Trivial solution to a lot of this would be to add floors to crucible that are RNG that give you tons of materials. An entire floor of just random critters, with a 10% spawn rate in a run. Or as was posted above, areas of focused farming.
"Liberate the clay pits" or "enemies have taken over the silver mine" and once you get them you have a passive town income.
To that end I'd propose 20. Have city producing materials passively. Yep, still on a timer but it would be another parallel accumulation that lets you do other stuff while it's happening. My problem with silver farm and I think the main problem with timers a lot of people have is that it currently feels like it stops/interrupts gameplay. While I think that's on the player to play inefficiently, I'd rather be playing crucible than running past mobs to get a few taps on a silver node.