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Yes i think so too. So much feels outdated and tedious. I can't understand that they thought this feels good when testing.
I really like the game in it's core and it looks stunning, but besides that they have to adjust things.
I do agree for the breaking and durability though, if they want it like that, fine.
Out of touch? For not blindly copying trends? Go back and play Assassin's Creed or whatever isn't out of touch to these days. You people want have only a narrow definition what a game could be and anywhere where it doesn't apply is "outdated" perhaps you're just no smart enough to appreciate what actually is unique.
But the tings I mentioned are just tedious and nothing to do with uniqueness. You could make these QOL better and the game is still unique
well in some of the things youre def right, im sure the devs will put some QOL things in future updates, but i doubt things like enemies not initially respawning after death will be out of the game any time soon
Limited inventory space for crafting materials can make sense in a proper survival crafting game because you're not really picking up loot very often that isn't those things, so it serves as a way to get you to come back to your home base. That doesn't seem to really be what NRFTW is about, though, so instead it seems to punish you for picking stuff up with tedious inventory management where you're just constantly reminding hte player they're throwing away valuable things they took time to collect.
The Souls games after Demons' Souls did away with pretty much all inventory restrictions for a reason, there's no encumbrance or inventory slot restrictions, just an equip weight (which we already have in this game as well). This dramatically cuts down the inventory management and lets them have lots and lots and lots of unique treasure without it ever slowing the game down or frustrating hte player instead of making htem feel excited to have found something.
This game doesn't have to do all the same things those games did, but we should seriously look at the survival crafting tropes being used here that aren't very popular with players and really think hard about what their actual role in the game design is supposed to be and if there isn't a better way to accomplish whatever the hell they're supposed to be accomplishing. The game economy might need to be overhauled to compensate, but that may well be worthwhile to avoid players feeling like this has MMO or live service style time sinks that exist purely to inflate player engagement numbers. This game is a hybrid of genres, so aspects of survival crafting need to be adapted to fit with the game rather than the entire game be molded to fit into the genre conventions of proper survival crafting games.
Controller work around and respawns (make new realm to farm) i'll give you that but the rest are just a complaint from a lazy gamer.
None of these are design flaws.
This is just a list of things that you don't like because they are different from Elden Ring.
You have a preconceived idea of how stuff should be based on how much time you have sunk into a small number of very particular games so yeah this feels different but also there is nothing wrong with any of the things you listed.
It sounds like you went into this thinking you were going to play a top down Dark Souls.
This is so typical. Somebody gives critics about QOL features and is called a lazy ♥♥♥♥, even you know nothing about me.
I suffer from EDS and RSI. Therefore I'm glad if I don't have to do these extra button presses.
And again, they are totally unnecessary. This has nothing to do with uniqueness or difficulty.
But thanks for your constructive feedback...