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Maybe if they have a server browser with unofficial servers in the future with achievements disabled. But other than that no. Please no.
also you can hold 50 water with you and 10 stacks of food. later in game you LEARN to cook better food that fills more. food is VERY EASY to find it is laying everywhere on the ground. food is not the problem of this survival game. and a + point food does NOT spoil.
The food and water stuff is extremely distracting when you're just trying to adventure and enjoy the game. I've passed over countless games with this mechanic, because of it. It's tedious and boring. And it ruins the game. This game would be awesome if you could just not have to deal with that constantly. And I'm referring to solo play. I don't play multiplayer. I like to play solo. I don't mind a challenge in games, but spending a good amount of time having to monitor thirst and hunger, then finding and acquiring or crafting it, is anti-fun.
It doesnt matter. Guys like these will always pop up to try and make try and win a writing-award that construes absolute irrational nonsense as something that is necessary to preserve the integrity of a purchased product that is stored on your computer. The straightforward answer is that they probably just hate you for saying anything at all because it makes their stupid insular forums less "clean." They have no reason to care because if you could mod it out without discussing it on the forums, and get all the achievments and everything else anyways it would be the same result and they wouldnt have a pregenerated thread to pretend its a problem to them. Theyre just puritans. The only issue is anyone believing in their obstacle course of reasoning
To be fair "softcore mode" would appeal to the RS fanbase that want to play without the drama. I just hope if it's implemented you get a 50% exp penalty on everything to make up for it
The end result is you get a game that's less polished where development time was wasted on something that actually diminishes the value of the game. This is why I said having maybe "easy, "default" and "hard" with achievements being locked dependent on difficulty played would be a better route if done at all. If sliders are implemented and used they should disable achievements. But realistically sliders are objectively bad for any game no matter how much a player may think they like having them. If needed I can go into the actual development reason why. I think I've explained well enough. If you want further clarification though I'd be more than happy to dig into it further.
The problem with all other survival games is it ruins the balance. If the game needs sliders to feel balanced it implies the game design was bad to begin with. Moral of the story is get your core game design right and you don't need to waste development time on sliders that will diminish the perceived achievement of your customers.
However, this is not that kind of game, and the counter argument that accessibility leads to a wider audience is a difficult one to ignore when you have a product you want to sell. I agree that sliders can often lead to sloppy design and scaling health bars/damage values doesn't vary the challenge in the same way that changing mob spawns or enemy behaviours can, but I also feel that the options provided in games like P:Zomboid, Enshrouded, Valheim for how the world behaves does add to the experience.
I recommend Streets of Rogue as a good example of how mutators can change up the gameplay both in terms of difficulty but also altering the game loop entirely.
To be frank it adds a stupid amount of time in the development pipeline and quite literally lessens the scope of mechanics available within the game from one end.
On the other end of the spectrum with the easing of difficulty. You then have to try to make sure the content is still engaging. I have yet to see any developer actually take the time to do this. Using Enshrouded as an example you can drastically turn down the enemy spawn rate. It just makes the world empty and have less to engage with. Sure one could argue that this is cool for a creative mode but the right move in this scenario would be to just have a creative mode with achievements disabled.
The trade off objectively isn't worth it. It's better to just make a good game that appeals to 70-80% of your target audience by default. Then tweak things from there without the sliders.
I've played streets of rogue. It's a pretty cool game.
Than survival games are just not for you. Have you ever tried to play green hell?
as i already explained. its a PRESS of a button and very easy to find and get. just make sure to cook it first. how can you be okey with weapon durability and not with the other survival needs? i can do 1 dungeon or 1 adventure with 1 weapon and than i have to repair it... and arrows are also very annoying. why in earth has a bow TWO downsides. we need to repair the bow AND have ammo for it... like its not like swords needs to have a sharpening stone as their ammo. and ammo only stacks to 99 me whole down side bar of my back is full of arrows i cant even carry that much ells from my adventures because i need ammo that is not in a quiver. arrows go faster empty than your food or drink bar LOL and it takes way more space.
Food and drinks and sleep are part of the Survival game genre without that its not a survival game anymore. if they would change it to 'valheim' foods and drinks gives buffs and raises your hp size bar. you dont die because of food. but at the same time... you stil need to eat otherwise your hp bar is so tiny that everything can kill you with 2 hits XD
Be serious. Settings sliders are just as much a facet of QA testing as they are something players can be expected to utilize. Im taken aback youre doubling down on something so completely obvious. Conan, Minecraft, ARK, almost every single survival game of note has settings that can be tweaked somewhere, whether its in the UI or a configuration file. No one "gets it right on the first try" and it certainly shouldn't be expected that it will feel right for everyone, thats the point. Play your own game.
Your insight was ridiculous because you lead with achievements. Its obvious your concerns are non-issues to almost everyone else. When I said what I said in my initial post I was referring to the "buhh dev time" complaints. The fact that you even bothered to say that is extremely predictable. You could have even said it'd save development to implement those settings that could be tweaked to test with. Please get real, every suggestion in the history of public forums has some contrarian that hits the bottom of their excuse barrel and simply decides to throw their hands up and just say "itll waste their time" when they have nothing else to contribute.
The fact that youre complaining about balance in a session based PvE survival game again, shows how deluded you are to believe that it matters. People like you should absolutely never get to decide what kind of experience others get to curate on their own machines.
I 100% agree with this reply.
Said with respect.
No, no they really don't
Lack of options, to tailor the experience to the Single Player.
Or the server if playing MP with friends.
Is the ruin of survival games.
I am on the fence with this because I loath constant attacks, from monsters, or NPCs on my base in SP mode, as I play.
Options, says it right there in the name. Give a game well, "options" to play as we enjoy.
That affect no-one else's fun, game, or life in any way at all.👍🏻