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In particular it's incredibly frustrating to deal with the ramping frequency of spawning enemies, item degradation, resource loss, and wave based extraction all at once right away.
I think what everyone is feeling is an extremely high learning curve with very little direct instruction on how to successfully navigate the game.
To compare some of these mechanics to a popular staple of the genre, Hades, the difficulty is a slow unlock over time. Yes Hades is punishing, but it's also achievable immediately. You gradually unlock the Heat system which allows you to temper the difficulty to your own liking while garnering higher rewards and challenge.
I think the goal of the Escalating Events and spawns in HLB is to provide a similar feeling. An escalating map that drives the player to extract. However, I believe that currently it is out of balance given players experience with the game and knowledge, which makes it feel punishing without purpose. Similarly having an extraction based game that suddenly locks the player in a cage match when they may already be low on health is just an additional kick in the pants after a grueling slog to survive and progress in the first place. Getting to the extraction point should be the extent of the struggle until the player elects to pump ups the difficulty in exchange for higher tiered rewards. It should be an optional unlockable modifier to have enemies spawning on the extraction and it's current implementation feels like a shallow copy and paste from RoR(2).
I agree 100% with everything ryandannar has written.
About difficulty: The game does feel difficult at a baseline - it is frustrating to die frequently, but I kind of do like it because it is actually challenging and I do feel like I'm actually getting better as a player and learning how to deal with the individual enemy types.
I do feel cool rushing down ranged enemies and then dodging a wolf that's attacking from offscreen because I'm learning the enemies and their movements - it's hard, but it feels learnable. I haven't played for super long, but I do think it's certainly not too easy, haha. I also think the game is (or at least, I'm assuming it is) intentionally balanced around feeling difficult to start with. If that is the intended way the game is supposed to go, then the game could be altered to manage player expectations (so when you die, instead of feeling like "I died and lost some resources", you feel like "The run ended and I got some resources").
Maybe the dev vision is that you die for the first couple of runs, gain some resources from failed runs, have enough to get better weapons and stuff and experiment during the process with the game mechanics. If so, I think it's doing that pretty well - it might just be a matter of making the gameplay slightly more forgiving to help manage that feeling of frustration.
I think the player could be eased into the game a bit more - maybe giving a medkit to start with, and making enemies ramp up harder over time but start out fewer in number and weaker would be good to help bring up the lows. It might also be nice to introduce some invulnerability frames after taking damage so you can't be ground down as quickly from being swarmed or multi-hit.
As for the items you pick up, a lot of them are for purchasing gear, unlocking stores, etc. in the hub, primarily. I don't recall if they really have any text describing what they do in your inventory, so that would be a good thing to add to make it clearer what use they have. That way the player can know their value (and so decide whether or not to extract early).
The blood drops are the main currency for purchasing weapons in the hub (and possibly in the field; there's vendors out there as well). Blood drops are also used to pull weapons or gear from corpses in the field as well (they will be marked with the amount of drops it costs to get whatever they have).
Hmm, I could see them modifying it to push those elements behind modifiers - I kind of like the idea, but I feel like item degradation / loss on death is a key part of extraction-style gameplay?
I haven't extracted successfully yet, but it does sound like a pain to explore the entire space and then lose a life and at least some resources when you can't survive. I think enemies spawning on extraction should probably always be there, though, as there's not much tenseness if you can just beeline to the extraction point and activate it without issue. Maybe the variety and amount of enemies spawned at the point (and the overall length of time you're fighting there to extract) should grow over time, though?
On that topic, I'm not certain how I feel about run modifiers - the danger gauge already serves some of the purpose of such a modifier system, since the player has control over how hard the game is based on whether they extract or keep going for another danger tick. Maybe more things should rely on the clock? Maybe they should add a modifier system and make the danger clock a modifier?
Too much enemies, elite enemies and invasions, boss hunters and ♥♥♥♥♥♥♥♥ going on in mere minutes after spawning. I feel like my game time is not respected, I am continiously wasting time getting items I lost the second I die, and well, the roguelike progression is nearly inexistent.
And let me tell you about the time you lose since you die, get a DEAD screen (~5 secs), you see all your equipment, and item by item you see how they are erased (~15 secs) and of course the screen where you see how many lives you have left (~10 secs); roughly 30 secs wasted.
I also think they should implement more healing items / options, healing is too sparse, too hard to even unlock and too minimal when you do find it - 5hp from a plant that’s pretty rare… are you kidding me!
I only played solo and don't intend to play co-op. So I'd really appreciate if the devs scaled the difficulty properly for solo play. Since it's announced as singleplayer and co-op one can expect it to be tuned (and fun) for both.
Also, while it's nice to try to communicate only by icons and images I find everything to be very opaque - it worked for Drifter, but so far not here. Being forceded to read tutorials from the menu to understand the game mechanics is the very opposite of having visual communication only.
I'm just here to be the first to say:
I do have to agree to the book you've written
This game is too hard for me too and it doesn't feel polished at all
I also have never extracted so far but I'm only 2 hours in game so I think this is normal?
Another thing I really think they should have is like a default melee I need a default ranged weapon. I'll be swarmed by enemies and I wanna pick off the flying ones to focus on the heavies but as soon as I die I lose it and getting to one sometimes feels near impossible especially if theyre near a prism holder
It also takes a while to traverse the world with how big it is, so it felt like an absolute slog to get through exploring or looting even with the whole run away as quickly as possible tactic..