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Definitely needs things to drag it out, more side quests, build a town etc etc, restore an old boat. Something to grind it out.
Rewards more than just money as well.
So if someone says the game "definitely needs things to drag it out", then my reply is: most definitely not, that would significantly worsen the experience for players like me. It would also increase the risk that players get burnt out on repetitive content before finishing the story.
However, as an _option_ for players who aren't that curious about other games, it would make sense. And if someone were to actually add grinding mechanics to this game, then the suggestions made by Cocofang would deliver that. So even though those suggestions wouldn't add anything of value for me, I'll respect the work that went into them and acknowledge that they would achieve the goal they were designed for. I just don't share that goal myself.
You are not alone, though; I have seen other mentions of a "hard mode." This difficulty change seems more than apt for the modding realm, and it would probably be decently popular and respected one it if had even a portion of your suggestions.
Idk about having to repair fishing poles. I generally prefer if games don't put a durability on your main action but maybe it would be fine if they didn't break super fast
I'll be honest I tl'dred most of the most though, ain't nobody got time for that
- Money (also in the form of treasure)
- Dredge
- Bait
- Research Parts
- Explosives
- Equipment
- Books
Out of which money is the most liquid one. It can also translate into Research Parts, Explosives, Bait and Equipment. So with the current set-up it mostly always comes back to money.
Dredge and Research Parts are pretty much isolated to upgrades.
I already suggested a way to add usefulness to Dredge by having it be a request from the Builder. But the other valuables should probably have additional usages as well.
Maybe people could request Explosives, Equipment, Bait and Dredge deliveries in general, paying a premium. Hard to say, the resource economy is very limited because it's not the focus of the game. But that's fine. Tuning the economy to move much slower and be more dependent on engaging with quests would change the dynamic sufficiently well, I think.
And yeah, it'd just be a mode for people that simply enjoy the gameplay loop and want some extrinsic motivation provided by the game to further engage with it.
Currently doing my first run of the game and getting my third hull was a 3 hour long grind cause the fish are worth absolutely nothing and treasures are usually protected by infinite spawning underwater monsters that you have no way to fight cause this is a current year horror game.
Are we playing different games or are you just using online guides or something?
So a harder, grindier game mode that takes much longer to progress would be great.
There were some progression issues but nothing that throws everything off completely. For example you could drastically get ahead of the progression curve (i.e. money) if you just engage in the gameplay loop a lot out of enjoyment. So you'd end up never having to fish for money once you got access to new items, you could just immediately buy them.
And although I did not really have that issue myself there are some that disliked the lack of Research Parts. When I noticed those were a bottleneck I started dredging again and quickly caught up. But the traveling merchant sells more now anyway.
Either way the feeling of working towards the next item was pretty much missing entirely because I had so much excess money from simply playing. That's one of the reasons why I'd be interested in a grind-mode.
would be even better if there was post game freeroam after the apocolypse
Like the FAQ says, if the game is too easy, trying sleeping less.
You could come up with good challenge ideas in the existing game, such as sleeping during the day and fishing during the night as much as you can. And put on classic 3D glasses whenever your panic is running wild.
I'm just looking forward to the new DLC coming.