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The steel one is extra cruel for teasing us with there "having to be a better way to do this".
To be a bit more constructive with my whining: I suggest that at a certain skill cap these types of tasks remove the damage penalty. That would feel better than just brute forcing everything with max health.
If seals you can just skip (little bit less food - ok no problem) but another tasks should be completed! I don't want skip x2 hp gain (shrine) or HP decay/2 bonuses (steel hut)
That is actually a really good idea. I would love that. I think it would be even better if the damage decrease with the level. For example, if you are supposed to arrive with a skill around level initial_lvl, and the cap is cap_level, make every level decrease the dmg by Initial_dmg / (cap_lvl - initial_lvl).
I like this idea as well, better than my funnel shield idea. When you can complete the task in under a second, damage falls away. Or damage diminishes on a sliding scale as you improve.
It does seem that there will be ways to reduce that later on (with dna too), so the dev is aware of that.
Everything gets trivial "eventually" anyway. If you have 10m health you can club all the seals you want without any noticeable setbacks. The issue with these types of tasks is that the difficulty curve is all over the place. Which FEELS (I'm not pretending this is a fact) opposed to the main draw of this type of game, which is a steady sense of progression.... "numbers going up" and stuff
Probably coming in new relics I'm guessing
That makes absolutely no sense in this kind of game.
I just barely got into the new content, torturing myself through the seals part, and now I can't even progress, everything either kills you in a few seconds due to self-damage or requires you to have some huge multipliers that are unattainable even in hundreds of generations.
Do I have to do hundreds and thousands of generations just to grind those multipliers? But the more multipliers I get, the faster I'll die because of the aforementioned dilemma.
Previous chapters also had similar kinds of difficulty spikes, but they pale in comparison.
I honestly used to think that Increlution was the best game in its genre. I LOVED this game, I played almost 800 hours of it basically since day one.
There was some info that the dev was going to look at the seals mechanics and change it, if I remember correctly or am I wrong? I was really looking forward to that.
But not only did that mechanic not change, now even more of this crappy self-damage mechanic was introduced (right at the very beginning of the new chapter!), and it's much harsher. People hated that mechanic -- why add an even worse version of it right after you're done with it at the end of the previous chapter?
Now I don't even want to play it after the new update, even I got tired of doing hundreds of generations and dying at the same exact point in the game, not only without any progress, but getting even weaker.
Sure, you won't leave with a full inventory of seals every time, but you will probably take 40-50 with you, and regardless of what your stats become you can never die from it... might get less seals, but so what?
It usually takes me only 2 generations from completing the hut in the quarry to getting past seals, mostly because I switch to 7-8-6 chapters right after completing the hut, instead of 6-7-8... which admittedly might be NG+ abilities letting me do that a bit early, but you get so much hunting exp that beating chapter 7 after reaching seals for the first time should be really close, and without perks it takes a couple generations, but you will get past poachers as well then your home free (I admit that to do chapter 9 I usually do river route and 7-6-9, simply because its faster with my food value, but 7-8-6-9 works just as well with mine route).
On top of all of that, its less effective to do chapter 8 when going into chapter 10 anyway, since it just increases your health decay with no other benefits, until your strong enough to fight the poachers... so seals are entirely optional anyway.
After I complete this playthrough (just hit chapter 6, trying a complete new run thru the game to see how it feels to replay thru chapter 11, especially without prepping a save), I will probably try to play thru without any perks. Won't be the same experience, since I unlock all automations in just 1 attempt with how many DNA points I have, but will be nice to see how much perks are effecting my perception... but unfortunately probably 2 weeks off from finishing that run.