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For people who are strapped for time, this really is a big problem D:
I've done Ungora and Foulrot on a solo 2x server in 5h.
I've personally seen people do Solarus in 6h on a duo 2x server with 70 GS.
There must be solutions! Maybe I should just try a PvE run with casuals?
Or maybe setup a discord of casual PvPers, having the same issue. But seems like there's very few who do D:
Need to finish it with 1 hour.
I was more referring to the end game 'grind' content that other ARPGs have. Much higher levels of loot rarity, things like gems, increasingly challenging difficulty modes, the ability to "prestige" and revert to level 1 or the equivalent, optional PvP you can opt into on an otherwise PvE server, that sort of thing. There are a lot of ways to create long-term, 'end game' content that keep people entertained without the entire server needing a restart.
Also add rifts if we're going ARPG.
But I feel like the devs will push content that will encourage player-interaction on the map
Yep, that's all fair.
. . . Except this game is, very surprisingly, a beta version only. But content really is the only reason it's in this stage still.
PVP level balancing and end game content is hopefully the next big patch!
People get motivated by rushing the game content simply because they get access to better gear/ability faster. Better gear means better position and safety. And also easier farm when traveling with small numbers to spread the resource farming distribution (especially in Silverlight & Cursed Forest) so if there's a chance when we got offline raids, our castle could still somehow defends itself.
Currently the solution is to either go play PvE, find a server that has timegated PvP interaction, a server that has endgame gear on the get-go, or just find a server that has restriction on their PvP in general. As for developer side, there's nothing much they could do.
Some PvE server has exception tho, because sometimes you encounter (scummy) player that would rush things in PvE because they want to troll others by walling another castle.
Added time does not mean added entertainment, at least for me. Some of us like to spend more time out raiding and less time faffing about the inventory while punching trees and violently invading the homes of peasants for bits and bobs. The bosses and adventuring is where it is at, for me at least. Lessen the grind a bit (especially if you are playing solo) and stick with the better bits. I don't really bother with home decoration, that is more of an end game thing, the same with collecting cosmetics. The beauty here is that you get the keys to the game's settings and that allows for some fine-tuning to a degree.
You can tweak damage output and make things considerably more punishing. Up the sun's intensity so that if you get caught out in the open at day you will fry faster than you can say masquerade. The grinding and loot values should only really be taken into consideration depending on what type of server you are running. In the end it is up to the admin. As a solo player on your own server, that is on your own computer, you are the admin of your game. Go with what you feel is enjoyable. If you like slower paced with more grind, then put that into effect. Or join a server that shares your outlook.
Just make sure it is well staffed with reliable mods and admins so that problems such as map blocking can be mitigated until a potential fix is devised.
But, again, honestly in my humble opinion, grind and teleport options are more suited to some competitive and even co-operative servers. Some PvP servers opt out of the early game and start everyone with tier 3 gear and research, that way few fall behind.
This game does need more content. But there is replayability, though it is somewhat hampered right now. I don't play multiplayer, and I am quite glad for the addition of offline solo play. So much so, that I purchased the DLC right off the bat. My maps are on my system to do with as I please. I dictate how my game is played. It is wonderful. I can adjust content for runs accordingly. I can tweak for grind or outright difficulty. The world is still enjoyable but it is getting long in the tooth.
I would advocate for a community map making feature. And maybe some handcrafted maps that are tailored for PvP and alternative PvE scenarios. More bosses are a must. Maybe have random boss spawns on the map. Random events like the undead launching a raid against a town like Dawnbreak or Mosswick. Go party crashing and take advantage of the confusion to reap the rewards. Roaming bosses could get involved allowing for easier kills. Happy Accidents. But this is just my wish list. Others may disagree.
Oh and one more thing, perhaps allow through the settings the ability to determine what boss awards what power or recipe. Allow admins to experiment with mixing up progression paths.
I look forward the new Siege mechanics that are rumored to be in development. After what I have done to the squatters inhabiting kindred soil, they should be attacking me and sending in the inquisition.
This being Early Access, they are still working on the game. There are two major areas are on the map but they are not accessible. Possibly three, with the third being a group of small islands north of the map. Or that could just be map stains. They are working on one of the major areas and have already released concept art for it. It may be a part of the big content drop happening this fall. Area 2 is purportedly the remains of Dracula's Castle. It is that huge crater looking spot in the upper middle of Dunley.
You might get to fight Dracula, as dark lords do not share power willingly. This perhaps means more soul-shards and more bosses in general. This also means more gear and tier levels. Potentially. This could cause a crowding issue in castles though. Unless you toss old workstations.
interesting to see that there's actually a good lore behind why the vampires are having an in-fighting despite being overthrown by humans (aka pvp). the days of pve might be coming to an end.