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번역 관련 문제 보고
However, one does have to consider the balance of the reward.
Having a tedious, difficult (or whatever) game play element can potentially be okay, provided the reward is worth the work. Whereas the same game might also have low difficulty activities that don't have particularly valuable rewards.
I think the current implementation of fishing needs some tweaking. But it doesn't (necessarily) need to be as easy as mining depending on what the rewards are.
(Speaking personally again, I haven't seen ANY rewards. If I hook a fish, it tries to escape, but if I pull it fights, and the line tension goes up. If I keep pulling, the line breaks, or, if I let the line tension drop, the fish escapes. In my handful of attempts at fishing, I got no rewards and have zero incentive to keep trying what's basically a frustrating, reward-less activity).
Otherwise, the time required for many events doesn't equate to a sufficient enough reward. Now, if each fish caught, gave a food buff that lasted for 10 minutes a piece, then I might consider that a worthwhile reward for fighting with the minigame to catch a fish.
Like sure, gardening is tedious, but after a plant is watered, you only have to wait to collect the crop. Whereas fishing requires you to wait to see if you get the minigame at all, then depending on how good you are with dynamic action-based pattern recognition will determine how long it takes to catch the fish. If at all.
However, what makes me truly scratch my head, is that people complain constantly about the time it takes to mine stone walls or grass walls, and yet like the tediousness of the fishing minigame.
About is it worth it, i don't know they could increase the rate we catch them a little still or increase value of algae and other trash trops. But you do get many sellables. Foods with the first fish add +mining power and blue fish is +dodge.
Its easy to fill up, and doesn't drop too fast. Seriously, buy this game. Ive played non stop for 4 hours already.
(5 hours played)
Braindead.
Fishing however needs a revamp, it feels completely out of place with the rest of the mechanics. It feels like it doesn't really respects the player time.
Also, please don't add different difficulties (Hardcore is fine). A game like this doesn't need it. It is a pain to properly balance different difficulties, and it dilutes the shared experience where you can check the internet easily see how everyone dealt with the different challenges of the game.
you cannot always dodge, more so when some attacks "telegraph" and then hit you a quarter mile to the side :/ (Big cavelings are an example of the "hurtbox is too wide" effect on an enemy that hits like a train)
No please do actually. It's not hard to balance them and makes no difference to the "shared experience". Look at Terraria. That ♥♥♥♥ has a lot of different difficulty settings, and it's great. Balance across them is pretty easy to see as well.
I will die on the hill that enemies hit far, FAR too hard, telegraphing or not. This is a top-down RPG-style game. Not Dark Souls. A basic enemy should not be both capable of being part of a horde AND hit like a truck/train at the same time.
Y'all gotta remember not everyone is a pro-leet-gamer-dude capable of beating darksouls blindfolded with an upside down controller. the "Harder! harder! harder!" crowd being pandered to exclusively kills games.