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Fordítási probléma jelentése
1. Place two of the same tool in the crafting grid and get a new tool of an average of the two tools + 5%. You will lose enchantments though.
2. Place a tool and a resource used in its crafting, on an anvil, at iron tier or higher. So an iron pickaxe, can be repaired with an iron bar. This won't lose the enchantment but you do need sufficient levels.
3. Place a tool and the same tool on an anvil and fully repair it. Keep the enchantment but costs levels.
Only allow tin or better items to be salvaged into scrap parts for doing repairs. That way it is costly to acquire a large amount of them.
I feel like the devs want to encourage players to build sub-bases all over the map, but the repair function just doesn't have enough depth to it to push players beyond carrying a repair bench and materials.
Personally, I would either:
- Break materials into parts classification to match a certain tier of item. This way the cost would match the actual item. Just link them up to the tier of anvil/workbench you need. Copper bars or Copper spare parts to repair copper equipment (copper parts just get eaten first if you have them), tin for tin, iron for iron, ancient parts for legendaries, with maybe a few items sprinkled in that just have to be crafted again and act like consumables. (powerful boss items maybe)
- Add multiple material slots, like a chest almost, that a repair bench pulls from to perform repairs, each repair costing more the closer your item was to breaking. That way you'd have to carry 3 or 4 materials with you to repair all your gear. Like repairing a pick takes so many ore bars and some wood. While the best stuff needs ancient parts or something of that nature. Maybe even add new 'part' items you need to make first to craft items to add a huge amount of depth if you want to practically force players into making sub-bases for repair. Though i think that last part is way to much, but maybe modded or hardcore players might like it as an optional toggle..
- Simplify repairing to consume simple repair kits that take resources that are underutilized in the game. Stuff players naturally just gather tons of to add purpose, or just simply remove it on all but a few items that are considered consumable like wood picks and armor, or even a few items crafted at the boss alters to add interest.
Anyway i rambled enough.
It is not needed. It achieves nothing at all in any game. It's a joke. It adds nothing to any game. Never has and never will.
Terraria and Starbound don't have durability systems. Starbound has limited duration pickaxes and drills, but those are bonus items that you can't craft and aren't the main tool used for digging, and none of the other equipment has durability. Terraria has nothing like that. CryoFall is a MMO that's trying to create an economy, and I wouldn't consider Minecraft to be in the same genre.
I don't really have a problem with the system used in Core Keeper, but I could see them maybe eventually requiring an enclosed room to make tables like the repair station function.
If you don't like it, simply don't use it. When weapon breaks, discard it in the bin and create a new one.
Again though, this is such a ridiculous thing to complain about. I've never once thought "wow , I sure wish it'd take me LONGER and this mechanic was more tedious". I value my time a lot, so I really can't vouch for some unnecessary bs being added or extra work. For 11 dollars I've got 30 hours so far, and tons more to come because I'm not done doing what I want.
If you think it's too easy just don't repair I mean how silly. Instead of repairing , just make a new tool every time, that was it's More or whatever? That's literally what asking for right?
Someone smart. Nice
How to balance this. (if it is indeed an issue) If you wanted a more difficult mode/gameplay loop.
1.) have different tiers of repair benches
2.) don't drop the station when its destroyed (requiring the setup to craft a new one, and have the same apply to the workstations. So you would indeed need to setup entire crafting setups in other biomes not just carry 1 thing around.
3.) different "tiers" of repair materials obviously wood/wood tin for tin ect. For the Anchient/op tier of weapons and the pick have mats you can find throughout the world or require double the cost of mats (they are just too good right now which leaves almost no room for expanding the game without altering the stats (mainly talking about the pickaxe)
As it stands now there is next to no reason to mine lower tier mats once you get past them to the next. Yet you continue to get an influx of them from POIs and mobs. There needs to be some reason to have/use them later in the game.
But most survival games have either respawning, or functionally infinite resources (Conan Exiles and Starbound come to mind).
Durability needs to be balanced against resource use (short term), resource availability (long term), and whether or not the mechanic is fun.
Personally, I think it's a bit too easy at the moment. But I also don't like the idea of making it dependent on non-renewable resources either.