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Not to make you go mine more (you'll always have some left over for your various crafting needs anyway or you should get some for future needs anyway) but to make you return to base more. Repairing durability is like the only thing that makes you come back considering how easy it is to just stock up on absurd amounts of food.
Though it's not a very interesting system I got to admit.
The fact that it's so cheap and easy to do just shows that It's unnecessary tbh.
But yes I found it incredibly frustrating when I was at the tin stage.
How are you finding it difficult to get enough for one person?
edit: up to 11 hours now and still having no issue with durability. Its easy to keep enough stuff to repair your stuff with and picks easily last enough time to fill my inventory with. Im on the scarlet pick and I carry an iron with me for easier blocks. When I get to the green area I use the scarlet almost exclusively and have drills set up to get more scarlet ore from 2 nodes.
Durability is nothing but annoyance.
By time my durability is gone my inventory is full. Not sure how people are going out to find ore and stuff and making it more than 1 pick most of the time. The ore sparkles from quite a bit away, you dont have to dig that much to find quite a bit of ore.
Except that this is a completely assinine concept. There should never be any incentive to do that with a game.
I'd counter with- if you look at any major RPG title, durability exists and is a completely viable avenue to restrain player activity. Food basically doesn't matter that much because you can't die from it, and durability is currently the only other mechanism in the game that helps in the perception of time and progression.
Players need challenge and struggle if you want a meaningful connection, unless of course it's some sandbox game you're envisioning, which may players would disagree with for Core Keeper's general direction.
Durability is only an annoyance to those without the virtue of patience and an appreciation for the struggle to get to where they're going (where's my instant gratification, anyway???)
Its not about the instant gratification, I'm just a stuff pockets to the max and return kind of player.
so durability, having to dedicate my inventory to half a bases worth of stations etc just really sucks out the fun of going on long trips and coming back to empty it all.
Anyway I started using cheat engine to freeze the durability now so its all good.
You never made a main base/home on terraria? you are weird man. half the fun was making your own home base, sure you made mini-bases to respawn quick at bosses like skeletrons etc.
But people def had main bases, some of the are quite cool tbh.
So its either use cheat engine to bypass having to play with "gotta repair my ♥♥♥♥ over and over" simulator or play the game and suffer with my slots being filled with materials and stations reducing my carry back space for loot.
OR leave my PC on 24/7 because those drills gotta go brrrrrrr brother.
I think I'll stick with cheat engine freezing durability until the developers make it less tedious.
So you say durability is good because it gives you a reason to go home? That's got to be the weakest copuim filled reason I've heard. Because the only reason you should be returning is if you are near death or pockets full.