Instalar o Steam
Iniciar sessão
|
Idioma
简体中文 (Chinês Simplificado)
繁體中文 (Chinês Tradicional)
日本語 (Japonês)
한국어 (Coreano)
ไทย (Tailandês)
Български (Búlgaro)
Čeština (Checo)
Dansk (Dinamarquês)
Deutsch (Alemão)
English (Inglês)
Español-España (Espanhol de Espanha)
Español-Latinoamérica (Espanhol da América Latina)
Ελληνικά (Grego)
Français (Francês)
Italiano (Italiano)
Bahasa Indonesia (Indonésio)
Magyar (Húngaro)
Nederlands (Holandês)
Norsk (Norueguês)
Polski (Polaco)
Português (Brasil)
Română (Romeno)
Русский (Russo)
Suomi (Finlandês)
Svenska (Sueco)
Türkçe (Turco)
Tiếng Việt (Vietnamita)
Українська (Ucraniano)
Relatar problema de tradução
The only apsect of the game that really felt poor were the weapons. Except the shuriken every other weapon is super basic and boring.
Not saying that a crossbow shoudnt shoot like a crossbow, but having at least one crossbow with sticky hooming exploding arrow is more fun and give some diversity. xD
or to put it another way; the weapons arent supposed to be whats interesting about the game, they're supposed to hook into the other mechanics of the game in an interesting way. the iron sword just has increased swing speed over other swords -- which makes it a better & more interesting sword than if every time you swung it it fired out enemy seeking lightning bolts or w/e because a sword that swings faster is better for harvesting mushrooms from a shroom farm
complexity for complexity's sake is not a wise investment of an indie dev's time. unique weapons take as long to implement as a new (minor) mechanic (bc thats what they are), theyre only unique if theyre the only weapon that has it which means they don't scale at all, and players will only use like 1 or 2 weapons all game regardless of how many unique weapons there are in a game. people will experiment with each unique weapon they find, then throw them in the trash & go back to using their +20% attack speed iron sword all game anyway even if there are 2,000 unique weapons that took as long to implement as all of the rest of the game combined, so why not skip all of the fuss and just have 0 unique weapons and get the same end result anyway
(PS, this is why Blizzard outsourced items for D4. even Activision is finding this to be a bad use of their finite devtime)
Hard disagree with you, the upgrade table makes it worse because some low tier weapons/tools when upgraded are just better then the higher tier stuff because the high tier stuff do literally nothing different then base stuff other than having a different number. And saying complexity for the sake of complexity is just wrong outright. Interesting weapons are almost the main reason to play a boss romp rpg like this or terraria. If you aren't excited for what you can get from something then there's almost no drive to go for it. The only thing the upgrade table does is raise the numbers on items so as long as the damage from the unique properties scaled then anything would still be viable. The only reason people mainly use the same stuff currently is because there's basically no difference as OP said. If weapons had actually interesting differences people would be swapping to different stuff through-out a run and even in end game trying different setups till they found what they liked most. This isn't diablo stuff, it's terraria which this game is seemingly going for terraria esque game stuff. With a world that has progression and main goals being around temples, resource farming and mainly bossing and as such the rewards for said bossing and exploring/farming need to be exciting or worth it and not just a different sprite of something that exists already that does a different number of damage.
Like a Seedler, or a Meowmere, or a Starfury....
Still melee damage, but with some range and a gimmick that make them different from eachother.
I tried to use a melee build on hard, and wasnt very fun.
The upgrade table actually would play perfectly with extremely unique weapons. The only downside of weapons that have drastically different mechanical functionality from one another is when you find one you like but then are later forced to switch simply because it no longer can do the damage that a newer weapon can.
The upgrade table solves this problem. This way, say you find that cool gun that, idk, shoots spiraling bouncy bullets, and you love it to death, you can continue to upgrade it to keep the damage and stats relevant throughout the entire game. This means that you CAN make wild diversity in weapon functionality while still maintaining relevance for literally every piece of equipment in the game. I think it fits perfectly.
Agreed. Melee weapons are not only the most dull weapons, but due to the limitations of range, they're at a wild disadvantage to anything else. This could also be improved by implementing invincibility frames so you don't just get stacked out by 8 hit-boxes colliding with you simultaneously in half a second.
What I wouldn't give for a damn Starfury in Core Keeper T_T
I absolutely think that it's appropriate that earlier tier weapons are basic and simple. That the first bow you get is just... well a bow lol. But then if you like that, the upgrade table lets you keep using it forever! But I don't need the same damn weapon reskinned 8 times with slightly different stats...
I think there is a big reason why combat is not one of the big points on the store's feature list. Not sure if they want to tackle that before 1.0 or just have combat as a "thing that happens" but mostly building+grind/automation with farming sim and exploration.
This 100% agree.
From there, they both aim for a completly different experience. Terraria is focused on combat, and really only that. Sure there's funny structures and some lore if you really look for it, but everything in that game was made with a gameplay mecanic in mind, to serve progression.
It's a power fantasy, which is very fun to play and discover, but isn't what core keeper either pretended or claimed to be. This is, first and foremost, an exploration game. Planning, exploring and crafting stuff, especially structures is at the core (pun intended) of the game.
Bosses serves as road-blocks and threats to that progress, to encourage player to use explore the environment to find an edge in the upcomming battles. It's purposefully obtuse, and creates a certain sense of terror for explorers, especially in late game, when you get into areas and you know that if you ♥♥♥♥ up the things in there will kill you and set you back.
Terraria is a game that encourage trying again when you fail, this one tells you "find something else".
Lastly, to adress weapons specifically, weapons alone never were the main way to deal damage, it's armors, specifically sets and special abilities. The shaman mask in early game, which if use correctly creates a build focused on dot application and early trigger of said damage.
The Ivy set and poison scycle in azeos wilderness, grants melee users the ability the vaporise plenty of enemies by abusing poison application, which can be boosted through gardening.
Or some unique end game tool like the stormbringer which quite literally makes miners more powerfull than godsent melee builds.
Lastly, that type of gameplay shines in co-op the most, the way the game was intended to be played, as you can build characters for sustains or buffs in order to make fighting easier for others
Point is, the variety is there, not much but there, and if you went into this game expecting terraria levels of combat, you set yourself for disappointement. Both games are good in their own right, and ripping into a perceived lack in this game whilst completly ignoring the intent behind certain choices feels like a dishonest approach to critisism, especially when their are some valid ones in it.
One being summoners, they have some variety to them, but if you are playing solo you cannot run warlock. There are not enough tomes to play with, and the scaling is too poor.
Or the fact that non-magic armors tend to be too generic, which helps a lot of builds, but are a bit of a let down for the exploration part, since (unless you are running a magic class) every build starts to feel the same the more you progress.
Variety of weapons isn't the problem this game supposedly suffers from, is that it's trying to please every type of gameplay with every piece of equipement, instead of pushing into what the early game offers with unique piece you can build around, instead of just "grind x stuff to get you class set at x step of the game".
So somewhat agree to your overall point, but I feel like you come from the wrong place when you approach this game with critisism.
I suppose I wouldn't mind if in addition to the more-or-less ordinary weapons that make up most of the current selection of armaments, they also added a broader selection of "wacky" weapons like the bubble gun... so long as I can keep my plain old basic weapons competitive using the upgrade table.
Melee having the issue to approach an enemy and hit it while not significantly dealing more damage just feels bad and like I'm being punished for no reason just cuz I chose this play style.
Summon AI is terrible. It's a cool idea but there are just 3 summons, and the jellyfish is quite useless. I'm playing a summoner to NOT be next to enemies, cuz then I would want to be tanky, but that's what the jelly wants you to do. Summoner in general feels terrible and that's very disappointing cuz it's such a cool idea.
Couldn't try out magic cuz I got 0 drops for it. Best I got so far are 2 sorc armor pieces.
Also the bonus of light colony management to break up the monotony.
It does come with the downside of being less pretty, and also it is all split up in to small maps which kinda sucks.
I wish these two devs got together to make one great game, instead of 2 pretty good games.