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Here some parts from the patchnotes. I guess i´ll find even more looking deeper into it:
- Food buffs that have a duration of 5 minutes have generally been increased to 10 minutes.
- Increased the duration of Enrage Potion, Keen Potion and Unusual Potion to 1 min.
- Max health reduction from starving is also reduced to be less punishing.
- The health and damage reduction on blocks/walls as well as the mining damage done by mining tools has been balanced throughout the game so that it generally takes fewer hits to destroy walls in order to make the game feel less grindy.
- Reduced the amount of hits required to max out the Mining skill.
- Reduced the amount of catches required to max out the Fishing skill.
- Reduced the amount of hits it takes to max out the Melee combat skill.
- Increased the amount of materials and potions gained from chests throughout the world.
- and also to increase the chance of finding useful items such as equipment or crafting materials.
-Slightly increased the minimum amount of items bosses are dropping.
- Increased attack speed overall on equipment and consumables to be a more competitive stat.
Now for the last time, this has nothing to do with experience or "being efficient".
You get more stuff for doing less, your character grows faster for doing less, you can pretty much ignore a whole biome just because of reasons and since we play in the wilderness / ocean-area imo, things didn´t got better.
Just other changes that make the progress somewhat worse.
There was a time drills have only been a thing with scarlet ore (same with tin-traps, now you spam woodtraps). Teleporters make minecarts less interesting to use, etc...
A lot of stuff got placed earlier into the game or got earlier versions.
I remember us having trouble getting enough tin for carts and other stuff, we simply had to explore the whole area that got smaller now. Same for iron, when cavelings have been more of a threat. Not to mention that you get mechanical parts and all the other blue items on mass which drop from them. We had like 90 of the parts for the first spawn of Maluz.
I´m sure they have been more rare in the past and you needed 10 to spawn him?!
Yes the game was never that hard, but the progress-speed is way too fast now and way too many drops trivialize stuff. And i´ve 6 worlds, multiple characters (2 hardcore ones) and the whole game felt never so fast and kinda pointless to explore as it does right now even after 1 year of staying away from it.
Dunno if you guys can understand it now or not, but it hasn´t anything to do with experience, when it´s also proofed by the 1.0 patchnotes.
If you like the changes, fine... enjoy them, that´s why i asked atleast for more sliders in the open post. The current game is even on hard not really enjoyable due to the changes which got made. The inventory is nearly always full because everything is thrown on you, chests are exploding after 1 hour of gametime and again, progress is trivialized.
👆🏼
Hm in that case what about Mods?
Arent any in work to make the Game more challenging?
Or i often do some kind of challenge runs.
Like Dark Souls 2 with Staff and Magic only, no Melee allowed and stuff like that.
Skipping stright to iron, or even scarlet, was just as possable before the changes, minus it taking a little bit longer to dig the paths.
Meny of the things you are quoting as being 'more difficult' are from even older versions, and they're not even difficulty, they're tedium. Killing 100 dudes vs 50, or taking 10 minutes to mine a path vs 4, doesn't make the game harder at all.
All that said, Poor Ghorm could use some love. All the 'challange' right now is doing enough damage to get their attention, one he starts running in circles um... well.... he runs in circles?
The only /really/ significant change in the current version is that fishing is a lot more accessable, so theres a much higher chance of new players encountering the slime immunity fish.
I know you was able to skip stuff if you know what to do, but compared to now, it didn´t happened normally. Right now it happens pretty much automatically.
You can call the old balance tedious, i´m fine with that, that´s why i want more sliders or / and a hardmode that lets me play in a slower pace.
The issue is simple...
You get too much stuff in a short period of time, no matter if it´s gear, XP or materials. It makes exploring several biomes unattractive unless you want to find that one dungeon for a weapon, which is outperformed within 5 minutes in the next biome anyway.
I agree that atleast the character-progress needed a rework, the pointless grind in gardening, cooking and fishing was kinda pointless. But it should´ve happened in other ways, with other possibilities or whatever than simply minimizing the grind so hard, that the player will outscale the enemies somewhat automatically aswell.
It´s more about the general vanilla-experience that got worse due to a bunch of changes than needing a souls-game. (Which will this one never be so x) )
Right, so these patch notes you're pointing to here don't negate what's being said. The experience factor is still monumental.
The only stuff in your list that even touches "progression" are the gear drops. And let me just say, that I didn't get my Azeos set pieces until after I killed the titan, and had to kill Hive Mother around 15 times to get the specific item I was looking for.
But man, maybe if I had to kill Hive Mother 20 times? Or if I'd just never gotten the set I needed from Azeos. Then maybe the game wouldn't be so... easy. Or trivial. Fast? Whatever word you choose to use here, because apparently this isn't exactly a complaint about difficulty, even though you talk about it multiple times.
Not that it ruins my experience of this game, but the progression does feel like some steps where edited out. I also noticed the world is rather small, and reaching the shimmering frontier was pretty easy as well. For me it is more about base building anyway, but if it's about the challenge I can imagine the disappointment. I played V Rising before 1.0 and that was a totally different experience. This is ultra casual in comparison.
my guess? they lowered the difficulty curve so they can get a better progress into future content, maybe we are back to "normal" with the next set of biomes at the outskirt of the passage
I do miss the old fishing game.
Portals could be made with the octarine and the price was exorbitant but worth it. not so much now that there are waypoints at every boss.
Yes, you're saying this is apparently because of buffs that occurred for the players into the 1.0 release, but honestly? The grind for some skills feels plenty long enough. Fishing alone was like a 4-5 hour thing even doing literally nothing but fishing. Gardening was fast enough, but my primary skills are at like 90% at nearly 60 hours. Are there probably ways to make it faster? I'd assume so, but seriously, what do you want here?
Do you want to spend 100s of hours maxing out a skill? Just wait for a mod to make everything take 10x longer, or however long you want it to take. This feels nice enough as a new player.
People need to also consider that the game should appeal to a wide range of people, otherwise it has less chance of being successful.
Hardcore grind is just not in fashion for gaming these days. It will definitely be nice if/when mods come about, though. Imagine the possibilities. On the level of Terraria and such.