Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Rather than every choice getting different clothing of which you end up swapping later down the line, why not have all of them spawn the exact same and that is very minimal basic clothing, no backpack, but starts with one class item unique to each playthrough?
One could have a unique survival knife, it has a very high critical rating for it's type, but it suffers from very low base damage...
One could have a unique single shot pistol, comes with limited rounds of 32 ammo, it will easily get overtaken later on with better pistols, but you don't learn how to make ammo till much later.
One can have a unique ornate looking walking cane, but it functions like a maul, and does less damage, and even less durability.
One has a unique and durable 'sturdy hammer', it does little damage and it's main function is to repair, with a very high durability rating.
One comes with a unique backpack, which has very low carry capacity because it's a alchemy kit as well. It will randomly bolster consumables you use with an additional effect.
One comes with a "deck" of minor cards.
And finally, one that starts with nothing, but has a few crafting "simple" recipes unlocked already.
You probably don't know how game devs can simply remove a tag for a weapon so that they can't use it for it's original purpose right?
Like giving player a unique starting axe, but remove woodcutting from it.
Also, other than the pickaxe and the axe, the game doesn't really care if you use a hunting knife, it's just that it checks if you made everything.
That and the game itself isn't difficult at all, if anything difficulty in this game is a joke.
Yes, that is what I assumed, changing it would not be obvious and would essentially remove all the choices, as everyone would just pick the one with the best stats.
So no, don't change how it currently works. At the beginning, all the character creation settings should simply be visual and have no real affect on game play. That is how most games work, but if they don't, they have the options well balanced. What you seem to be proposing is that they not be balanced.
i do see both points equally myself
Kai is right (as i implied in the op) considering it is *easy equipment start* concerning each *class* (at least that is how the game *seems* to imply it currently)
And i also agree with you, we make the tools (makeshift) in the tutorial
However, we can around this by, as was mentioned, a *Specific class* starts wiht a *specific* tool... (not all of them would start with the same tool, or any tool at all) and that tool would be only to give a better start, and not even be a recipe, because it was a starting item (just like the Shody Backpack* isn't a recipe)
then remove the *Equipment difficulty* altogether (i actually agree with this!)