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I feel like the walkie talkie is too strong with a player staying in the ship and if you play safe you can usually explore a whole bunker without getting lost. Reducing the walkie talkie battery life or adding other mechanics to lose players in the tunnels would feel nice. about the monsters, having all of them spawn on base moons is nice tho
I'm at the point though where I know pretty much everything there is to know, from monsters, to traps, to when what spawns, to general game mechanics and so forth. Still a fun and often terrifying experience as you never know when something might jump out at you, but I found the first 3 moons to be almost too easy. I go in and out before anything spawns and get almost everything out of it too.
Second Tier moons, those are slightly more interesting but even then, they're usually fairly managable.
Tier 3 planets are more interesting, but even those can sometimes feel a lil lacking depending on what spawns when. Sometimes certain Tier 3 visits are more chill than my Tier 2 visits. Othertimes, a visit on Titan can have you have 6-7 enemies all in the main room and it becomes entirely unplayable.
I feel like this might be very hard to properly balance. Have too little going on, it'll feel too easy, have too much going on, it'll become outright impossible to do anything.
Sarc is right, walkies are quite powerful right now, maybe a new creature could intercept the comms or something to add risk to using them.
Though I fail to see the issue of having someone on the ship make it too easy, you're utilizing the full potential of the tools given to you and strategizing with your crew as long as the person on the terminal knows how to communicate well. Every game gets easy if you know what you're doing so I don't think the difficulty is the problem.
I think some problems about the game is how turret and mine spawns work, sometimes they'll literally spawn on the entrance room and it's just kinda unfair lol, had a run with a friend where the mine was literally where you stood when you got inside Dine's mansion so it was an instant death.
By time we learned that it is'nt really worth it to do so - to much pressure by the limited Time; to much pressure by random mixed without any sense and relation to Map & other spawned (mostly one Shot) Monsters (Tree Monster spawn in Desert or Snow, Earth Worm spawns in Forest or Snow Map etc. etc.); In mid-late runs once all Crew dies the game is basically over; Extra Time pressure due limited, impractical inventory;
------ So the current strategy to manage these challenges to survive as long as possible leaded to a fast looting, boring Safe play which makes the game easy to manage and longer playable. If we wanna have some fun, experience some super exciting moments the game get's really hard and in mid-long therm short aswell - with a painful time to experiment with items, tactics.
Of course we can balance between Safe (or lets call it: "most efficient way to play due Playtime-Experience") Playstyle and Fun Play but both sides just feels neither right made. They currently hate each other instead of shaking their hands.
You need to play alot and die alot nothing less, memorize monster tactics, fire exit locations etc
difficulty curve, solved.
what I get is that there has to be limits to the randomness when it comes to certain elements of the game and that rail cheese doesnt feel right/fun, but the game without rail cheesing makes the thumper basically op, personally I think that rail cheesing should work only on thumpers, but spiders should fk u up if you stand on a rail lol.
I can agree about being punished for going balls deep in the facility, I mean you can do it and come back but you have to literally zoom through it and every time you get the loot outside is too late to retrieve it all which is FINE but I would like to see even bigger facilities where you can really get lost and the deeper you go the better the loot to balance the time spent, I also believe that lengthening the day by a couple of minutes at least in harder moons could help the build up of tension during the mission the deeper you go.