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My dude. That's a 20+ year old game series with plenty of community servers that literally have that game mode.
Or well, half as much now unfortunately...
Besides that i'm sure the dumpster fire of CS2 not listening to people and having a cheating problem is a great example to be bringing up right now!
Players modding their own hosted servers and asking the devs of an in-progress game to direct their resources and time away from the game they already sold to make a different version of that game are two entirely different things.
I have no issue with a PvE mode once the game leaves early access. Until then it's waste of dev time that could be spent making the experience they already made the game popular on better.
First of off it just wouldn't have the same vibe, part of the appeal is the constant lingering source of threat. Even if you're hidden in the dark, there's always the CHANCE that someone could walk in on you, so you always need to be aware. NPC mobs don't do that.
Secondly, it would split the playerbase, rather then everyone playing together in one area, you now have an area full of people not facing the full challenge of the game, and another area full of toxic players only looking for a kill and not actually playing the game. As-is, we currently get a good balance of both, so everyone is happy and gets the full experience.
Best advice i can offer is to try and adapt to the situation, maybe experiment with different classes to see if one suits your playstyle best. Personally i play rogue, as it has lots of utilities for hiding and avoidance of other players. Another trip could be to walk / crouch without wearing shoes, as your footsteps are much quieter this way, so you're less likely to be spotted. Sitting in dark areas also helps, as you can be completely hidden in there. Also keep potions off your belt / utility slots until you need them. They glow in the dark, so you can be easily spotted.
Give it some time, and eventually you'll learn the small tricks on how to survive. Where extraction points are, how to avoid enemy attacks, etc. If you successfully extract with some gear you can use, try stashing it away and going back in with all Gray gear rather then bringing it with you. this ensures it doesn't get lost, and you can wait until you have a more complete loadout to dive in with.
i also recommend luck potions from the foutune teller once you get the hang of it. They increase the value of things you find in the dungeon.
Of course it is. But still good to note how badly they shot themselves in the foot too.
There was so much community involvement in maps and how game modes were organized before.
Now all that's been cut out and been ignored, but hey at least we get trials for cosmetics now...
At the end of the day it's the community that shapes a game is all.
Nothing wrong with making the game you want, but exploring other ideas can make it something even better too.
Won't know if it'll work or not if you just keep shooting stuff down.
What if PVE was integrated into the PVP style though?
Like say there's multiple levels of a dungeon. First level you have a ward or such that disables PVP / Friendly damage completely.
Go deeper and it wears off and now you have to both fend off Players and Monsters as you attempt to get better loot.
This would only be enabled on certain "Gear Ranks" like grey / <25 mainly as a safe gaurd for new players and casuals alike.
Anything above and you don't get this protection. It's off from the beginning of the dungeon.
Like of course if it's just "MAKE THIS GAME INSTEAD" then it's pretty cut and dry that it's not feasible.
Though where's all the interesting ways to actually make it work instead of straight up saying no?
i feel like that wouldn't work either, there already is a multi-level dungeon thing, in the forgotten castle section at least. you can take the red staircases to go to a more dangerous level.
Problem is, only like... 1-3 people on a run actually GET to that 2nd floor, if anyone at all. Most die out or extract instead. So the area where PVP is enabled would be extremely underpopulated, unless you made the PVE section RIDICULOUSLY easy, in which case things would be bad for whole other reasons, as people wouldn't want the delay to getting to the actual challenging parts of the level.
Ultimately, it works as it is now, and i feel like keeping it as-is is probably the best move.
Best compromise i can think of is coming up with bigger maps that spread the players apart from one another more and have more exits. That way it's less likely to encounter other players, but it's still POSSIBLE.
No. The number of people requesting PvE modes is indicative that everyone is NOT happy. I'd like a PvE or training mode where I could learn the dungeons and enemies in a controlled environment. Repeatedly getting ganked before you get a chance to learn the spawn points or safely get to the second floor of the dungeon leaves little room for learning. I've extracted plenty and when I feel like being a sweaty neckbeard I can avoid ambushes etc.
You guys are basically advocating for the new players to be the punching bags of veteran players that want to hang out in the <25 GS lobby and pummel newbies. I'm not hoping the game dies, it'll undoubtedly persist for a long time (see Hunt: Showdown as an example), but without some kind of ELO/matchmaking there is no opportunity for new people to get some breathing room to learn the game unless they turn studying youtube etc into a part time job.
Mmm so far i see two issues on the base game so far.
Solos have to grind through wave after wave of NPC's to the point most new players get sloshed or rush to an exit due to them getting far too wounded as they're learning.
Anything above that and you have PVP being RAMPANT as players run into eachother far too easily and usually extract sooner than later to avoid said PVP or further engagements as they're low on supplys.
It's a vicious cycle right now that needs some tweaking i'd say.
Okay, a small PVE only dungeon where you and the members of your team are the only players in it i could see just to act as a sort of tutorial zone. but having multiple different groups or having it be as big as an entire existing dungeon i don't think would work or be helpful.
What about a boss rush type of dungeon?
Classic get to the end and scoop up the treasure. Maybe make it a group type event where you have a ton of adventureres gathered to try and take on an exceptionally hard boss.
Lower the difficulty a bit and suddenly you have a tutorial zone for new adventureres.
Best option i can think of is a small dungeon with some low-level gear in it, maybe a handful of whites or greens just so people have the chance to gear up, but not the ability to entirely deck themselves out in greens.
You and/or your teammates go in, no other players, and it's a small, simple dungeon with easy versions of the basic enemies, and at least one version of each of the main exit types (Stairs, portal, ropes, maybe an elevator or raft, idk). Some traps and chests, maybe one "Goal" room where you can get the green / white gear. Maybe you even get reduced experience while playing in this dungeon. Whole thing is maybe 1/4th the size of the goblin caves? 1/2? Something small and relatively simple, with only a single floor. Maybe it's theme is it's a tavern's cellar you need to clear out, or just a small abandoned manor or something.
This way newbie players can go in and learn the ropes, but it still incentivizes them to go to the full dungeons for the full experience. The idea being that it's the tutorial or training ground, not the proper game.