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
Seriously it got old, they looked different but they all did about the same thing.
Its just a matter of more Dev time creating more unique monsters who thankfully have more interesting loot than random monsters lame pixel, leather, or meat.
Or like, rocks. Bang them together. Maybe we get sparks. Maybe we get sharp rocks. Sharp rocks good for hunting pseudo-randomly-generated monsters. Monsters drop meat, meat is good, want different meat? Bird meat is different meat! Need more meats? MOD IT IN YOURSELF.
The "random" items/monsters has never really been a strong point for the game. It's always either ended up making crafting nearly useless or made the random stuff nearly useless.
For reasons unknown to me they never decided to do the nice mix of the two like how Terraria and a few other games have it - Static items that are then randomized upon crafting/dropping.
This would give you an actual use for the thousands of planets with thousands of solarite ore each - Keep crafting the same armor/weapons to try for better versions.
Though the majority of truly unique items (boomerangs, fists, etc. - not the swords, etc.) are upgradable in that one penguin shop, and some of the strongest weapons in the game are uniques, so they don't really need to scale. (Solus Katana, Kluex Staff thing, etc.)
Thats all the personality of the enemies needs, right there. You don't need to design a unique enemy for that purpose, you simply have to let the system EVOLVE the nemesis to the player, and it would be different for every single player. They could have enhanced it by also adding random name generation so that NPC's could refer to them.
To me this feels like a key feature... gutted.
EDIT: The complaint that was here was just removed today/yesterday (the rock things doing contact damage while invulnerable)
Case and point - "random" monsters are AWALYS forgetable. You have to design a monster in order for it to be memorable and fun to fight, and having something randomized completely takes that out of the game.
"I want random monsters for sake of random monsters" is not an arguement, especially when the idea behind it is so flawed.
I don't think making all these unique monsters was the right call for this game, and I think they handled it in the worst possible way. If they really wanted unique monsters in the game I think they should have been limited to specific dungeons and missions. Throwing the same "unique" monsters on every planet makes them the opposite of unique. In fact it's the random monsters we should be calling unique and interesting at this point since they are so rare and unpredictable. Most planets are 90% trash you have fought thousands of time, and rarely you stumble upon a random mob and have to actually stop and wonder what it is, how it will behave, whether it will attack on sight or not, what skills is has, etc.
I don't care how they look as much as I care how they act. I want random monsters to do interesting things. They did, at one point, what happened to that? Some would have two or more special attacks, and now I haven't seen a single special-attack random.
They moved them to higher tier planets. People were getting wrecked by projectile spitting stuff on the t1/t2 planets so they nerfed the generation heavily on them. The more complex and interesting parts with the special attacks start to appear in the higher tier planets now.