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Now, obviously, we haven't had a reset yet so this is all speculation. BUT, from what I understand from the announcement - it seems like the resets give you MORE reason to explore?
Right now, you explore an area, find all the goodies, and then there's nothing to do there anymore. Assuming the resets don't just plop chests / goodies down in the same exact spots, then you have reason to go back to places you've already explored and find new things
Or, frankly, even if they do plop them back in the same spot it's still a reason to go back and re-explore places you've already been for loot.
There's also the fact that based on what they've said, maps / areas could change as seasons change. So, again, more reason to explore.
Now, again, we haven't had any resets yet, so it's impossible to confirm this yet. But from how I see it, level isn't really "progression" in this game. It's blueprints and other rare items / materials. Which, you keep on reset.
There's obviously story progression / side quests as well but if we're talking CHARACTER progression, that seems to be more item focused then level focused. I'm sure level will still be important / necessary to a degree but that doesn't seem to be where the focus lies.
I'm not trying to argue with you specifically, more just the idea that resets will somehow take away the enjoyment of exploring. Since, you can just keep track of where you've been and when a reset happens, go to places you haven't and if you end up doubling back, then hey! Free stuff (in the form of chest respawns, etc)
I also understand that a lot of games focus on level as progression. So, the idea of levels resetting freaks a lot of people out - but again, it doesn't seem like levels are what this game seems to consider progression. More leaning towards collectibles / items to facilitate that.
It's up to you if you keep at it but we also haven't seen an actual reset yet - so we don't know what it'll look like. If it doesn't seem like something you'll like then, frankly, don't do it and, if you remember later down the line, come back after a reset or two to see if it's something you can get behind. The games free anyway, so it's not like you loose anything either way.
Except your story is full of flaws. Let's rewrite it.
Scenario: New season starts. You attempt to place down your entire base from the previous season, but realize you can't. You haven't yet made the memetic tree progress required to unlock all the components and items used in your base's blueprint.
Defiant, you attempt to will a biomass generator, water purifier, and refrigerator into existence, but unsurprisingly nothing happens. Instead, you stand around feeling silly.
It's just as well, because the base requires more resources, including advanced resources, than you were permitted to bring with you into the new scenario. You ponder whether it would have been wiser to leave the tier 4 weapons behind in lieu of additional material allowance.
With a frustrated sigh you look for an open spot to place your campsite down amidst the sea of tents belonging to players in the same predicament of you.
How'd I do?
The Long Term is building your eternaland.
You can sell everything in your Backpack for Astralsand ,wich is needed to build Things in eternaland.
But First you have to unlock eternaland in the Main Questline after a few hours.
Then you can manage eternaland and sell anything found in the active Server.
Right now there isn't much to do in Eternaland beyond storage and building. They want to expand what it is, but they want to do a lot of things, and they keep reminding us they're a small studio.
Wipes exist for one reason: because it's easier for the developer. The reason developers choose the seasonal model is because it places more burden on the player and less on the developer. They can create less and have you, the player, just restart a character over and over and over again and call it content.
If you like that i am up for this...
How can people be like this...
It worked in minecraft, where people have no issues, if the creepers destroy everything. However the Devs ignore that the whole community are no minecraft lovers or at least no people who like to lose progress. I do not know if they did not know the fact, that most do not like it, or they narrowed the audience to this.
The system reminds me of Icarus, and the repeated base building to get tasks done actually added a huge amount of replay value for me, I found that having a single base with no time pressure trivialised earlier content and didn't really incentivise setting up different bases in different places depending on the map/task.
I'm not sure about having it on an MMO, but since I enjoy the gameplay loop of grinding, and it doesn't take long at all (unlike, for example, ARK), I'm not worried about losing that progress.
The bits I actually want to keep, the blueprints, are permanent. So it has become a focal point, especially since none of them are level locked.
Yes, but, Icarus had to change radically from what it started out as.
You need to tell the WHOLE story.
You know, how the new innovative feature wrecked the game and
divided the community just like the wipes are doing here.
They not only had to remove the "feature", namely the "global countdown"
on the missions, they were forced to give the players perma bases on planet.
Pretty much ALL the new innovative features are now gone from the game.
Why? because most gamers don't like timers or being told how to play the game.
Xenonauts 2 is another example of this. It also had timers, they also had to go...
Sure, i'm not that keen. But, knowing that i will keep at LEAST the blueprints i earned. I'm kind of ok about it at that point. Does blueprints include "formulas" that you learn and come across. "recipes" and such? That's a big deal. I like discovering and finding that stuff so far.
Sure, i'm sure "rediscovering" it would be part of the fun, but also LOSING it would be a big hit i'm not sure i want to take.
I will be sad about losing my little guys too. I just got a kitty and i was very happy about finding my beaver. On my second char, i had 4 attempts to catch the kitty and failed before it got away, as i was very low level. So you can't just go around, find them and re-catch them when you first start out again. You have to re-grind, get to a good level before you can get your deviants again. Which, that kind of makes me more on the fence again. So, i'm not sure if i am for or against the wipes.
I can see why they kind of need to happen to keep some people happy. I've seen the chats and people have already hit the content wall, waiting for the next phase. Personally, i'm nowhere near. But i imagine there will be some who will smash through the game, then be bored and stop playing altogether. A wipe will potentially keep them playing. Sadly though, a wipe will also drive people away.
However, I never really saw these two games being on he spotlight, so you can imagine how popular these kind of concepts are. Without telling if that is good or bad concept, I guess many will lose interest, if they have to rebuild again, what they once did.
I am curious about how exactly the dimension of loss will look like, so I am not that excited about playing the game much, as I keep in mind, I could lose all again anyway. So I will just play a little, wait for the wipe and then decide, if it is worth it.