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Yeah shops may need some work :)
These worlds so far are intended to be played independently.. otherwise the gameplay may be too easy in a new world. The progression is part of the fun ;) Also, our worlds will be bigger in the future so you can enjoy that progression for longer.
interesting choice having the worlds start over. even if they will be a bit bigger. maybe take a steam pull on that before committing? maybe its just me, but i would MUCH prefer linear progression where the worlds get harder as you progress. as soon as i realized i lost all my loot starting a new world, every one of the things i was just stoked on became meaningless and i damn near just put the game down.. make stronger enemies, stronger weapons and gear. you guys have all kinds of that stuff already made in the arena maps. game would be much better if we continued on to bigger and better things without loosing what was previously worked for.
if you have an itch to make new maps and independent mini adventures, do it in the way of no mans sky's expeditions. a side option of a mini "new game" with unique progression based on whatever your inspired to make. and in the end the reward is a unique piece of gear or weapon that then is loaded on to your main save file. with that you'll have continued investment and interest from concurrent players without them feeling the loss of reward simply from progression. all while scratching your itch to make the game the way your inspired to make it.
in the end its your game, i enjoyed what i played of the demo. the world is beautiful. you guys did an amazing job putting it all together. that's just my 2 cents of personal opinion on how the game could succeed. i am curious to see what the community would say. maybe consider staging that steam pull just to see.
But a longer playtime with one inventory/character (whether on 1 giant map or a sequence of maps) requires a longer progression of item and character attribute upgrades. If in the first map you get your hands on a very powerful gun quickly, the joy of finding ways to make your character stronger in that way may be over for the remaining maps. The level of strength which which players can come out of map 1 can differ dramatically by player depending on the path they've chosen, how efficiently they play and what they found (or didn't lose).
Games where you can play 50hrs in 1 world tend to have very steep progression curves (that are algorithmic, i.e. a player at level 1 fighting a level 1 monster feels similar to a level 50 player fighting a level 50 monster). We so far have a flatter progression curve, where your actual physical ability of moving/shooting and your mental ability of being able to figure the map out are at least as strong as your stats.
Games nowadays are also very grindy, in that benefit you get from killing all those monsters, and the diminishing returns from playing very efficiently means that the game designers can assure that once you enter the map that has level 50 monsters, its very unlikely that your character level is far away from it. Or worse, they just spawn monsters relative to your character level regardless. Me, I don't like all this artificial progress and I am trying to make all your find and do more meaningful, and allowing the player to be overly powerful (or in a deep hole) depending on how things go.
But hey, that's not to say it will always be like that, I want to provide a deeper, longer progression for level designers to work with, but it will require some work :) I am aware it is currently pretty minimal, and more will come.
I can understand how it would be hard to find a balance between higher level world spaces and efficient leveling progression along the way. One of the best ways I've seen to help this is to make world spaces have a minimum level for enemies (keeping players from going into higher level worldspaces prematurely), but have the max level scale with character level (allowing you to better control the difficulty across all levels of players) depending on what difficulty you want each challange to be set at. So like a boss in a level 30 area would be level 65 if the player enters at level 50. Or level 40 if the player enters at level 1-30. Allowing previous world spaces to require a certain amount of progression before advancing to the next.
I'm really enjoying the building mechanics, it's exciting to find a new item or piece and add it to my build list. Perhaps the unlocked world building pieces could be unlocked across world saves? I've put a lot of time into making a base into the lighthouse in the large night level with the vampires. It would be nice to be able to come back and use pieces I've unlocked across other worlds.
A more immediate (and hopefully easily fixed) issue with the building mechanic.. when you want to build something even on a medium scale you have to take a lot of your materials out of storage and put them into your invintory, resulting in too much weight on your person, and also a lot of back and forth from base storage to building site.
A possible solution would be to implement a workbench storage that building items can pull resources from. Or even just building a special kind of container that would allow resources to be pulled from it while building within a certain radius of the container.
Oh also, the mission to flip the switches and valve to turn on the sprinkler to water the plants above the vampire lair is pretty bugged. It ends up flooding the entire area with water from the garden area all the way down into the vampires lair. Really wrecks my FPS going over there now and my PC should have no problem rendering. Even when switched to low quality the problem persists which is surprising. I'm sure you guys are still optimizing the game for proper rendering so things like that are to be expected. But water bugs specifically could really cause problems for players with lower quality PCs.
Being able to pull materials from nearby chests definitely planned, this manual ferrying always annoys the hell out of me in survival games. Not a fun mini-game :)
The water system is very much unfinished yes.