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
You obviously came into it with the wrong thinking and ideas and are disappointed and that is fine.
Does the game need work? Sure. But the game is fine as it is otherwise it wouldn't get played as much as it has been.
Its a 3 week old game in Early Access so things will change.
Nobody is discouraging mining. But if you go into this game thinking you get to mine a lot you'll end up dead fast.
You have to learn the balance of gathering while staying alive
The original DRG and this iteration are meant to be challenging (especially as you work you're way up through the hazard levels). It isn't ever going to be a game that's going to just hand you victory. If the frustration of failure kills your enjoyment of a game or if having to work to 'overcome the odds' doesn't feel rewarding to you then this probably isn't the game for you (which is all perfectly fine by the way).
Yes, it's a more difficult twist on teh genre instead of the god mode slaughter fest VS is. If I want that I'll go play VS. That's not me crapping on VS, I own the game and actually enjoy that now and then. I come here if I want something more challenging. That's the whole freaking point of this one. Not every Survivor game has to be a walk in the park power trip to be a good game.
As opposed to a hard time limit where the run simply ends after x amount of time? DRGS is actually MORE flexible than most Survivor games in that regard, you can kite the elite for as long as you can withstand the growing swarms. The hard time limit doesn't start until you kill the elite.
Just because it's not to your personal tastes doesn't mean it's broken and needs fixing. Not every game is going to be to your liking. People have different tastes. YES we get others who ♥♥♥♥♥ about those things here. Because that's what people do on game forums, they whine. This game's not for you. That's fine. Move on to something else instead of trying to force change to cater to you when others are enjoying it as it is.
No, that's a staple of the genre and if a player doesn't like that he should play a different genre game. That's not a problem with the game, BUT it's also not a problem with the player. The problem is when someone unfamiliar with the genre comes in and starts demanding these core features be changed and claiming the game needs to be "fixed" because of them.
Any game with a progressive levelling system is ALWAYS rough at the start and will always take time to get to a point where it feels good.
This is one of my issues with the Steam 2 hour window refund policy. As a game such as this can take more than 2 hours to really feel it out, most of that 2 hour window is spent being frustrated so you have to decide to stick it out or refund and miss out.
As this was only a $12 CAD game for me I'm fine sticking it out, but if this was a $30+ game I'd have serious problems with that and why I generally don't buy Early Access games if they are expensive or high dollar.
Unlike the rest of the games of the genre you have path blockers which you have to stand in front of to remove, and you have a specific power-up which speeds up that process(the game's whole gimmick). The inclusion of this slows down the progression of other power-ups and hinders your general mobility. The payoff for mining is more upgrades, however the same can be achieved by simply focusing on killing all of the mobs. Not saying one should be a priority over the other, but given the general length of a stage, and the downtime you have for mining where you're not swarmed, it's not worth risking your life over, unless that's part of the hazard requirements.
Speaking of down time where you're not swarmed, that should be the case for Hazard 1. It needs to be an introductory stage for new players. I'm all for increasing the number of Hazard levels, so long as it nicely balances out the difficulty for both newcomers and people who have capped everything.
Additionally, this game locks power-spike upgrades(overclocks) under achievements, and don't allow you to utilize them in your initial run. That again, goes completely against the genre's norms.
I'm not dissing the game because I dislike it, I wouldn't have spent 40h on it, if I didn't enjoy it. But, there are many rooms for improvement and I want it to be more accessible.
More players = more money for the company = more content for the game
And that new content can be new game modes, hazards, stages and weapons. Don't we all want that?