Instalar Steam
iniciar sesión
|
idioma
简体中文 (Chino simplificado)
繁體中文 (Chino tradicional)
日本語 (Japonés)
한국어 (Coreano)
ไทย (Tailandés)
български (Búlgaro)
Čeština (Checo)
Dansk (Danés)
Deutsch (Alemán)
English (Inglés)
Español - España
Ελληνικά (Griego)
Français (Francés)
Italiano
Bahasa Indonesia (indonesio)
Magyar (Húngaro)
Nederlands (Holandés)
Norsk (Noruego)
Polski (Polaco)
Português (Portugués de Portugal)
Português - Brasil (Portugués - Brasil)
Română (Rumano)
Русский (Ruso)
Suomi (Finés)
Svenska (Sueco)
Türkçe (Turco)
Tiếng Việt (Vietnamita)
Українська (Ucraniano)
Informar de un error de traducción
I think it was just fine as it was since it was still barely worth the time, effort and resources needed for killing the mutants.
At least they seem to have done something about the useless planters or at least that's what's written in the patch notes
developers should take it with a grain of salt when it comes to these things because too often, "gamers" tend to argue just for the sake of arguing and the desire to feel important based on their game.
you add a feature for armor crafting and you want to scale them to both having a sense of realiability as well as making sure that theyre of any/enough value to the players, you have reptile skin, bones and creepy.
if one is barely that much more useful and requires a great deal of more sacrifice in terms of actually losing armor through out the fight or even resources in terms of poison/flammables, arrows or explosives then youll instantly render the option null/obselete.
nerfing was a bad option because of this, most players dont need that much armor to survive in this game and itll just make the use of creepy less attractive, the same way itll discourage players from fighting the creepies.
maybe the best option would be to add more and more varied types of protective wear and redesign the way of tearing in some way, add more ways of storing crafted items like these things
in my personal opinion anyway, i dont really mind since i find the resident evil approach is going a bit too far when i mostly enjoy the cannibal fights and survival/crafting parts of the game in general and seeing people with these monstrous gears is just way too fantasy/scifi-ish to me.
i still think its important to take these things into consideration to avoid bloating the game with redundant content while its still kind of starving from these types of content.
Personally though, I would have liked if armor in general was handled a different way. I would like it better if you still took damage to your health instead of it being directed to each segment of armor. But as long as you had some segments, you'd take much less damage, and possibly having a chance with higher tier armor to negate damage and only hurt the durability instead. That's just my opinion, anyways.
If it doesn't feel like a high tier and the lower tier is just so much quicker and easier to acquire then it's obvious that people will come to agree that the general consensus being that "bone is more than enough, I don't need the mutant over there"
And to use the nerf an item to justify a sense of difficulty based on an enemy is also a really bad road to take
A way better skaling and maybe something like a broken stat would be the better way to go.
Plus I dont really understand why they fear you if you wear red paint but not skin of their holy creatures. If it had these passive the protection itself wouldnt be this important anymore since only the bosses would attack you or animals. But well just waiting what may come in future what not.
(Edit: overall a penalty system for the enemies could be really interesting)