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So in the end, camping isnt punishing at all.
Not paying enough attention is.
And always should be.
There are a couple times not to. The most obvious is when you have Shieldbreaker and a nightmare coming, since it won't stop that and you won't be ambushed by anything else anyway. Buff Shieldbreaker instead.
Another is if you don't care if you're ambushed, or if for some reason you want to gamble on a little extra loot and again, are pretty sure an ambush won't be a disaster.
As was said above, it's safer to bring an ambush prevention skill and use it when you're not feeling confident you can handle an ambush with ease. Else you might lose more than you gain from it (as you personally experienced).
If used properly camping helps. A LOT. You might want to camp right before a boss battle and buff your dmg dealing heroes greatly.
Another big advantage of camping is the ability to buff scouting, which is the best way to not get surprized, get shuffled, step into traps. You'll know quest locations, you may move through the dungeon on the safest or most lucrative route that you wish. Here's to buff scouting.
iam 150 hours in, but i remember my first camping very good.
You always start the game with Reynauld, a Crusader and Dismas, a Highwayman.
These features are not randomly generated: the player will always begin the game with these 2 characters.
Both these classes have a camping still that "prevents nighttime ambush". Any new player who actually looks into his heros and reads some skills, in the safty of town, will know that there is some kind of "nighttime ambush", because you see stuff that prevents it.
Remember that this game gives you nothing. In a time where videogame bad guys make totally sure that you know ther weaknesses beforehand, the great Horrors in this game actually try to win and defeat you. (You know, like they should).
Starting out, i always stayed away from medium and focused on short dungeons. The idea was clear: Most important of all is to get everyone home alive, doing the mission and looting comes later. And if this means giving up in the first room because you forgot to take important items with you, than you give up in the first room.
When i camped, i prepared for a fight or i didn't camped until i could use prevention skills (which i saw in week 1).
When i actually took the chance and was ambushed the first time, i found out about the ambush rules and they hit me hard, but i pulled it without any deathdoors.
All in all, the game does give you a fair warning if you pay attation. But it will use the first chance when you are careless and take you for a ride.
You have to look for any clues. You have to double check everything. And then check again. And then check everything over again. Traps can be everywhere, foes can be anywhere.
You are playing against THE HORROR, and the horror really wants to win. It's not going to offer you free hits if you miss something.
If you want a enemie that helps you and holds your hand if you go in blind, you came to the wrong game
Seriously, there is a difference between punishing and downright 'har-har stupid player doesn't know the mechanics yet'. That's just immature design. It's a question of respect; I like a challenge but I'm not a masochist. I completely understand what they're going for, I just think this part in particular is weak. All it would need is a line in the popup that says 'btw there's a chance for an ambush after camping'. That's all it would need.
now if this were thirty years ago then yeah okay roguelike whatever okay
but this isn't thirty years ago
these days there is internet. there are wikis
i for one welcome our new internet overlords
You're going to miss a lot of things the first time unless you pay perfect attention, but the first time I camped, I moused over everyone's skills to see what I could do, and had two separate skills (Occultist's and HM's) that said "prevents nighttime ambushes" and I just like didn't like the sound of that very much, so used it.
Pretty much this. I read the ominous warning on it that made it clear that this was probably a bad idea, contemplated it for a while and decided YODO. It was early in the mission so I had full health and wasn't stressed. Nobody died, but everyone was wrecked and stressed out, so I had to abandon the mission.
It was actually the tentacles after killing the Shambler that caused the worst damage because I wasn't aware of their self-buff.
On-topic: Being punished so much for 'camping' when the dungeon was already cleared of enemies just seemed like a real ♥♥♥♥-punch; and I do not think it would hurt the game just to put in a bit more clarification for this one. It's a game-mechanic that is contrary to most other games even of the same genre. I'm not saying I'm right, just that it's an issue beyond just 'growing up', because the game-hardened players are the most likely to fall for it.
Secondly, 'refer to the wiki' is not a great answer IMO, because that defeats the whole point of playing by common sense. It wasn't that I'm not cautious or sensible, I just assumed because in no other game have I experienced an ambush mechanic for camping. Am I going to check the wiki for a mechanic I don't know about? No, of course not.
Thirdly, if the game really intends to be so punishing as you all say, then why do the first two characters have 'no ambush' abilities? I would honestly rather clarification and then not have the ability to avoid ambushes, or make it something you unlock later on.
All I'm trying to do here is get you guys to actually think about what I'm saying, rather than just dismissing it, thanks.