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If it's still a chore keeping them away, then grab a friend or two to spilt the trouble.
Admittedly early game is gonna be a struggle until you get stronger but options open up quick.
if all else fails, like souls fashion, Invest into Vitality.
I think this response hits the nail right on the head to OP's issues.
For your info OP:
I picked up a bow at level 1, selling off my defensive gear to afford it, made sure my character in the creator only has TWO dex and ONE vit, as to not inflate my damage with the basic bow or survivability, and I rushed into the Dungeon at level 2.
From what I experienced and can summarize what you went through, you were under-leveled, experienced enemy damage reduction due to level difference, probably didn't allocate your stats, and refused to learn basic game fundamentals like blocking/dashing/kiting. I died three times but finished the Dungeon using the basic bow and only having a max of 24 HP, with most of my stat points being thrown Dex. And before you state, "the game didn't teach me any of that" neither did it for me. I sat and took the time to learn the mechanics and study what was happening on screen, and I have a learning disability for christ sake lmao, so idk wtf your excuse is
Enemies in the dungeon were not "instantly respawning" as stated above, they come in waves, so you were not properly managing your by time and slacked off getting caught off-guard in-between waves spawning, and you're clearly pushing into zones in the open world that are far too high level far too quickly causing your already skewed misunderstandings of the game mechanics to be further punished.
I think you are overvaluing your skill-level and heavily underestimating the game, given how quick you are to state your gaming credentials. This game is attempting to humble you, and I'd learn from that. Or don't and refund it. The choice is yours. Either way, stop trying to bend the game to your will because of your refusal to learn/understand the mechanics in front of you.
I think the case has been closed on this one lol
PS: Now I'm being an ass as it's evident you've refused to do your due diligence
like, massive.
like, you cant follow warframe news at all without hearing about it massive.
/shrug
I wasn't even trying to diss the game at all, in fact I said I rather liked the premise of it.
But I made the most egregious of errors, suggesting that maybe the first few rooms with enemies shouldn't have instantly respawning enemies that kill you in like 3 hits flat to at least let you get used to combat in the game without running you through the wringer.
Like, literally the very first room that has enemies in it, the enemies are doing like 6-11 damage and you start out with 27, so .... seems a bit excessive. And if I'm "underleveled", I'd love to know how I was supposed to get level ups before fighting the first enemies in the game, lol.
But nah, there's always sweaty tryhards who look down their noses at people who maybe want a little time to learn a game before it throws you into the fire.
/eyeroll
I mean, most games give you time to learn them and such, but nah let's not do that. And I love the assumptions everywhere. Yes, I did put points into Dex. I found a couple pieces of armor dropped by enemies and put it on.
Didn't really seem to do much of anything though, to be honest.
But, you know, I come in here, trying to be polite, not dissing the game, and people throw jester badges around and talk trash, and use belittling tones and frankly it's getting tiresome.
There really doesn't need to be this kind of toxicity just because someone suggested that the game not be so harsh from the very beginning. But if this is what the community is like, I think I'mma take a hard pass.
I don't know about any of that because I am by no means a try hard. in fact if I find a game gets too difficult or obviously not play tested I will attempt to refund it. so i will attempt to make some arguments against it.
There is no punishment from dying as far as I can tell, so the slimes respawning could or at least should be considered a good thing because 1. you can farm them until you feel like you have a hang of the combat, and 2. you can farm them for level ups until you feel more comfortably.
I will make the argument that this game has horrible conveyance. One of the first skills you can unlock is called recovery. I missed it for a while because I didn't want to start throwing around my points but after getting in the crypt and getting beat up by a ghost with a scythe I finally clicked K which the game had been reminding me to do since my first level up. I do not know if that will curve your opinion but I got all of this out of the first hour. I'm certainly not trying to change anyones opinion but it seems like the games still in its infancy
Honest opinion here, I think most of this can be solved with practice (don't worry you will get better at it) but the one thing I do think would make sense is if there were just an extra 5 seconds between waves, not because it's desperately needed or anything, but because it would just be nice to have a few seconds to heal and breath before the next wave spawns. Also my hands start to hurt really bad by the end of a wave even though I'm winning, 5 seconds would be helpful to rest.
I also feel like most of the time, not enough enemies are spawning in each wave, and I think that should be increased.
So, I'm Lv6 and even enchanted a bow I found in the dungeon that was way better than the starting bow, and I got a quest to go to some Terrace or some place to fight Slimeks.
Ok, sure. But of course, the infinite respawn thing happens again. There's like 20 regular slimes and like 10 slimeks in this area and you really can't fight a slimek without getting 10+ regular slimes all over you.
It kinda seems like you really need lots of AoE abilities, but... apparently you don't actually learn anything until Lv10... so not sure why they'd make these enemies Lv6 and the quest to kill them Lv6.
But it seems to ONLY be the field areas where stuff just keeps respawning constantly.
And then it goes nighttime and greater wisps start spawning 3-5 at a time and by the time you kill them off, more are pestering you.
The dash thing does help a bit with not taking damage (woulda been nice if the game woulda mentioned dashing, pretty sure I don't remember it... also the default keybind is really strange, changed it to L-Ctrl like any other game), sure... but the respawn in the field areas, sheeesh. It'd be nice to actually be able to fight the enemies I'm after without being constantly harassed by other stuff.
Suppose I'm supposed to just grind in the dungeon where it's only waves of stuff instead of an endless quagmire of respawns.
This isn't like Dungeon Siege where you drop all your items and/or lose half your money upon death, thankfully. In a sense the closest game I can compare it to, funnily enough, is Dungeon Siege: Throne of Agony, AKA the forgotten PSP spinoff that turned the series into an ARPG way 5 years before III killed the franchise. In that game, you just respawn back at the entrance of an area, not unlike how you respawn in those shrine thingies at the beginning of dungeons, with zero other penalties. Strange minds think alike, I guess, given all the uncanny and 100% unintentional similarites Atlyss has to that game, with this being one among a sea of many.
All that equipping a shield does is make you take less damage and autoblock attacks that deal less damage than the shield's threshold blocks. It's not a must have, but it's handy if your playstyle is based on tanking instead of dodging.
Could the game's tutorials be handled better so that you aren't going through a trial by fire when starting out? Yes, absolutely. Remember that this is still very early in development, meaning a lot can change, so ignore the Jester awards, your feedback is valuable towards improving the experience for everyone.