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I can't fault anyone getting frustrated starting out though. Some things could be explained better and it can be quick to roll anyone over that's not ready for what's going to be thrown at them. At the same time you can basically go at all the quests at your own pace, and quite a few are repeatable if you're just trying to level up more. Regardless, I know the thing of "practicing will make it more manageable" applies to any game, but this one can take a bit more if you're new. It's also balanced with multiplayer in mind, so if you can find someone to join you or go on to one of the public lobbies, it could make things a lil smoother.
But yet the game advertises itself as being singleplayer-friendly and claims that everything will be available and do-able in Singleplayer.
That's like, the whole reason I even tried the game in the first place. If it was forced Multiplayer I woulda never touched it.
I just think that the first couple field areas before the first dungeon could be tweaked a wee bit to be a little kinder on first-timer solo players. Not asking for sweeping difficulty changes throughout the entire game, just for respawns to be toned down just slightly to give you room to actually do something and not get swamped by enemies in the very first area you find enemies in.
The dungeon is actually easier than the field area at start, despite the fact the slimes are only lv1 because the enemies don't endlessly respawn in the dungeon.
Oh, and it'd be nice if the game would pause when you hit escape in Singleplayer, but eh that's just a small nitpick.
Don't always have time to finish multiple waves of enemies and then cast recall if something comes up IRL. Most games that do have a mix of single and multiplayer will have this function, so hopefully that eventually gets added.
You can play alone, but the focus is multiplayer.
Prior to that, multiplayer used to be technically easier even in spite of the health and damage scaling, because the aggro wouldn't be focused on just one person, plus enemies wouldn't regen their health if only one person dies. Now it's arguable that singleplayer is easier if you just keep a steady supply of HP restoring items and make liberal use of the universal healing skill.
Palword did an amazing job with its difficulty.
How?
Difficulty Sliders.
You can tweak everything from how much damage you take, to how much damage Pals take to how much damage Pals can do, you can even tweak the inventory capacity (by modifying the weight of items) and you can even modify how hard it is to catch a Pal.
Personally I think on the default difficulty (in Palworld I mean), you take way too much flippin damage, like your health gets deleted in 2 seconds flat if you take any hits at all, but hey. That's why we have difficulty sliders. "Damage done to Player: 50%" There. Much more fun now.
Now, I get this is a solo/small team dev, but conversations like this are a great indication of why difficulty sliders are awesome. I could tone the respawns down a little and be happy. You could turn them up and be happy.
The game rewards mastering the parry mechanic, but you can just as well just dodge things out of the way, which I would argue is much easier to do against projectiles because none of them have homing properties so far.
One final tip, as a bow user: You can get the scroll for Spread Shot, a universal skill, as a random drop. If luck is on your side, you can get reliable AOE for the Bow way before level 10.
shields only let you block hits under the damage threshold, and at worst are just extra stats
bows also let you stay far away from enemies, make use of that to kite them
Maybe this game could use something like that.
also just because you said you "played" dark souls doesn't mean you're good at games, you're good at dark souls, obviously not Atlyss. they play massively differently
Calling people try hards for just understanding how the game mechanics works while following up with a "/eyeroll" just makes you look ignorant