Installa Steam
Accedi
|
Lingua
简体中文 (cinese semplificato)
繁體中文 (cinese tradizionale)
日本語 (giapponese)
한국어 (coreano)
ไทย (tailandese)
Български (bulgaro)
Čeština (ceco)
Dansk (danese)
Deutsch (tedesco)
English (inglese)
Español - España (spagnolo - Spagna)
Español - Latinoamérica (spagnolo dell'America Latina)
Ελληνικά (greco)
Français (francese)
Indonesiano
Magyar (ungherese)
Nederlands (olandese)
Norsk (norvegese)
Polski (polacco)
Português (portoghese - Portogallo)
Português - Brasil (portoghese brasiliano)
Română (rumeno)
Русский (russo)
Suomi (finlandese)
Svenska (svedese)
Türkçe (turco)
Tiếng Việt (vietnamita)
Українська (ucraino)
Segnala un problema nella traduzione
This game is force by devs and community just stick to that role. This game is not about just staying in one episode, (if your a free player, didn't paid for other episode), because remember yall say you be going back and forth. Well some people don't want to gather ingredient's for alchemy, it's easier to buy from npc or just buy the pots outright. So no content for those player because again they don't want to mindlessly just build a record for carpal tunnel. Yall rebuttal is do it either way or this game ain't for you.
If you remove fighting and just stick to purely grinding other skill, then you are just grinding for a cape of achievement.
so again I see both side here but at the end just beating a dead horse, either grind or wait till devs actually put content that forces you to have gear in each episode so that it will be WORTH IT.
Atleast the other skills are somewhat unique. With some exceptions. They feel different to use and I get you cannot do woodcutting in a mine.
But in each episode, I swing the same looking weapons. Its EXACTLY the same thing. Also theres lvl scaling in the game, so technically everyone always begins on the same footing since mobs for veteran players will simply be harder then mobs for new players. So That argument is just false.
there is simply no reason for this to exist other then the fact they cannot change it now because they are to far into the cycle. Its just a objectively bad system.
The way it's currently implemented there might as well not be a combat skill. The only thing that really changes is the amount of silver and xp you get per mob but it's not meaningful in any way. The only thing it is currently doing is gating side quests.
I don't think it's bad design just bad implementation. There are multiple ways to make it work but it's all focused around providing purpose and meaning behind a combat skill.
I'll use OSRS as an example. Not because I want OSRS 2.0 but because these games are as similar as they are different.
OSRS to me had a core gameplay focus on exploration and adventure. Combat in that game fed into that in multiple ways, unlocking quests, farming key items, along certain areas possible to be explored, and with static levels and equipment had meaning as it meant if I was struggling with a certain area I could come back later while stronger and not struggle or not even have to deal woth aggro at all if strong enough as well as creating those big milestones to strive for. Brighter Shores is only checking the quest block and thus becomes arbitrary in the process as if it is just stats determining whether or not a boss that you can only fight once is relevant it becomes a check box not something dynamic or meaningful in how the player engages with the game world.
Foraging and Gathering is another example of this. Foraging and gathering work almost the exact same and arguably could be combined to a single skill with a greater amount of milestones. Breaking them apart for the sake of episodes doesn't seem to be providing any addition meaning or substance to the skills other than again as a gate to certain quests and features.
As I've played I have greatly enjoyed questing more than any other aspect and thus I assume is intended as the core gameplay loop. But I would argue is too focused and has relegated skilling to nothing more than a check box to be ticked off to get to the good parts. But this is just me for some mindlessly hacking away at an xp bar and watching numbers increase seems to be more than enough mental stimulation for them. I don't mean that in a bad way dopamine is a he'll of a drug and I relate however it only gets me so far.
I beleive that Gower is competent and pushed the leader board to try to mitigate this to some extent and give an additional extraneous goal. But this is one that only caters to certain types and will probably only be met with middling success for a short term.
Ultimately I think there are core flaws in the current itteration that I beleive Gower and his team recognize and are trying to address in a way that doesn't detract from those that have invested time in other areas or in combat itself or so I hope anyway.