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报告翻译问题
- crystal golem (poison) (sword or hammer)
- well training perk
- full skelos
- be happy
People aren't likely to use golems when out adventuring because of the inability to heal, so usually these will be gatherers and base defenders.
It doesn't really matter. Crystal Golems are the only ones with even slightly decent armor, and the lack of healing is a huge drawback. Enemy NPCs in general can still hurt them, and "miniboss" or "world boss" class enemies totally wreck them. I had an iron golem with me and got pounced by a single skull Sabertooth, and the golem lost half its health in the time it took the three of us to kill the cat. (The other was a t3 bearer in heavy armor, who did way more damage and took way less.)
The golems are *way* overtuned, especially considering how many enemies seem to count as either using Star Metal or just ignore their armor. They *really* need the ability to eat rocks or iron or blood crystal and slowly heal out of combat. Right now, they're just decorative statues that chew up thrall limit. :(
They're not supposed to be mass produced T4 fighters in godbreaker armor. They are an expendable tool that you use until it breaks, then replace. Somewhere between the cannon fodder that is zombies/demons and your permanent thrall/pet followers. You don't have to spend time training them and they can come with extra features like poison gas or a buff aura, but they cost some resources to produce and will eventually wear out and fall apart.
Could they use some adjustment? Probably. They're still a pretty new feature after all. They might need to be dialed in a bit. But don't go thinking you should be able to replace your army of Dalinsias with iron golems and not suffer any drawbacks.
You don’t seem to be reading what people are saying. He never said they are powerful. He talked about how they may be able to harvest alone in the future. THAT would be powerful.
Or I could use the same setup with literally any other thrall in heavy armor and a couple bowls of gruel. At which point even a T3 follower would still be a combat upgrade. Doubly so since a follower can just, you know, hold a different weapon if I want to switch from "murder everyone" to "capture the T4."
The golems harvest tiny amounts of stuff, very slowly, and unless it *is* a crystal golem they have the same inventory limits as a bog standard shaleback. Or less.
I read exactly what he said. They'll harvest on their own NOW, at least as long as you are in render distance. It's USELESS, because they move even slower when they aren't following a player. At double default resource rates, an Iron Golem harvest about 10 rocks from a boulder, and is too stupid to prioritize iron ore nodes even if that's the only thing it's been told to harvest. And they need a whole squadron of thralls placed around them set on "kill everything" and with max aggression radius, because they SUCK at fighting and any damage they take is permanent.
I've watched them harvest. They prioritize picking up individual rocks and sticks. They wander all over the place, so if *anything* spawns pretty much in LOS of where you left them, they *will* eventually get close enough to be attacked by it, and they SUCK at defending themselves. And lets not forget that if you're letting them run on their own, they'll eventually be attacked over, and over, and over as the NPC respawns.
And they are NOT a good option for harvesting, because casting Cull Resources *ONCE* will get easily as much basic resources in TEN SECONDS as the golem harvest in half an hour. Pair with a caravan pet (or two for War Party) or flying home via Air Bat or just doing it myself if I've switched to a harvest build (and don't move slower when encumbered.) I can go to the resource patch next to the Tower of Bats, hand mine pretty damn near *ALL* the iron and use Cull Resources to fill up on stone, wood and fiber in about half an hour, and have nearly enough iron and stone to fill a sixty slot "Unamed City" brand kiln. Meanwhile, the TWO golems I have outside my base, where NOTHING spawns that will eventually kill them, take TWO HOURS to fill their measly 15 slots of inventory each.
Something Ive wondered but not tested: does well-trained perk do anything on Golems since they can't be healed? With other thralls their health bar increases but they don't gain health (have to heal) when you put them on follow.
They were intended more for server play where player resource gathering is at 1x. On a server they will continue mining even when players are not around because the whole server is being loaded. In this context, even 1 stack of stone or logs per hour is perfectly reasonable since the golem will be functioning while the player is offline. Provided you're on a PvE server with reasonable people and aren't exploiting major resource areas, or are on a PvP server with a bunch of clan members who are claiming parts of the map, they work decently well.
Even in single player, if your base is near a resource field, you can get a decent amount of extra resources now and then from the time you spend tinkering around your base. It is still stuff that you aren't having to harvest yourself, made easily with parts that you just collected as loot while clearing camps.
It is not a replacement for thralls, it is not a replacement for player harvesting. It is just a disposable passive way to obtain basic resources.
Sure, but even a slow trickle makes a difference if they could harvest independently, without having to be on follow. The devs said they want to introduce this in their dev video.
I was kind of under the assumption this is how they would have worked when first implemented. It was a big let-down to see they don't function this way yet... if ever.