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I've played stardew valley enough to get all the achievements, I've played it vanilla and modded, I've got a decent couple 600ish hours in it. Stardew valley is a cutesy simplistic game at its core. This is supposed to be a more dark themed, half-serious , semi-realistic game.
Besides, the weapons in stardew valley were not balanced with regards to energy consumption because that was never a concern. If they were to take some energy on swing, the starting green slimes would have to be 2 shottable with the starting weapon at worst.
This is entirely opinionated, but I'd argue that a game without a challenge is just a mindless distraction. There are already people complaining about how the prayers are now "broken" and give no money, when in fact they've been fixed. Those people feel like they'd like the advantage of affording to buyout every store, but then at game release, if that was kept like that, everyone would get bored and stop playing it after 2 or 3 days because you reach endgame too fast.
It is a delicate balance to achieve when making games, between grind and content. Too much content means alot of costs on the development side. Too much grind and the playerbase diminishes, because people don't want to waste time doing the same thing over and over again (or do they? DO the players even know what they want?). After a game kicks off, modularity and moddability improve its "survivability", that is to say, the time it can stay relevant, considerably.
In my probably over 100 hours of gameplay so far, I've not felt it too impactful that weapon swings cost energy. Heck I don't even take my weapon with me most of the time, because I just run past bats and slimes in the wild, and that only early game, and maybe in town when smashing certain barrels for items, later on you probably won't even care about energy since you will have access to ample food supplies (provided wine gets nerfed because it totally should).
And here's another thing, if weapon swings would take no energy, traversing and clearing the dungeon could just be done in one whole seating, no matter how many levels, since you would not need to sleep, and it's likely all enemies will have a mechanic that allows you to not take damage if you play it well. For slimes, it's keeping a distance and striking after they bounce, for bats, its backing off when they prepare to charge, and triking afterwards, for iron maidens, you just walk behind them as they swing, and then hit them, etc. .
By comparison, stardew valley weapons don't take energy to swing because progressing in the mines/caverns ALREADY use up energy or resources, most of the time you need to dig quite a bit or use bombs to traverse. Here you just have to kill all the mobs, with an optional scavenge some wood and iron from chairs. Where would the balance be in no energy/swing here?
By the way, just saying, but it was possible to gather honey faster from beehives by swinging your sword at them prior to 0.675
I do see your point. After some practices and get use to, plus the right kind of foods. The energy using in dungeon from swinging sword is not a big problem anymore.
It make sense why Stardew valley work that way and GY keeper work this way. I did got used to rushing through the dungeon/mine from stardew valley. So the no energy swing would help run 5+ floor per day quicker. But in GY keeper. You don't need to rush 5+ floor like that. And it does make it different, unique, and fun in a way.
Maybe after more weapon and armor upgrade. The energy cost will be lower and even more easier to manage. That would be kool to fight bigger harder monsters and be able to gauge
your gears+tactics vs. monster dificulty though out the higher level dungeon.
Can not wait for try out more contents of the game!
See? If you take some time to think about the repercussions of making swings free, you kinda understand that there still has to be a progression lock of sorts to prevent the player from breezing through the dungeon. Something like energy consumption is needed for balance purposes. Maybe currently it might not be the best idea though.
IF they really would change swings to be free, they would still have to implement something like blockages in the dungeon along the way, that are hard to clear and you need to shovel at them for quite a bit of energy loss ( cuz it makes no sense how your church basement has 4 sets of debris to clear, yet the dungeon is all intact and stuff). I'm not saying the blockages would require resources to fix, that could get tedious, but just energy bumpers of sorts.
This way pple would not be able to complain about sword swinging using the lame reasoning that "they can't defend themselves", but progress would still require energy.
Otherwise think stardew valley, but going through the mines all over again but with no naturally occuring rocks to block your way, only ore and the exit uncovered every floor. Where's the fun in that?
At least there is something which makes food exclusivly useful.
Currently you would actually need no food at all, because you can sleep. But the dungeon forces the player to cook.
Also, is there a way to build up the pc to have either more total energy, or become more efficient at work, thus using less over time? With the RPG style of unlocking abilities, it seems obvious for this to be possible.
You do that when unlocking new tiers of tools. Iron tools are a must, early game, as they reduce energy consumption by half, and are faster. Then there's steel tools. They are faster, and of course more durable.
As for weapons, there seem to be 2 weapons currently in the game, the starting rusty sword, and an iron sword you can unlock and craft at the woodworking bench that deals twice as much damage per swing.
If I'm really getting what I want I'd like to see the tool decay removed too.
Nah, people soon will start suggesting they remove the gameplay from the game, just make it a long cutscene, they can't be bothered to play it, you know...