Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
So, if you take away The Other Ring, what do you have to offer a nomadic playstyle to make it even a tiny bit comparable to one with a village set down? Villages are enormously valuable. Expecting someone to just enjoy the game without one makes as little sense as telling you just not to use an Other Ring ^_^
It probably could use a little bit of a nerf. I think if it boosted only the three primary stats, and gave shielding but no additional health (other than what you get from the +15 stats), it would be very powerful without being gamebreaking. But I don't think it should go away. If for no other reason, it should stay in the game so that people having a hard time with the game have an easymode available so they don't get frustrated and quit.
Try this, perhaps; it made a big difference in my last game. Try playing with a self-imposed limit of one summon per source per game turn. You don't want a huge end-of-turn event like the dragon cave to show up and you've used all your summons for the turn, do you? If you limit the availability of the summon, suddenly those 10-14 card challenges get really tough again.
Rather than the Other Ring, I'd rather have split up accessory slots again (with normal accessories actually giving decent bonuses) and have cosmic seed maybe have different equipment skills based on what you put it in and be in place of a secondary essence. At least done that way, the game doesn't just stop being a challenge as soon as I get 20 pristine matter.
What's the draw to giving up something like that? A factory for churning out immense amounts of 4th and 5th tier stuff, plus wide food variety (the other node not visible there is a vegetable).
Btw, finding a set of clustered nodes that good in the ice island is rare for me. Are you playing on abundant?
https://steamcommunity.com/sharedfiles/filedetails/?id=1647561022
Notice I took no damage btw.
That's a good event, yeah. But it doesn't make up for the enormous benefits of a village, for my taste. Also, if you *do* have a village, I think you should get more events than if you only have gathering groups, since there are village-only events. Granted, none of them nearly so good as finding the dragon cave, or the stuck troll, or that sort of thing =)
I could have sworn that was what it was for.
I have similar settings. I also have normal instead of rare ruins and 200 carry bonus. For the record, when you're doing nomadic lifestyle, events are triggered by movement and turn end, so when your group gets big, you split up and get more chances of events. Works especially well if you're staying in reinforce range. With the village, you only get the chance at turn end. I have something like 20 people in that save because my people keep breeding, so that's relatively easy for me to do. If I'd gotten any more cosmic seeds (I only got 2 total because I'd spent my time exploring mostly), I would have had them go to completely separate locations. Also, since I wasn't particularly bound to an area, I also had a lot of higher tier races such as undead (breed a failed witch wraith with any to start the process of getting undead), orcs, and goblins. I was going to go for elves next before I lost interest.
When you have a village, you don't turtle up in it. You still have all the expeditions you'd normally have, but you've got a defended place to keep your stuff. When you're hurt, you can meander on back and heal up faster. You can drop off all that low-tier stuff, knowign you can fuse it into useful stuff later. When you have a village, you have every advantage of a nomad playthrough, except The Other Ring. So you get the movement events, and you get the village events. And your gather radius is huge, so you don't need two tiny camps burning 1 wood each per turn to get your food variety; you have one village, burning 1 wood per turn, and you're getting +16 or more gather bonus from buildings, and bonus movement when you leave, and bonus healing, and bonus RP, and faster research when you come back to town with the things you've found. You just don't have that amazingly OP ring letting one group waltz through everything.
The tradeoff is not "nomad or immobile", it's "One Ring or village". That's why the ring needs not to be a placeholder - there would be literally no benefit to the nomad play style - and thus no benefit to the greatest change worked into the game - if you had to give up your village for nothing.
Also, you do get the Other Ring when you have a village; it's just delayed until you progress the main quest adequately.
Drop off all those resources, spend a few turns fusing and crafting, and they're ready to take off again, food stores replenished and new and better gear equipped.
But current implementation of The Other Ring is the wrong way.
By having a town, you get increased material gathering, a place to store materials and building bonuses. You DON'T get an overpowered demi-god that can faceroll everything in game.
If I want just to win the game, why should I build a town? I'm invincible with 2 Other rings.