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It's difficult to consider the big picture for an unfinished game.
Do us all a favor and get some facts from playing the game. THEN you can start posting opinions on the forum.
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I have two characters on the new patch, one is level 8 Jonna electromancer, the other is level 7 Velmir.
With the electromancer, I slept before going to the first dungeon. Sleeping gives you the "Vigor" effect, which prevents Fatigue from accumulating. Effectively, as long as you have Vigor, your Fatigue = zero.
Vigor lasts for up to 1500 turns, depending on how long you sleep.
With Velmir, I didn't sleep. I cleared the bandit dungeon right away, and I had 8% fatigue when I was leaving the dungeon.
First debuff from Fatigue appears at 25%, second at 50%, third at 75%. You can explore without any worry. And you can even buy a bedroll and take it with you into the wilderness, and sleep to recover anytime you want. Plus there's gazilion bandit camps with beds generated all over the map.
You just made hes point, all you are trying to explain is 100% not fun.
It's not that the game couldn't be fun with even more hazards and hassle if it was a game where the player was mechanically motivated to explore. Like, if the game had no towns but just had you trucking through the wilderness trying to stay alive and if the points of interest were, like, shops. Then the mechanics would make more sense.
It could turn out quite alright by the time the game's finished, as long as the devs put proper enough motivation for the players to want to explore. Right now it's all challenge, but no point to it. Doesn't even matter if the challenge can be overcome, it can, it's not even very difficult, it's just that there's no point to it.
No, you don't need to micromanage fatigue - just sleeping is enough to largely counter it, as Psojed already mentioned. No, you won't run out of energy in 5 tiles walked unless you cast a late-game spell for every step you walk. No, adapting to it doesn't even have any additional learning curve - because it's already incorporated into your usual gameplay loop and not deviating from it is already enough to completely mitigate it. The main source of accumulating fatigue is prolonged fighting which usually happens in dungeons. With tweaked spawn rate you're free to explore as much as you like, and camps are so common now you don't even need to return back to towns.
And all this stuff about "caravan breaking" and "getting random illness" has nothing to do with how other game systems are designed.
An ageing mechanic? maybe
tripping while walking? maybe
addiction to alcohol? maybe
skills failing to activated because your not there mentally? need motivation? maybe
been wearing the same outfit for too long so you get an debuff? maybe
fighting in the rain and getting sick? having a fever? maybe
your characters is now bipolar? mood swings? depression?maybe
your nose was itching mid-fight? it made you open to get hit? maybe
at some point if they add boat travel will you get scurvy? maybe
your character smells? need to take a dip in the water? maybe
im surprised there's no restroom mechanic after consuming lots of items
Im just messing around of course but I just feel that every other new patch I know there is going to be something else Ill have to keep an eye on that's going to determine my RNG in combat with the addition of whatever happens during the fight. Its like "woah they added this cool new thing" then look down and be like "Oh i guess we have to deal with that now...whatever". For more challenge and excitement? for more realism/immersion? sure
I think if there were a way to put some of the debuffs on enemies like thowing beer at them to making them drunk or something would be cool(if you can already idk been a minute). Im aware most of these additions were just added unto already existing mechanics, but that don't mean they can just add a new one. Or even removing something (which i doubt) since its still in beta.
Theres the fighting aspect then there is being in tune with yourself before going out on a adventure. Its whatever, there are harder more tedious games with similar mechanics.
And I think more people should be aware of that and provide feedback on adjusting the numbers when they do rather than complain about it. Because as I said removing these things will be more difficult in the future when they add more mini-management systems. so finding some sort of enjoyable but still harsh/fairness is important but what do I know
I think some pop ups or tutorials on how important sleep vigor buff is and another popup for skill/magic usage affects fatigue on first skill usage is needed however for new players, all these people keep posting the same complaints when they just need to try them out properly
Addiction, bi-polar, mood swings? Maybe. Mental health is set to be expanded and re-worked. Personally I'm hoping for paranoia... fake "?" showing up all over in the fog of war, random dog barks or wolf growls... would be fun to suffer through.
Nutrition and diseases are also set to be expanded and reworked... good luck drinking from that stagnant lake after that.
As to the rest? Not planned, but feel free to make suggestions. They could always add more.
As to enemy status: Throw alcohol or oil to make foes have increased fumble chance and lowered fire resist. Throw water flasks to make them wet (and have less electric and cold resist) throw bad potions (sleep, blindness, etc.) to cause their effects on foes. All of that is already in the game.
While rare, there are also acid and poison flasks too