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
And btw for caravan you just need the area "explored" from map (the one you buy) to be able travel there, you do not need visit the place personally first.
There are some legitimate issues with the game (ie, doing lower level dungeons is far more safer and possibly more lucrative than doing higher tier dungeons), but the stuff you listed isn't it.
Because they live in the steppes. It's their natural habitat.
Because they're territorial and don't like intruders.
Because they're herd animals weighting approximately a ton and a half while also being able to reach the max speed of up to 50 km per hour. They can crush a regular car easily sheerly because of the basic physics laws, let alone a lone human.
They also have a very short vision range and a really long threatening phase, granting you about 12 turns to get the hell out. Why do you keep bumping into something clearly dangerous and not meant to be messed with early on?
Because wilderness creatures are naturally fast and you're no Usain Bolt unless you invest in relevant skills. Or buy a net or a smoke bomb or any other tool for situations like these.
So you wouldn't make these tiny mistakes. Also I wouldn't say that walking straight into a bison herd while they give you all kinds of signals to leave is just a silly little hiccup.
Because you're mercenary doing all kinds of heavy fighting, long range walking and loot carrying, so you have to maintain quite a filling diet. Also it's not that bad unless you abuse rest mode to heal your injuries, which you shouldn't really do - there's medicine for that.
Because the country is ravaged by war and is not named Tesco.
Checking out food vendors and inns usually helps.
Contracts yield more, but if a player wants to optimize the fun out of the game by doing the most tedious things for minimal gain, we can't really stop them. Though the ability to sell fodder back is an oversight.
They're cleared. Nothing to do there.
It's literally explained to you by the very former questgiver. Directly.
Brynn is meant to be a commercial hub you come to buy upgrades and sell the goods. The rest is reserved for the main plot and yet to come mechanics.
It's less time-consuming because of the increased walking speed animation and the caravan.
Short answer - so it wouldn't be easily abusable.
Long asnwer - 100 crowns is quite a cheap price to pay for the convenience if you plan to die a lot, and the inventory space it takes doesn't matter because it's a one time use item that you will you use before getting to the dungeon anyway.
Buy a paper map first so you wouldn't need to.
Buy fodder if you don't want to gather it. Grabbing a few herbs and berries on a walk back genuinely isn't that much demaning.
Why should there be? Walking back alive and unscathed is a big part of the gameplay loop.
Because it's subjective, and losing is fun.
And why do characters path onto spotted traps? artificial inconvenience ≠ difficult
I lold so hard at many of these and of cause every single one was answered correctly.
Op has no clue about the game, doesnt know the first thing about it, but maybe was educated in "game design".
The same studies that brought us into this mess of the millionth mobile game that "catch the player where he is at" and treats adults like children and warmwashes any spark of true creativity into the gutter.
I say eff them, give them no quarter!
Gameplay wise, to prevent the player from grinding out the same dungeon over and over again, which would be quite easily achievable with a weekly reset akin to regular dungeons.
There are currently 6 remote dungeons on the map, if you spend 2 days clearing each of them (which is roughly the average time it takes to do so), then by the end of the 6th dungeon you'll have the first one reset already. That way it's more interesting because you actually travel around the world instead of focusing same two dungeons.
Because traps are spotted with a single press of the button, and them being excluded from the pathfinding would mean you'll literally never step into them unless you decide to manually walk into one.
Pathfinding which ignores traps, however, creates tension by requiring player to keep close attention of their surroundings and pathing, and encourages disarming traps to not step into them accidentally. If you can forget about the traps you discovered while autopathing, then your character could also do the same.
specifically the traps part I also absolutely agree upon too.
it creates a connection between me the player being careless and the toon I play to be careless and maybe that leads to some bleeding legs in a dangerous dungeon
After 200h playing with several parallel chars one through endgame in this patch,
none of them were ever killed by a buffalo or a bear.
You can simply step away from them, it is that easy.
The times a toon was killed by wolves, a boar or gulons I was cocky
PS: Actually I may finaly get bison horns for quest when one volunteerily left the herd:p
As the Op is describing as far as food goes, the early game sucks. all the food items that meant anything seem to be gone (im not that far in) or severely diminished. I heard and its a valid point you shouldnt be able to sustain yourself on berries. in a pinch a handful would surely fill you up more then the game is now doing.
I like that there is now cooking. but the early recipes suck. also can you not remove the food item from the pots and put them in the pack?