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
You could dump there the NPCs you rescued on ch3, and have them fish, do crops, eat sleep. And you have a new area to build. And you go out on expeditions to gather materials to bring back to your island, to build.
No new mechanics. You just reuse existing stuff, apart from the npc behaviour. It could be a cheap expansion to keep people busy.
Cant be done. The way the world works, the islands spawn around the raft. As soon as you get so far away they despawn, no island is permanent. The world spawns around your raft. They would have to rewrite the game to have a permanent base island that does not despawn when you move away.
I think it was, its not perfect but a good value... personally I think it had too much land stuff but I guess its the way the game wanted to go.
Judging a game on its last patch is poor, think of the game as a whole, as a new player starting out... then its more worth.
That is the cost of buying into a game early, you get to play early but you lose the experience of a full game later.
The puzzles were about as complex
The map needs to exist - sure it could have been broken up and scattered around somewhere, but that would have only added more scavenger hunting and legwork. There are close to 100 dig points there, how do you want it to be solved?
If you didn't need
1. A grill that runs on batteries
2. An anchor that can be controlled via the engine controls
3. A biofuel refiner that doesn't need to be micromanaged and has a built-in tank
4. The Juicer, which massively increases the time you can go between drinks
5. A battery with massively improved capacity
6. A device that recharges batteries for free
7. An extra two rows of inventory on top of the two extra rows of the existing backpack
Then what the hell do you need?
I'll concede that the titanium tools aren't all that useful; by the time you get them you've got so much stuff it's not too impactful to just keep crafting scrap/metal versions.
Literally none of what you expected was ever even hinted at in the game. All of it is out of scope, and some of it is arguably not a fit for the game.
Face it; your expectations were way too high.
With the "big" mmoo's, those games are designed so that a group of people can take on a bigger (and more rewarding) boss, something that one solo person has literally no chance at all of doing. When people CAN solo this game, and the only difference in difficulty level is that the player on "hard mode" loses their inventory, they quickly learn to leave their inventory at home. lol Plus everything else is actually even easier than solo cos they're splitting the labor and when it comes to the puzzles "two heads are better than one" etc.
What would a real challenge for a group look like?
Not only do they need more sharks (one extra shark for every person in the group) but the sharks need to attack more frequently and take less time to eat the raft. Animal attacks do more damage to the player. One bite puts the player at 60% health and the second bite puts them at 20%. Or worse, idk.
All the crafted items need to require more resources to craft. Harvesting items from the ocean floor needs to take longer. The sharks (some can stay by the raft but the rest need to swim further away when the raft is parked and the player is scavenging.
Oh and the tools degrade faster. The puzzles are harder, everything should be more difficult otherwise it's just a giant snoozefest.
But we're out of Early Access and the game is done with no more major changes, so my suggestion is to quit playing coop if you want an actual challenge.
I must somewhat agree with OP. As soon as we got the engine, there was no time between the story islands (1-2km)/no need/no titan to craft the new recipes.
And suddenly we completed the game without crafting half of the things.
- We never had a complete roof or good wood walls. There simply wasnt enough wood or reason to build a roof.
- No shoes, helmet or even a backpack.
- No crafted recipes that needed titan
- Only ate grilled meat, grilled beats or vegetable soup made with beats.
Why would anyone invest more time in a new tool than the new tool offers in return?
Walls aren't necessary, but a roof keeps seagulls away from planters, which in turn makes it very easy to manage bees to make biofuel for the engines and battery charger.
You can beat the game without crafting 80% of the stuff you get, but that doesn't make it useless or unnecessary.
There was no reason not to drive to the next story island. Driving in circles to collect debris would be somewhat silly.
We build a lot of nets. I even had to tear the "collection arms" down so that we could pass the ice in the arctic. We needed right from the beginning two motors too.
The flooring was enough protection for the beat farms and the bee hives. And even with feeding the biofuel production with beats, we ended the game with 20 fuel.(Heads as fuel was something we discovered later...)
And i failed to mention that we never recharged a battery...
I like that you don't have to build everything, but everything is worth building if you have the materials (and I can't get past Balboa without a massive surplus of everything).
I agree with the OP these items should have been of some use in the main story line when people are actually interested in playing. Giving them to you after you have killed the final boar is pretty stupid unless this isn't really the final chapter!