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At least early on.
That said...
I had 200 stamina and 400 health when I beat the Rat King. Now I have 420 stamina and over 1,000 health. With that, the boss in the 1st mine level over yonder bridge nigh wiped the floor with me. That spinning BS at the end was just brutal. I had what I though was a ton of health items and used the "I" key to go into inventory mode judiciously. I had to use it *all* and barely got out of there with 100 health to spare. I went from empty to full so many times I lost count.
This isn't what I signed up for personally.
I am leary now of pressing forward as I know that "bosses" will only get worse (better?) and I have a real fear of being stuck in a mission/mine/hazardous thingy unable to progress because of it.
I don't play this game for the boss battles. Heck, I don't play this game for *any* battles, defenseless critters included. Not all of us have the wonton desire to kill things, even if out of necessity.
It really would be nice to have alternative means to purchase supplies that you otherwise have to kill for. Not just the boses and levels, but the other items too.
At the very least, not being able and/or not wanting to give a fecal matter about a boss battle shouldn't stand in the way of progressing through the game. IMHO, that's just a recipe for negatives and unhappy players that will only get worse as higher levels with tougher bosses get added.
Just my 2 cents. 1/2 cent after taxes. YMMV. Not applicable in all states or territories.
Cheers..!
PLEASE!! GIVE US AN ALTERNATIVE WAY TO GET THE ADVANCED ENGINES.
I'm begging here. :)
Tbh think they could take ques from Slime ranchers extended beta and should focus on the micro of the game, flesh out early relationships lock the hearts and even remove some characters til they can reintroduce them as more rounded ones, with more dialogue so the heart raising (which is far to slow) isn't quite so repetitive. Focus on smaller areas rather then sparse content across the breadth of the world and really work on defining its identity before having 82 styles of combat/dungeoneering, none of which are very engaging, clothing you can craft in the demo but not the game giving the many drops less value and so many health recovery tools which all seems ineffective. On the upside then if the early parts of the game where more or less feature complete when early access players play you would get the sensation of missing so much and needing to reset progress to experience it in the future (again like slime rancher, major updates didn't change much to the game already there, story wise you might have had an extra letter or 2 on early days...which would appear in your box anyway).
However, she isn’t afraid to grind:
Farming
Mining
Social
Crafting
So I would have to agree with the others.
Running dungeons should be a short cut to supplies, not a requirement for those supplies.
You should be able to obtain all needed items thru alternative routes.. maybe have a mastery store for each skill tree..
There is 100 hard stop on her progression at this point
Options is the easiest answer to diffculty problems and to make the game excessable to the widest possible audiance and for these kinds of games.. You don't really want the stress. I don't know if the dungeon is nessecarily to hard but it does remove the chill of the rest of the game everytime your froced to do it.
I'd change dungeon timers as a failing thing and make it so if you complete it in the time limit you get an extra item at the end (like instead of getting one engine you get two) + 1 item per floor completed on time.. So take as long as you need but if you do it fast then you get more out of the trip.
They could also add some puzzle floors to dungeons so its not just all combat.. Be it things like Block puzzles or more creative puzzles that if you bring certain items you can use it to unlock extra bits of the floor (for extra loots or maybe other buffs and things for the dungeon). Like having power stones to open gates, or levers or wheels to make something work. That kinda thing. Adding puzzley spaces that require specific types of things would give a reason to craft a lot of the random things that are one time throw away bits. THe items needed for these rooms should be sensable for the dungeon they are in and consistant so you can plan for it.
As for time scale option I'd be all for that.. Have defult setting like now then up to double speed or down to half speed days (for people who want no time). Like wise the diffculty option could be 50% weaker or stronger enemies. That way if you want less hassle have less hassle.. want more hassle have more hassle. Everyone wins. People who like it harder can have it like now or even harder, and people who don't enjoy it so much can also have it.
I don't think combat should be removed or sidelined out of the game with an NPC nessecairly though but if its mad sufficently easy it'll still serve the purpose of mixing up the content, with out being overly stressful when thats not what you were playing the rest of the game for.
Its all about learning how to fight the different monsters, like the flame guys, even with 2k health one of them can almost take me out if I just stand in their fire and fight them, but if you hit them, run off while they do their fire thing and then finish them off while they reload its 0 damage. And being atleast the required level for the dungeon should also help :)
I can't progress and I'm tired of it.
Snailbob in the island mine took me out two times and he didn't before the update. Is this supposed to be a hardcore exploration crafting, mining game or what?
Why are all devs in games in the hardcore gamer mindset ? It destroyed Wildstar. ( the gaming world has changed more players are casual than hardcore these days and don't have the time to run the same boss 15 times to get their loot to progress). Insisting everything be hardcore mode ruined Wildstars chances of ever becoming the massive hit it should have been before they went ftp, I hope this game doesn't go the same way. Planet Explorer wasn't this combat intensive if I can remember rightly, just a crappy vehicle crafting system.
It's fine for those blessed with good agility, hand eye co-ordination, and reaction speed to battle difficult monsters but what about the rest of us? Our kids? If they don't do something about the difficulty I'll have to recommend Portal Knights instead for a decent all round crafting fighting game. I don't mind fighting a boss for loot but if it's solo how about an easy setting before you enter the ruins or a normal because the level right now is what I would call hard and unappealing and frustrating especially when it stops you progressing in the game. If I wanted to be doing hard and frustrating dungeons I'd go play an MMO.
Besides I think the combat is awful. If attacked by multiple targets my character won't draw his sword until he's taken several hits. I can't press forward and roll at the same time he just slashes the air and gets snotted by the bad guy lol. He's slow to run away or dodge and he sure doesn't roll far enough from the enemy. Some of the enemy still do a lot of damage while he's waiting to move after a roll because he's still too close. Could be me, could be the game, could be lag, but all I know is I find the combat sluggish and it doesn't help my survivability at all as an average to below average player who wants to play this game and have fun.
But I also feel like there's just some whining. "I don't want to learn to fight, equip myself better, bring items, or level up. I just want to progress, progress, progress." Then when the game is too easy A) half the people quit because there's no challenge, B) The other half quit because they've completed all of the content because none of it was hard and none of it required "doing chores" and so it passed in a breeze. People would then whine "why don't the devs make more content?" not realizing how much time it can take to program in new content, especially when you pass through it in no time at all.
Ultimately a game like this does attract a lot of different player types, and I think it's good to have conversation about needs, wants, hopes. But gosh, reading some of this is just kinda making me sad. There's truly people who don't want any sort of challenge or thinking at all it feels like.