Instalar Steam
iniciar sesión
|
idioma
简体中文 (Chino simplificado)
繁體中文 (Chino tradicional)
日本語 (Japonés)
한국어 (Coreano)
ไทย (Tailandés)
български (Búlgaro)
Čeština (Checo)
Dansk (Danés)
Deutsch (Alemán)
English (Inglés)
Español - España
Ελληνικά (Griego)
Français (Francés)
Italiano
Bahasa Indonesia (indonesio)
Magyar (Húngaro)
Nederlands (Holandés)
Norsk (Noruego)
Polski (Polaco)
Português (Portugués de Portugal)
Português - Brasil (Portugués - Brasil)
Română (Rumano)
Русский (Ruso)
Suomi (Finés)
Svenska (Sueco)
Türkçe (Turco)
Tiếng Việt (Vietnamita)
Українська (Ucraniano)
Informar de un error de traducción
Items are expensive relative to SP Pokemon.
One of the last couple of quests on the island forces you to walk up and down the entire length of the place forcing you to deal with the tedious encounters.
Tem AI is built to attack your weakness no matter what, so you'll take damage and a lot of it, which means many trips to the center to heal, meaning an even longer more tedious slog just to do a quest.
By the time I moved to the second island I had had enough and quit. It's grindy like an MMO but it's not an MMO. Almost nobody likes MMO mechanics in their SP experience. There should have been a better balanced, more focused SP experience and then a separate online mode. That might have saved this game.
The entire story is designed to be done with a single person or co-op, and that's intended. It shouldn't require any of the 'MMO' features if that's not your taste. The story alone, for a new player, is easily a 40-60 hour experience... assuming you don't skip the majority of the dialogue and do some sidequests to give yourself some gear to help with your quest.
This week on the safari park we had a temtem I'd like to have in its "shiny" variant, the park has a x3 chance of spawn, that changes our 1/7500 chance to 1/2500, I timed how many times I could find a fight per minute 3/min, did some simple math 2500/3 = 833,33min or 13,8h of nonstop entering and leaving fights to find a "shiny' temtem.
That said you could get it on your first try or never at all, and even if you did you could still recieve one with max stats on the wrong places.
And this is one of many grinds in Temtem, I won't recommend it since I had mayor disappointments and the game was purposely made unfun by de developers.
There's a small misunderstanding here.
Firstly, I had a team of four or five Tem pretty quickly, certainly well before leaving the first island.
Secondly, the "MMO mechanics" don't mean co-op. I mean you've built that design into the game. It's grindier, quests have lengthy padding, no fast travel early on, repels that don't work all the way early on, in game item pricing that makes everything tight.
These are mechanics or design choices if you prefer that are typically forgiven if a game is a mandatory social experience, cause people are enjoying a community of people first and foremost and the game is simply a medium to do that.
You guys have a SP idea with design choices that make the SP experience weaker, again side quests and main quests that require lengthy walks to and from places I had already explored on the very first island to give that example again.
I'm not saying you're lying but in my experience Tem nearly always used super effective attacks if they had one.
I also personally feel that the game is not difficult. Tedious yes, difficult no. Outside of the first rival battle which is purposely difficult to win, I never lost a battle. But unlike Pokemon I had to battle with backtracking because the AI is more aggressive and does more damage. This just means more healing resources are needed.
Have you ever played Pokemon Insurgence for example? I consider that difficult, you face multiple challenging opponents with very strong and well set up teams BUT that game doesn't force you to grind in a tedious way to build that team. Early on it gives you the fastest tools to build a team, and from then on it's up to you to build a good team that can handle anything.
Tem Tem just made me backtrack every 5-6 battles to heal which isn't fun.
Honestly. You guys have heard us but you made the game you wanted, and that's fine. I'm just saying that despite wanting to like it, I don't. It's too slow paced and I say that as someone that plays 100 hour jrpgs and replays them regularly.
if your referring to tamers thats their job, but if your referring to wild tems you do realize that wild tems in the beginning only have like one or two moves? for example wild Ganki's only have DC Beam and Sparks there's a 50/50 chance they'll zap you and also remember that island one is mostly filled with Wind and Water tems so Ganki is king on that island.
Wouldn't be an issue if repels were 100% encounter blocks, and quests didn't send you down the entire length of the island multiple times.
By the time I had finished island 1, I had backtracked it so much I had covered at least Riverwood to Solitude in terms of distance despite the actual size being more like the entirety of Whiterun and surrounding tundra.
The game seems like it's purposely slowing EVERYTHING down. Again, multiple quests asking you to go back through several routes and towns, slow battle speed, no animation skip, expensive in game healing items, partial repels, no bike, no fast travel. It's hard to argue this isn't designed like MMO's, that is to say, a good game is made worse on purpose to keep players "engaged".
Sometimes that result is still fun enough to play for years, I don't find that to be the case here.
stop buying balms and buy healing fruits from the fruit stand on the second island, they're cheaper and heal by a percentage instead of a flat amount so they become useful the whole game. The best healing fruit restores up both HP and Stamina by 40% max.
https://temtem.wiki.gg/wiki/Matter-Transfer_Drone
https://temtem.wiki.gg/wiki/Mounts
And mounts are unlocked on the last island after a tedious quest.
So really, to unlock those features you have to complete majority of the game and for the most of it you have to run around on foot, back and forth between places sometimes for no real reason other than to just drag things out.
Somewhere on the second island, or starting the third, it gets more aggressive where random Tamers start always aiming for super-effective, inflicting maximum damage (with some buffing/debuffing), or using spread moves as much as possible even if it does most of their HP in overexert self-damage. Don't leave Tems out that can get hit super-effectively without a very good reason, especially if both opponents can do it. The others... you can take advantage by letting one slot tire itself out and wailing on the other slot or exploit certain traits. For example, the A.I. doesn't seem to quite understand Team Elusive Vulffy and will do stuff like lob Melee spread moves at it even though your other tem is double resistant. You can also bait moves too like, for example, have a electric-weak Tem on the field against two electric-using opponents and switch it to Electric Synthesis Nessla to basically net a free turn for your other tem.
Late game you'll start running into some "musical chairs" tamers who'll swap constantly to get favorable match-ups against you which, once you understand how they work, can be very easily abused to keep them swapping harmlessly while you toss moves that punish them for it, such as Toxic Ink or something like tossing a Mental-move at their Mental tem that's going to switch out to, say, Broccolem to avoid your other tem's electric attack.