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Before that, you used to jog down a zig zagging path with lots of tutorial markers, you could click on and read survival information. There was zero danger until you got down to a river.
I haven't experienced the new start to be honest.
When you start up a world, you can edit the settings, and choose "peaceful" mode if you want. Enemies won't attack you unless you attack them first. Might recommend it until you learn the game mechanics.
TLDR you're doing fine. Tutorial is bad.
Fine, I´ve seen I can change that so I´ll do that and back normal when I´m better in the game.
Thanks so much.
A couple of things that may help:
First, Antennae Vision ['V' by default] will show any vulnerabilities of the various creatures.
The carpenter ants which are attacking you are vulnerable to edged weapons.
Second, the first edged weapon available to you is the Wooden Sword, crafted at the Workbench. I highly recommend carrying around the materials needed to craft a workbench so you can do repairs at any time. If you repair before the item has taken 60% damage you will be able to do so at NO material cost.
Third, pay attention to the movements of the attacking creature and you can learn the perfect timing to parry their attacks, leading to a temporary stun effect.
Forth, mouse button mashing is tempting in combat, but will leave you with no stamina to fight or dodge, so use movement to maintain space and keep a stamina reserve to attack and the dodge away when necessary.
Have fun, basically everyone has problems until they find their speed in the game.
Yes. Yes that's normal :)
It's kind of interesting, I've got a bit of a discussion about this exact thing going on in a different post. As others mentioned, they've just changed the start before final release and it's a bit harder than it was, and just a bit.... ehhh crude? For a tutorial at least.
So others have already given you the easy way and some excellent combat advice, but if you feel like tackling the start on the intended difficulty but want to play it safe:
-Listen to what the fellow on the floor says. He mentions heading NW to meet up with a contact you'll see on the map.
-First, you'll want to go N a bit. Keep an eye out for those owl statues; before you touch them their eyes will glow, making them easier to spot.
-After the first few statues, beasties will start sniffing your ankles, and then proceed to chew your foot off. Consider that the end of the tutorial- safety blanket is gone!
-You will have been gathering some fiber and wood- find a safe(ish) spot, build a crafting table, and make yourself some equipment. The club will work, but the sword is much better against the ants you'll face. (If you press V, it'll highlight their weaknesses)
-Continue making your way NNW. You'll see three rough ways with water separating them, all three are viable but only one will have owl statues on it. Either sneak past enemies, or slay them all if you're okay at the combat system. You can block or dodge.
-Depending on your skill, you might want to avoid the bigger beetles and the wasps.
-Once you get to a set of planks, the path becomes less clear. You could build a little hut here with a foundation or two, a roof, a bed and a crafting table. A fire will allow you to turn your enemies' corpses into tasty snacks. The table allows you to make bandages from fiber.
-Depending on how long this took you: nightfall = bad. If it's getting dark, sleep in the bed to skip the night and avoid the night predators.
-Once you're rested up, geared up and stocked up with snacks and bandages, press on past the planks NW.
-Owl statues will give you a rough idea what way to go but it does become quite unclear when you get closer to your contact. Just make your own way if you lose track.
-If you ever get overwhelmed, don't forget about that little hut- you can always fall back, heal up, repair stuff, and try again. Death will also respawn you here, but of course we'll want to avoid that.
-don't panic, bring a towel, and thanks for all the fish :)
If you adjust the setting to reduce the creatures Health, you may find yourself attempting to tame a Ladybug and they just keep dying on the first hit, you will need to change the settings so they have the HP to survive the hit and allow you the feed them the treat. You can easily switch the setting back, or not, afterwards.
I just don't understand why they felt the need to change that. But it is what it is now. At some point I'll have to make a new character so I can experience the new start.
EDIT: I just went and started a new character on a new world just to see the start of the game now. Wow. Brutal. Like being dropped into a tree chipper. I didn't die, but there were a few dicey parts and I was living hand to mouth on bandages. Fiber was surprisingly hard to find, wood too easy. No bull ants in the area they start you in now, so no mandibular pickaxe to harvest stone. Weird choices there.
The whole release seems like a significant departure from the trend of the prior releases, and I have been wondering if this change is a side-effect of a change in design strategy, By its nature the Events and Factions system appears to be a shift toward creating a more dynamic environment, with a more dramatic feel to it.
Where the earlier start did a kind of soft introduction into a somewhat static world, the new beginning seems intended to throw the player directly into a narrative in which the Smallfolk are caught in an immediate and dire conflict with the player being thrust into the forefront right from the get-go.
The addition of the Events and Factions, seems to be a first step in establishing a scenario where the player(s) is/are but one part of a larger story in which other parties and factions are pursuing their own goals. It seems designed to encourage player engagement and buy-in. Unfortunately, at 6 Contribution points per event, while the essential design has potential, the effort/reward ratio currently makes it unfeasible, in my opinion.
I may be misreading the situation, but it seems like a good idea that was presented before it was ready. The concepts seem to be a good idea and could work well, given time to develop and polish out the kinks. But hey, I'm only speculating and could be completely wrong.
I agree, the new starting experience is a little more dramatic. The old start was more like something you'd experience in an MMO. Here's the city gates, look out for the level 1 enemies hovering around just outside the gates for no apparent reason.
But the journey they put you on might be a little tough for some new players. That's my only concern. There's always been this huge divide between players that find the struggles in this game trivial, and the ones that found the threats overwhelming. The new start seems to punish the latter more.
Also, unless I missed something on some earlier update, they seemed to have added frogs to the starting forest area. I don't remember ever seeing a frog anywhere until I got to forbidden monuments. How's a new player with a wooden sword supposed to fight that.
In my experience there has been a frog down in that part of the map for as long as I can remember. But if I'm not mistaken, there have also been changes to make an easier traversal from water level to the Burrow.
Yeah the frog has always been there. There was just never anything other than your own exploration that would take you to that spot on the map.
But yeah i gave it one slap on my new character, and quickly decided to run my ass off xD
I definitely agree. Part of why I loved this game was because the pacing literally felt perfect with the difficulty gradually increasing. Of all of my survival games, Smalllands was challenging, but it was the most approachable, especially in the beginning.
The new area feels like someone started on a new idea and ran out of time. Rushed story, sparse tutorial. It just feels a lot less inviting.
I mentioned in another thread that I liked this game so much that I just bought it again on PS5 to support the devs. I hadn't even played 5 minutes before I had like 6 ants chasing me near the spawn before I could even figure out the PS5 controls.
Having a swarm of ants right out of the spawn is kind of silly, especially because very few of the owls seemed to be in safe locations. That is to say nothing of the toad and the bees on the starting path.
I think making the starting path more of a clear path, and adding some combat is a good idea. But this feels like way to much for a new player experience.