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New items are part of the cult of the big wolf , not from werewolf mobs
And even BM atgeir cant parry stared fulings , lox or berserkers ... , you need a bm shield for those
A solution would be new worlds has much more water, so IronGate can "spawn" in new landmasses, for current players in old worlds to explore again. Or player made workbenches not visited within 5 days ingame, will get destroyed, and map outside 2000 units of any Workbench will go back into the fog of war, and IronGate can once more re-populate the game with old and new features under the fog.
IronGate could also include a easy script in the update/patch procedures, to make copies of world and characters, so player can roll back (not game version) if needed.
The way the game works so far, there is no need to ditch anything. Worlds can be travelled as easy as continents, skills and recipes stay with a character, materials can travel via inventory, world and character saves can be easily backed up, if you like the layout of a world you can generate a fresh one with the same seed, new raids probably work in old worlds regardless of whether, for example, a cave is actually present in that world, .... . Am I missing something?
But you just do an expedition. That's what I'm trying to say. Go to a new world, whack through a bunch of cultists, grab the loot, learn the recipes and go back to your old world. There, you can use the new recipes and craft the new stuff to your heart's content. Same as sailing to a new continent.
No, you're not getting it. Your characters are not tied to worlds. You can have a dozen worlds created and only one character, then visit them all with that one character. You have one as your main world with all your build, you can log into different worlds, do your gathering/exploration, logout with your loot then login to your main world to drop off your loot and etc. Multi-world game, not limited to 1 per character.
Yeah, it's a solution - it's not a good one.
Look at the design - you can't portal metal, implying you should have to travel long distances and take advantage of all the things the game has.
But at the same time you can just jump from one world with a pocket-full of silver to another where you're right besides a smelter?
Nah.
I understand it as a temporary gimmick due to EA, but it's counter-intuitive to the grander design.
You asked for a solution for an EA world, that's it. Your problem won't exist in the full release, so why should they design for it? Also, I wouldn't be so sure that world hopping will be removed for full release.
No dev should ever change how they are building the game in order to cater to things being easier for alpha testers. Gold release won't have this issue.
I used the world-hopping method last night, just so I wouldn't end up exploring all of the mountains in the world I'm using as a server with friends. It worked just fine, it was no trouble at all.
Those mobs inside the Caves are called "Ulv"... yet they have a chance to drop "Fenring hair" ... I never actually seen them drop Fenring Claws though. Cultists for me dropped Red jute rarely but no Fenring hair... a friend told me he got Fenring hair from them also.
What I would like is if those Werewolf enemies that come at night also drop Fenring hair... or have a chance to at least. That way the set would be a little bit easier to obtain... similar to how one can get the Troll or Root set.
While I like the fact, that I can just open a new Map and have a fresh start... for me it is bad design if you can't achieve it all in one Map.
It is ok and understandable, if I play my Map and explore everything within is and now I have to open a new one to have Caves spawn.
However If I play a brand new character on a brand new Map I would expect that I can find all bosses on said Map and everything else I might need also. The ability to take a old character and join the Map of a friend or make a new Map and play with an existing character does in my opinion not free the Developers from tweaking the procedural generation in a way that it generates everything necessary for a full playthrough... but that is just my opinion.
Actually, the wolf-men are worse, they tend to only drop fangs (with the exception of the cultist), at least the wolf drops pelts and meat as well
How was that ever in question that this will be how the full release version works? The issue is that the generation algorithm can't add new content to already generated areas during the Early Access period.