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That can work well provided each player has an own world. But on a server shared by 10 players this will not work at all.
But afaik the devs are aware of that problem and try to find a solution. (e.g. they might remove the gems from the upgrade costs of already gemmed weapons)
I think the better approach would be to add dungeons to the fortresses. And maybe some way to make the entrances appear on already explored land (wasn't there a command to update terrain for such a case?). If that's not possible it's bad for servers with long term played maps. Because it would require a new world to get the dungeons.
Either way, I think that would actually be the best approach to solve the problem of not having enough gems. I personally would not mind if that only affects new worlds, because I tend to start all over from time to time anyways. But I can't speak on behalf of the complete player base. Maybe I'm just part of a pretty small minority with that.
A. would make the whole "quest line" desirable to do
B. could make some underused items like the Morgen drops, Molten cores or Flametal/Eitr (there is so much of that after a few fortresses/holes and many can't really use it) have an extra use. It is sad that killing bigger enemies is not really useful.
C. Could solve the issue of the current lack of motivation to kill enemies except Asksvin in Ashlands
D. Could give some kind of "endgame" desire at the end of Ashlands after you got everything to summon the boss. Currently you are usually overstuffed with crafting mats solely from doing fortresses in solo (my sword user fought Fader with 0 Iolite though) and are probably still left with gem need with many people on the server. Ashlands atm feels like: "learn, do fortresses, fader. Maybe farm some Asksvin." And that is it.
Right now I would think they probably add some quickfix instead though. Seeing how you can just upgrade the mundane items to 3, they might have expected some people to just go for those instead? Probably a bad feeling in multiplayer. I like that there is a team decision on who gets what now (more than the crafting mat split they introduced in Mistlands), but being left out and having no option to catch up seems not great.
Another idea: How about some kind of reactor builing similar to the eitr refinery, where we can process other materials into gems? The devs could still decide what amount of materials, fuel and time would be needed to create gems, and if we could define the outcome by choosing an appropriate input material or if this would still be random.
Also that reactor could pose a threat of setting the close environment on fire or even have a chance to trigger a raid outside of the usual timescope (the charred would maybe not like anyone running a machine like that).
But to be honest I'm afraid they'll leave ashlands like it is now, maybe do some more or less "quick and dirty" fixes to address some of the problems and turn to the deep north...
I hope they will at least take some time with catching up on the missing polish between deep north and full release instead of doing the full release with freshly done deep north.
Especially because I think (mind you: think, not know) that the final release will attract many new players to the game, new servers to open and so it is worth it to actually do changes that may need a new world to take effect.
I'm not sure that the gems need to be so precious and difficult to acquire at all. Don't get me wrong, there should be a fight between us and at least some key items, but until now there has never been a crafting component that is in a strict limited supply and that has been okay. Make the bell fragments rarer, (maybe) make the cores rarer but, as for the gems, drop 5x as many at the forts and have valkyries drop them occasionally as well.
I'm of the thinking that a game which advertises multiplayer groups and has a gameplay loop revolving around equipment enhancement should not stand in the way of enhancing equipment for all players, to whatever degree the players are willing to fight for. Let us make every single elemental weapon, fully upgraded, for every player, if we're willing to put in the work.
I actually find it easier to move around in the Ashlands alone. I draw less attention, the enemies aren't buffed for multiple players, and I can even storm a fortress solo fairly easily. I think the Ashlands are balanced for a different approach is all. I won't even go outside there unless I am well fed, carrying fires resist and healing mead, rested, and it's morning. I always walk instead of run, carry a portal, and won't even travel for a full day before placing the portal down to sleep and reset. And that's after learning movesets and parry timing for all enemies.
I don't like that this is how the Ashlands are. I would much prefer the Helldivers approach: Have challenging enemy patrol groups that are a nightmare to fight but avoidable with diligence, unavoidable at POI's. That makes the biome hard and war-like without making it a burden to play in. But hey, that's for a different discussion.
Point is, I think the developers have small groups or even solo players in mind, they just didn't send the memo that you can't survive in the Ashlands playing the way that works everywhere else.