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Why you gotta be nasty? Cant have a normal discussion without name calling now? Too bad kid, I and many others, don't agree with you. Period. You calling me names will certainly not change that.
When I played Conan Exiles I had a starter base, Then a Base in the Desert that I generally spent 100-200 hours building and upgrading. I then had three thrall bases in various biome, and a Northern Based or a Eastern Base which would be 200-400 hours of work.
This game obviously isn't going to translate that way so you have to take a Norse approach.
So if you are going on a voyage you bring things you might not be able to get at the new location with you. (Like the supplies for a Kiln) You then set up a temporary base there. Either by bringing the mats or by cutting the trees there.
So much of this game encourages you to honestly thinking like a 8-10th century Norseman. However we need to think like Leif Erikson and Floki Vilgerdarson not Ragnar Lothbrok.
I understand the pain though.
Most of these people would have had a main base of operation. They would then go explore during a season. They would make a camp. Leif Erikson's people would go to modern Labrador for logging trips. They'd go for a period make a camp and have everything they needed there for the season and then come back after.
Survival games are generally very grindy. The Portals are there to save time but they can be used to make the game too easy I suspect. Rather than removing them they eliminated the ability to take ore with you.
There are ways to cheese it. However the exploration and the grind for a lot of people is the appeal.
And no, the solution is NOT to remove teleporters, but to continue with the restriction in place, which makes total sense in an exploration game that actually wants you to, like, you know, explore.. not walk thru endless magical tunnels everywhere.
Why do you feel its appropriate to call me names at all?
Honestly? I wish I had seen this approach or just done it this way from the start instead of how I naturally handle base building in games.
I clearly am just different to what the game maybe realistically should be played.
Like I just said: I wanted to have this grande, beautiful, massive, amazing base... this 1 point of outwards exploration... bringing materials back to that 1 single point and working the entire world outwards from there.
I don't know if I can play it differently to be honest... that would be COMPLETELY UNNATURAL to my nature in survival games and in general.
To treat each camp location as a literal garbage toss away place? To just break down existing gear and moving on to the next spot with zero ownership on any "space" in the game what so ever? Yikes... I dunno... seems not very appealing to me to play that way... just a little POS leanto,
But hell man... that will save me SO MUCH TIME. Just like: 10 wood for the first workbench - then like 20 wood max for the "house" (read 2 sticks in the ground and 2 "floor" for roof) structures... bahaha
Man... that's so depressing
It kinda sucks to spend a considerable amount of time making small outposts that are useless once the area is cleared which doesn't take long . However my solution is that I find a broken down tower and revamp it . I can portal in wood and stone to quickly upgrade it .
Keep your big grand mega base, you don't have to abandon that idea.. That's one of the main reasons as I see it for the teleporters in the first place.
He's pretty much dead set on not wanting anything but portals being able to function while carrying ore/metal. The concept of a mining outpost is something he loathes for some reason, and somehow it's too tedious to load up a boat full of metal to take back to his base.
Already talked this to death with him before.
I don't get how having teleporter restrictions actually promotes exploration:
1. you have to explore in the first place to find a good place to put your teleporters, so the exploration is actually enabling the use of teleporters
2. when you are loaded with ore you are generally not looking to explore but to travel back to base asap so you go back the same way you used to reach the ore vein; i.e. no further exploration is happening
it seems like teleporter restrictions actually is just a way to pad out the length of the grind loop by making the player run back and forth between their current base and the ore vein, its not making the player "explore" anything
it seems to me the solution to promote exploration is to have many small ore nodes littered around the map so you have to explore the a very large region of the map to collect sufficient ore; this would ACTUALLY PROMOTE exploration
I'm not trying to be melodramatic here... just that for me personally: I WANTED to play the game this way... but the only possible way for me to enjoy the game this way is to cheese the ore/metal back to base. If that is removed: then that means it was a true exploit and not welcome in the game by the devs. And since I personally will NEVER play this game by mining and sailing my ore 45 mins EACH WAY making like 20 trips per metal age? YEAH - hard pass for me....
That means the ONLY WAY for me to enjoy the game without that above scenario is to make little throw away POS 2 stick "homes" in the dirt... and decontruct those every time.
The only permanent structure I can see being a garden... and 1 portal to it.
It actually makes me sad to think that may be the way for me forward. (If the dev team blocks my ore/metal method.)
=(
My main fortress has all of these.
Also note you can deconstruct your ship so you can establish a portal at somewhere like Bonemass for the iron and carry ship parts there through a portal. Assemble your ship and fill it with iron and only ever have to sail back once with many hundreds of iron. No need to sail both ways repeatedly. It only needs nails and not metal bars although I never thought of this at the time I should have done it so it's not tested by me. If I notice it needs something that cannot be ported I will edit this but I think it's viable.