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lol that makes me wonder if there should be Wraith events, but that'd probably warrant a new type of mob or using the Phantom instead since it'd be way easy chain farm.
I totally agree with this. Terrain that you can't fight back on properly is most of the issue. Slipping on inclines will suck down half your stamina instantly. I don't mind hard enemies, but not being to fight back against them wasn't much fun.
I think part of the problem is we're obviously missing something.
Flying ships.
Hear me out.
They added gjalls. They obviously look like they have some kind of internal gasbags that allow them to float. They could add a rare drop that we could farm as the main ingredient to make flying ships.
A "hot air" style balloon at first. Starter flying ship, it's slow, delicate, and sort of hard to steer. Allow it to drop an anchor to stop moving. The anchor is what you climb up and down to get back in. You could tether to the tops of peaks in the mistlands, then explore downwards
The absolute endgame would be a flying longship.
Hey, we're dead vikings in the afterlife. We are in a spirit realm, and we are basically ghosts.
Flying ships really aren't that wacky when you remember that.
How do you know Gjall Events only happen in Mistlands?
I'm just taking the piss honestly but it wouldn't surprise me. However if what Oybl606 is saying about Gjall raids only happening in the Mistland is true, we don't have to worry so much. I raise the parameter of my bases, dig a trench, and run out into the open pasture when events happen so if it's just seekers it won't be so bad.
It just sort of sucks cuz we will never be able to have a sweet mountaintop base in the Mistlands due to the Gjall. Sorry but I'm not even going to bother with how destructive they are.
Idk how making an assumption relates to copium honestly but ok. As far as them adapting the game to match what the player base came up with, I'd be fine with this if the structures weren't made of paper and could take more than a couple hits but in the current state the "cheese" is a must if you care about your buildings.
That's a shame if they caved to people that are scared of Spiders. Ffs face your fears, a virtual spider is the best way to do it because it literally can't hurt you.
All fine, but if they are going to introduce such destructive mob after having everything else be minimal threat to structures they need to give us better base defense. Sorry but a couple traps, and new stake wall that is easily broken and a turret that has awful accuracy and will fire at you is not enough. They should have allowed us to enlist the dverger to help with base defense.
My main base is on a cliff/ steep hill in a meadow. Cliff for 2 sides, 1 side half cliff half meadow and 1 side just all open meadow where I farm trees. Perfect to run out in face the mobs in an open pasture with small hills. LIke I said before, if the Gjall only spawn in the Mistlands and raids won't happen outside of it I'm not as worried. I've had a few seeker raids and they're not that bad.
400+ hours. You srsly thinking i don`t know how to gear for new biome?
Or you just don`t understand difference between "difficult but fun" and "interesting-looking but tedious, annoying and inconvinient"?
Nope and nope.
If you only comparing monster power it may be so. What makes Mistlands a good-looking pile of bad game design is overall composition,
Hard hitting fat monsters -ok
Difficult to navigate landscape -ok
lowered visibility - ok
all of the above simultaneously - fail
Konstantin...true!
I hate the mist, i always enjoyed the atmosphere of valheim. In Mistlands you see 4 meters in range.
Plus another few questionable things...
Devensive Balista shoots player, too. wtf?
Arbaleste is nice, but why reload every time after backpacking it?
Creatures tears black marble in pieces with almost no effort
Creatures attacking mushroom farms from players and wisp torches?!
Why the new gear and weapons just upgrade two levels?
whisp light sucks...make it upgradeable!
No GIrdle in the Mistlands, because whisplight...
And the new public test patch...new carpet Bonus removed? Whats the matter of a few minutes more rested bonus?
Why the new aeytr refinery damages nearby building parts?
Played 3 days, died 3 times...it´s challening but feels unbalanced.
I am sorry but are you actually defending that there are virtually unkillable enemies in the game?
I hate this so much and hope they change it to remember we loaded it
"buT thE bAlAnCe" If i want to spend the time to make enough crossbows to have a whole bar of them locked and ready to go, let me. Sounds like a blast.
Now that I say that, it makes more sense, but surely they could find a solution if this is their reason for making us reload each time we equip it. While I'd love to have the ability to have a cross bow Gatling gun (essentially) the argument can be valid since the damn thing is like a 50 cal sniper rifle. "Allow only 1 loaded" or something should suffice.
honestly all building pieces and objects across the board need a boost in durability.
not unkillable
https://www.youtube.com/watch?v=5pyOcHQz1js
I think there are issues (particularly with stamina regen and food) and QOL stuff that needs to be addressed, but the difficulty isn't a problem. If anything they should make it harder, but more nuanced.
The difficulty was there, of course, but it was a difficulty with which one could reasonably cope. A swarm of Greydwarves, with a shaman or two, can easily overcome a player foolish enough to be caught mining at night. However, they can also be escaped, and whittled down. Trolls are deadly, but announce themselves pretty clearly and aren't really all that scary.
The swamp is a bigger step up, but methodical play again makes all the difference. Poison resistance for dealing with leeches and blobs, and the draugr are easy to sneak up on or sneak past, and not all that scary when you get used to them. The abominations are tricky, but right weapon type makes them survivable.
The mountains weren't all that big a deal for me; just don't go there at night and get swarmed by wolves.
Deathsquitoes are a bit of a surprise, but a decent shield or good timing deals with them. The lox just require patience and a lot of arrows. The real nasties on the plains are swarms of fulings stirred up from trying to Rambo a village, or the odd surprise two-star. Even so, one can feasibly escape them by running, and with a little skill, they can be overcome. Even if a player overplays his hand and gets killed, his portal will still be there, and if he waits a bit, everyone will lose interest and go home, and he can zip through and probably recover his corpse, give or take dealing with those pesky deathsquitoes.
Granted, I'd already accrued a good deal of stick skill from playing, even correcting that out, I was able to react and adjust to the new biomes fairly quickly, and take them from challenging to rewarding and fun pretty quickly.
I still haven't figured out how to get out of frustration with the Mistlands, and for me, it centers around a few key points.
- A big part of it is just that the stakes are so much higher, in that skill drain for death is so exponentially more expensive when entering the Mistlands than any previous biome. Accepting the inevitability of death is a lot more frustrating when it comes along with the knowledge that you're unavoidably going to lose several hours' worth of skills progress every time.
- I don't mind the mist as it is, but there are a few aspects of it that I think lead to needless time-wasting. Setting up the player with a carry buff, and then making them choose between that and a mist-lifting item is less about interesting strategic decision-making, and more about frustrating constraint. I'd accept it, but for the fact that enemies rapidly and deliberately wipe out any lamps the player puts up. Either make lamps passive, or allow multiple equipped accessories. Both would not be a bad idea, and would not compromise the feel of the place, while improving accessibility and enjoyability.
- The difficulty spike is just vastly greater than any previous biome. Even consulting various guides, and fully understanding creature weak points, the degree of stick skill and precision necessary to navigate the Mistlands before gearing up is a whole other level, and even then often still can end in virtually unavoidable death. One slight slip, and you're dead, when you're tangling with multiple seekers with a star among them, even with Bonemass power sometimes. Even sneaking around carefully, it's frustrating how often mixed groups of enemies can be encountered, and how difficult it is to either fight them, or run and escape.
- To elaborate, seekers in particular are fast, persistent, and can demolish a portal very quickly, and will seemingly do so deliberately. I'm not so sure it's a good game design notion to allow these various Mistlands creatures to pursue a player through an entire naked Eikthyr sprint, and then hang around the portal and demolish it even if the player does make their escape.
- A less immediately frustrating issue that arose for me, but perhaps even more problematic long-term, is item bloat. I like the idea of expanding one's home. Having multiple new production facilities doesn't bother me, and building a growing settlement is nice in its own way. However, the inventory management system, particularly from a storage perspective, means that the more layers of items that get added, the exponentially more time a player will have to invest in juggling, sorting, collecting and moving items around, and keeping different facilities fed. This may be fun time for some people, and I found it reasonably so up through the plains, but this extra level I really felt the boredom set in at times, and I can see how it is only likely to increase as further biomes are added.
Certainly having the greater difficulty available is fine, for those players who want it, but I'm afraid that confining the game to only that level of difficulty will greatly decrease its reach, and confine it to the small number of hardcore players who are willing to invest the kind of time necessary and who have the skills necessary to deal with it. I think a more granular and self-selectable player experience will reach more people while not undermining the overall feel of the game unduly, and a few little changes could really help the Mistlands shine.
Also, I use mods and I modded out food buff decay. Like you say, when they implement these terrible decisions I feel nothing simply removing them.
I sorta treated the biome like I would Mountain and maybe Swamp when it comes to making sure I have some reserve of stamina available just in case. Never even used a shield, just Frostner, Iron Sledge and Drauger Bow. Also had Silver Knife when running just in case as it can make short work of the odd hare or tick that you find.
That being said I still dislike the Mist mechanic being too heavy and the jagged terrain. Mountain you just have to get to the top and usually you'll get flat or hilly surfaces to deal with wolves plus the visibility is fine unless you are dealing with a blizzard or maybe fog.
Swamp you have wet status but the terrain is pretty easy to deal with and should you need to fjord a body of water you just need to make sure you have the stamina and enemies that can't catch up to you easily - that or just use a hoe to make paths. Campfires can be made in the crypts which negates the negative stamina regen from being wet.
Only thing I died to in Mistlands was Dverger starred mages that fire red homing wisps at you and maybe one time to a Gjall. Threat from seekers is negated with frostner and it can also easily deal with them via the special attack whereas soldier you can either parry or let them do the 2 stomp attack giving you time to smack it's butt.
edit: I also had 1 raid before killing the boss. 1 seeker got past my wall because it saw me peering down at it when on top of the wall and beyond that I just had some minor structural damage due to the soldier aoe attack. Could've waited it out but I decided to fight them outside.
enabling the console, hitting f5, type devcommands, then when it happens type stopevent then killall.
Food buff decay mod sounds nice, might have to check it out because it's slowly becoming a pet peeve. I spend so much time gathering for food only for it to basically become useless with 10 minutes remaining and forcing me to re-up it. What's the point of making it last 25-30 min if like a 3rd of it is barely better than using it in the first place.