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Then they could actually remove the item restrictions because they could just make portals never appear near highly valuable items.
Id much rather portals work this way than the player being able to build them. Its too easy to cheese, even if they restrict items.
The other idea I had which I made a thread about is adding the ability to sleep on ships as well as store more inventory on them. Basically amp up the ship meta and make it more of a core aspect of the game, rather than ships feeling just like "mounts" you use for a bit until you can build a portal.
Ultimately I think portals ruin the game, id rather see them buff other aspects like I said rather then being able to magically teleport around. Portals undermine what could be one of the best parts of the games, which is exploring with ships.
I've seen people say stuff like "well if you don't like them, don't use them", and my response to that is that the game is being balanced around the use of portals, if you force yourself not to use them, it becomes way more tedious to do certain things. Id rather them focus on balancing the game around the player not being able to build portals at all. Which means they could buff certain aspects of the game.
So again, having portals in the core meta of the game means they've got to always balance things around them.
And there's tons of different ways they could provide solutions. This was just my take without removing anything that's already in place while adding in a risk/reward to boat travel and portal travel with ores.
I totally agree.
The discussion of the games balance ought to be explicitly around the games current public build. Rather than unofficial mods.
Saying "Just use this mod" isn't constructive feedback on the games current meta.
Don't get me wrong, mods are a great thing, but people should try to look at the game and its current balance 'standalone'.
For land transport (which should be transportable on larger ships), horses seem the most obvious solution, and could allow for a fun training mini-game-- think of a rodeo where you need to stay on a bucking horse for so many seconds to raise him to the next heart level. Each level increases the difficulty, or lengthens the time needed to stay on. At level 3 you can put a saddle on and use as a mount, level 4, bronze armor, at 5 iron, 6 black metal, highest level 7, you can transport on a ship.
A different training mini-game could be used for a different animal such as a grizzly bear. To get to mount level, you need to fight the grizzly and dodge or block so many attacks before he considers you worthy. Later to raise his level, while mounted, you need to take him fishing and catch so many fish with a paw attack.
Anyway, just brainstorming a little but I really think portals should have never even been a thing...they were never necesary since they only open too many doors for just exploiting the game. However, I will add that like many of you, I love the exploration but the game needs to give us more reasons to explore, other than resource hunting.
For example, different biomes can spawn rare mounts that need to be found, or imagine a few small, unique biomes (2-3) that have only one instance in the world. Exploration achievements., etc. There are many possibilities that can be implemented to promote exploration and keep the game world feeling alive and relevant from day 1 right through to day 1000.
Let me know what you all think.
1. Make portals cost 10 Surtling Cores, 10 Greydwarf Eyes, 10 Fine Wiid and 10 Iron*.
2. Let them transport metals and ores*. (But not Dragon Eggs - they're magical.)
3. Reduce Greydwarf Eyes drops by at least 50%. (Just because...)
*Iron portals let you transport all metals and ores up to Iron.
The next 2 level portals are made with 10 silver then 10 black metal (etc.), allowing transport of up to that level metal/ore.
Optionally, items made using higher level metals are also restricted.(?)
E.g. Wolf armor can not be transported through an iron portal.
(Another option would be to also have a base level "Bronze" portal but cost 10 bronze and transport metal (items) up to bronze. But this goes against the notion of making portals come in at higher level, etc. )
From what I understand, current portal mechanics is something I'd call "a placeholder". Too cheap and strangely balanced for a real thing. More like a development tool.
The devs said they will add ship customisation.
They would be smart to give you the option of a large, heavy ship that can house your crafting stations.
Now you move your base to the ores.
A backpack would be nice so you could transport a lot of stuff on foot(teleport) but which would make fighting very hard. (similar to outworld)
The biggest thing to add would be blueprints you can save structures into and then build them instantly somewhere else.
yeah, this.
I also don't like how the gear is in the inventory slots. Just is cluttered/clunky feeling.
I've got a feeling they will add a separate menu for armor and whatnot later on.
Anyway, I understand that the main point of the game is exploration and adventure with building following closely behind, but realistically, once you visit an area, how often are you going to re-visit that area once the resources you need are gathered?
The 2 options I can think of that would be a good balance between the portal issue is this...
1. Tiered portals. This has been explained many times so I don't think any further explanation on them is needed.
2. Using the existing portals, but modify what is allowed through them, and by this I mean by not allowing unrefined resources (I.E. ores) through them, but allowing the refined resources (ingots) into them.
I myself am in favor of option 2 simply because it forces you to at least set up a "mining camp" in an area to gather resources and survive while they are being smelted, but still able to bring back the refined resources back to your primary base.