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Viser 11-20 af 294,962,535 forekomster
0
Healing Flowers Bug
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Chellizard
8
Tents and camping out.
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originalgamer
5
Mod Was Delisted
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Novu
44
Can't get past the Griffon
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Lobo de hielo
10
Cheaters Everywhere
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GunsAhoy
I forum "Steam Community"
1
Recently viewed hubs not displaying
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cSg|mc-Hotsauce
128
Paige Writes Her Own Story
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RIMFER
4
Fixer-upper
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marko12yoloi
112
4
The new system sucks.
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Siphois
Oprindeligt skrevet af brown29knight:
Oprindeligt skrevet af Niradin:
Surprisingly, I find new system way easier to enjoy then the old one. Getting in a bad fight and leaving dungeon with untreated conditions would often leave you with 0 in both sanity and morale, both of which were quite a slog to get back to in the early game. Provided that you spend ~100 gold in a tavern between missions for room and food, you'll always have a base of 50% of sanity and morale, meaning you can bounce back from negative to positive with one drink of a wine or inhaler.
Now, new statuses do look a bit to punishing, but considering that it's easier to avoid negative stats, I kinda understand why they're so severe.

I agree with you, but I do feel that some tweaking is needed.

Before they tweaked values (when this thread was first made) you ate to keep morale up, and slept to keep morale and sanity up. If you got hungry or fatigued, it was a sign to abort whatever you were doing and go back to the caravan, because your psyche was already shot.

Current values are the other extreme: With a fully upgraded caravan, you eat when hungry, sleep when fatigued, and morale and sanity take care of themselves. You literally ignore the psyche system completely, unless you go to a maddening whispers dungeon, or similar.

This is better than it was, but there should be some need for sanity and morale maintenance, that does not invalidate sleep and hunger, but does not get ignored by it either.

I would be clearer if I could, but to be honest, I do not have a clear solution.
I've already written that it would be better to tie the system to the player's level. So that it has less influence at the beginning, but significantly more later on. This makes sense if you're expanding the caravan and then counteracting it.
pure logic
21
What was even the point of Versus?
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Knowsome
Viser 11-20 af 294,962,535 forekomster