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Brightshade economy is abysmal


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7 hours ago, maxwell_winters said:

Update. One plant now uses 14% of the Brightshade sword durability. That's enough to kill 7 plants. They drop 2 husks each, so the return from 1 sword is now 11 husks. 

Grind is no more :wickerbottomthanks:

You also get some food from killing Deadly Brightshades, W.

On 4/12/2023 at 4:08 AM, cropo said:

A new underground area that has mobs in it that are to be avoided...

This is kinda the rut that Klei has been stuck in lately.  They make things that are super punishing and have virtually no reward so I just avoid a lot of stuff.  Some of this stuff like pirate raids reek of spite for the player like the uncompromising mod did.  "Oh this thing you like?  We decided to make it only bad and never good.  Have fun?"

Its been the story of the ocean.  I remember when it first dropped and I had a lot of fun building boats and just being an ocean dweller.  The number of annoyances and dangers has gone up, but the number of fun things to do or rewards to seek?  Not at all.  Now my boating is literally from the shore closest to my target, to the target and back.  Empty cookie boats with a small stack of drift wood is as much of the ocean as I deal with.

Honestly I'm kinda that way with CC.  The fight is fun, but so many things about it are just annoying that I usually don't bother with it.  Once I turn on the archives the lunar grotto becomes stupid annoying, so I just mark that spot off my list once that happens.  The moon storms are very tedious and time consuming.  Meanwhile clearing AFW resets ruins, its crazy how good AFW is and how bad even starting CC is.  The crown is cool, but not cool enough to bother with all that considering I don't megabase so I don't need to light up 100000000000000 lamps around the map.

The new system where I get MORE annoying things after CC too?  Yeah, not making CC look any better.

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