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[Game Update] - (BETA) 211528


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5 hours ago, The Curator said:

If they are going to reward players for completing major tasks of the end game, the reward should be something that makes the end game more interesting. Not something that makes it even easier, which it already will be, it is meaningless to keep building the player up when they already are at the heights of the progression system.

It seems you think the fight with the Shadow Weaver's the final one... ;)

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1 minute ago, CarlZalph said:

Anyone else have an issue where you can use a pitchfork on the atrium turf but it just disappears when dug up?

 That's because ruin turf and atrium turf don't have item versions. You aren't able to relocate them, that way it makes the ruins and atrium more special and exclusive.

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Just now, Tylordian said:

 That's because ruin turf and atrium turf don't have item versions. You aren't able to relocate them, that way it makes the ruins and atrium more special and exclusive.

Mmm, seems like a bug then to be able to dig it up in the first place.

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Just now, CarlZalph said:

Mmm, seems like a bug then to be able to dig it up in the first place.

 Yeah, they should probably remove that, unless you want to make a base in the ruins, and have your own turf. I don't know why anyone would base in the ruins, but I have seen a few atrium bases so far.

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6 hours ago, The Curator said:

If they are going to reward players for completing major tasks of the end game, the reward should be something that makes the end game more interesting. Not something that makes it even easier, which it already will be, it is meaningless to keep building the player up when they already are at the heights of the progression system.

Like what? Any ideas or suggestions?

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5 minutes ago, TheKingDedede said:

Like what? Any ideas or suggestions?

Mush Club!! Drops from toadstool and does 54 damage and has 150 uses, it has a 15% chance of putting a spore on the enemies head which explodes 2 seconds later into a field of spores (alike toadstool) and does an aoe damage of 12 with the affect alike abagail's attack speed and range for 5 seconds in which for 15 seconds this effect cannot go off again! It can be refueled with living logs giving 50 durability per log and will not break at 0% durability!

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5 minutes ago, JellyUltra said:

If it was a head-slot armor it would be a bit less useful though, since you couldn't wear a thulecite crown at the same time

Thulecite armor then. It would even lessen the sanity loss just a bit.

Honestly, I think it would be neat if instead of dropping the armor itself, it dropped blueprints for a head and body armor. Both with the same effect, but the only difference would be the slot it's equipped in. It could even use the atrium in the recipe making it worthwhile to get more of them.

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5 hours ago, EuedeAdodooedoe said:

#nopedo >.>

Only in certain regions of the world. But let's not get into that any further.

But Wendy's yawning animation. Most adorable thing in the game.

5 hours ago, TheKingDedede said:

Like what? Any ideas or suggestions?

Mentioned several prior. A shadow bow rejuvenated with fuel, a staff that summons shadow minions.

Anything other then equipment which provides more generic high-statistic defense and attack variables, the most uncreative kind of reward.

6 hours ago, GiddyGuy said:

I was talking about the stereotypical Wendy. ;)...

Please don't hurt me, I poop from there.

It is unfortunately true. Because that is the kind of playstyle Abigail promotes, because that is just; so unbelievably fun to rely on an extremely primitive and simple one A.O.E attack companion to do all the fighting for you. She has no unique attacks or animations, no proper coding to make her disengage from enemies you want to avoid. No way to selectively banish her so she does not scare mobs you need calm. Nor can you even command her without using attack cancelling. You even have to wait for certain times in the day for her to be even capable of holding her own in a fight.

Favorite character, Wendy. Least favorite gimmick, Abigail. Minions in this game are some of the lowest levels of design quality.

7 hours ago, leonseye said:

Are you suggesting that the game didn't have tons of viable armors prior to this update?

You pretty much only need a logsuit, football helmet and hambat for most of the game.

Logsuit and football helmet are some, 80% defense each.

 

Why go through all the trouble of making a shadow suit, for just a little extra defense, when it degrades nearly just as fast and eats yours sanity.

Why make a shadow sword, hambat is nearly just as strong with no sanity penalty. Requires less materials to make, and lasts indefinitely until it perishes.

Why make a batbat at all, unless you have that much spare time.

Honestly why even make Thulecite equipment, it breaks so quickly; in the time it takes to get it you could make a bunch of basic equipment which would give you almost the same defense over a massively longer period of time. Without sanity drain as well.

 

The balancing in this game is abhorrent. Indeed a sandbox game should not have a blatant tier system of equipment, but in this game there's little benefit to using most of the other items. A part of it is because the low end items in the game are so efficient and another part is the high end items in the game are too inefficient. The difference between the two sides is a minimal amount of extra defense and durability, which is absolutely negligible.

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45 minutes ago, The Curator said:

Mentioned several prior. A shadow bow rejuvenated with fuel, a staff that summons shadow minions.

Anything other then equipment which provides more generic high-statistic defense and attack variables, the most uncreative kind of reward.

Why would you make an alternate way of fighting and playing the game a reward for defeating what is arguably considered the end boss? This sounds more like something you should have the ability to use and unlock when you make a Shadow Manipulator in your world.

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10 minutes ago, TheKingDedede said:

Why would you make an alternate way of fighting and playing the game a reward for defeating what is arguably considered the end boss? This sounds more like something you should have the ability to use and unlock when you make a Shadow Manipulator in your world.

Because at that point giving players better combat gear is redundant, so giving them items to use that make playing the game more interesting will help improve the post game experience. This is additionally potent because in the post game, players have already conquered much of the challenges and so there is not as much unbalance in giving them something possibly too powerful. At least then they get to screw around with something fun without it damaging the ethical difficulty of the game.

You could argue well why is this just not a part of the base crafting system for virtually every boss reward to some degree.

 

There are two options. Either give players a reward that makes the game easier, or give them a reward that makes the game funner.

Giving players a reward that makes the game easier, serves no purpose in the post game because most challenges have already been beaten. Giving a reward that makes it funner, gives the player more to enjoy within the post game while not interfering with the difficulty of the main game experience because it is now the post game.

 

Kind of repeating, but felt it was more pertinent.

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