GaaS really fucks up basic game design. It’s like they intentionally are aiming to squeeze as much as possible out of a lime when they could just aim for a watermelon.
No idea how much always online server structure costs but it can’t be free. I wonder if the console manufacturers favor this type of game design as it brings them some cash in too.
While the moment to moment gameplay feels better (subjective I know) the design choices for the menus and leveling are completely backwards as far as improvements. Ui suffers from modern ui problems of just being poorly designed and having way to many tabs because icons and banners are so big. The xp coming only from challenges discourages team objective play as people are better of chasing challenges to level rather than complete the mission. And lastly, but probably the biggest issue, is always requiring online to play. Having to matchmake to play solo is horrid. Lagging while playing solo is embarrassing. They should take these server issues as a lesson and completely reverse this design choice because its clearly already showed why it wasn’t a good idea to begin with from day 1. Disappointing is an understatement they completely dropped the ball.
Inverted y for anything first person. I grew up with a joystick for flight sims, and that felt natural to me when I later played FPS games on controller.
Inverted x makes no sense to me (and yes, I read your explanation below), but I can ignore that setting just fine, so every game should have it.
The game literally tells you you can use warm clothing or elixirs to keep warm. There’s even another method they don’t tell you, equipping an elemental weapon can change your temperature. Just have a flame blade on your back and you can survive running around in snow.
Learning where to buy clothes and how to make elixirs is not hard. Just talk to people near where you’re struggling.
Weapon durability is only a problem if you don’t exercise any discretion in which weapon you use for which situation. If you use your best weapon on weak enemies, you won’t have it later when you face stronger ones. So… don’t.
Don’t know about the best, but I detest games around crafting and I absolutely loved Subnautica. The whole experience become one of my video games.
Found it to be intuitive and streamlined. They tell you everything through the menus, so you don’t need to run to the wiki for recipes (albeit I did use the wiki for coordinates on where to find certain things) and it has a story/events that push you further.
The gatekeeping isn’t just to pad out the game, but it actually makes sense narratively (i.e. you need to go deeper and deeper as the game progresses so you’ll be needing new material occasionally. You can’t just avoid the crafting and complete the story.
You’ll be constantly building a stock of raw materials and transformed ones as you need to improve your things but also produce fuel/energy, build/improve your base and there’s even gardening (the latter is optional).
They also offer multiple modes. I played the one where you don’t need to eat or drink, but otherwise is the same experience. But they also have a survival one where you need to eat and drink and another where if you die, it’s game over. Adicionally there’s also a creative/sandbox mode.
Vintage Story. It is a survival game built by former Minecraft modders. It has pretty detailed metal crafting. You have to forge your items and then shape them on an anvil
On one hand I love vintage story’s focus on realism, on the other hand crafting and smelting stuff takes forever I sometimes wish it were as simple as minecraft. It’s cool the first few times but if I have to make another pot or heat up my metals and wack them a million times I’m going insane.
I agree, if it was that alone it would be fantastic imo but the hostile fauna AND the Lovecraft demons that spawn make it so frustrating sometimes. Being unable to find tin and dieing to wolves an hour away from base (with no stock way of finding your body) is what made me stop my last run and I haven’t picked it up in about a year.
bin.pol.social
Najstarsze