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Posted

I like the story of the game, don’t get me wrong. It’s fun and all to go traveling out to do things and mix up the regular gameplay. But I don’t like that if you don’t want to have the story hanging over your head, it’s not possible to have drifters, traders and ruins spawning and not have the main story spawn too.

Also maybe add a setting for a boss health multiplier?

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Posted

The issue is that I feel compelled to complete the story events, regardless of whether or not I should be doing so. Plus, I usually base fairly close to the main treasure hunter, so he’s just sitting there, mocking me, waiting for the tin bronze pick I promised him.

Posted
1 hour ago, Facethief said:

The issue is that I feel compelled to complete the story events, regardless of whether or not I should be doing so. Plus, I usually base fairly close to the main treasure hunter, so he’s just sitting there, mocking me, waiting for the tin bronze pick I promised him.

The good news is that there's really no time limit for completing the main story, so you can take it as fast or as slow as you like. If you want the ultra-immersive challenge route, don't use the maps from the treasure hunter at all, and instead try to find the locations yourself. I tried this once with a friend, and it was quite fun...except the Archive did glitch a bit and the entrance was completely buried so it would have been impossible to find without cheating...but anyway! 

 

5 hours ago, Facethief said:

But I don’t like that if you don’t want to have the story hanging over your head, it’s not possible to have drifters, traders and ruins spawning and not have the main story spawn too.

Honestly, the best way to get around this, is mods. Otherwise, it's not really possible to separate lore content from the story, as there really is no story without lore content.

 

5 hours ago, Facethief said:

Also maybe add a setting for a boss health multiplier?

While I do think the boss health is fine...I can also agree that this is probably a good idea. 

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Posted
2 hours ago, LadyWYT said:

Honestly, the best way to get around this, is mods. Otherwise, it's not really possible to separate lore content from the story, as there really is no story without lore content.

Then they could just have it be like the temporal storm setting, where it always reads as off if stability is off. If lore content is on, the story setting works as expected, and if lore content is off, then the story setting always acts as if it’s disabled.

Posted
8 minutes ago, Facethief said:

Then they could just have it be like the temporal storm setting, where it always reads as off if stability is off. If lore content is on, the story setting works as expected, and if lore content is off, then the story setting always acts as if it’s disabled.

I mean...not to be snarky, but that's how Homo Sapiens mode works. 😛 Lore content turned off means just a pure survival experience, and whatever story you want to make up to go along with it.

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Posted (edited)
7 minutes ago, LadyWYT said:

I mean...not to be snarky, but that's how Homo Sapiens mode works. 😛 Lore content turned off means just a pure survival experience, and whatever story you want to make up to go along with it.

What?

I’m talking about disabling story events, not lore books and traders and such.

Edited by Facethief
Posted
6 minutes ago, Facethief said:

What?

I’m talking about disabling story events, not lore books and traders and such.

Ah. So I read it backwards then. Still though, I don't see how you disable the story, but manage to keep the lore and still have a setting that makes sense. I suppose it's as simple as modding out story locations entirely, but in that case, the traders aren't really going to make much sense, given that they refer to settlements of survivors but there's no settlements to find. The lore books kind of would, I suppose, since most of them are just various records of the past. Tapestries would pose an issue, since at least some of them seem to point towards future plot points.

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