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DianonForce

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  1. Just one idea, miltiplicator settings for rifts and spawning rifters should be easy to implement in my opinion and players can better adjust the game to ther liking / skills, without deactivating one mechanic coomplete. So it ist also better scaleable for multiplayer or singelplayer.
  2. Hi, first sorry if this isn't the right spot. I want to give a little feedback from a new Gamer (bougt this game back in 2019 but played only for 17 hour and now start over, because some friend start playing) I reenter with 1.15 but switched to 1.16.rc5 and now rc6 after my friends started with 1.16 (don't know why). I'm in November of my first year, 30 hours in game, have a little House and a few Copper Tools. Ok, so much to the background. I think understand why you guys implemented the rift mechanic but it makes the game nearly no fun to me now. Back in 1.15 i could go to sleep early and miss the drifters entirely or have 3-4 arround my base in the morning, wich vanished after sun come up. Now i have nearly every, but surely every second day a rift arround my house. Thats not the problam allone, but now i have now 10+ drifters every night, witch dont vanish when the sun comes up. I have to fight my way out every morning, mostly dying twice or more and when i finaly killed them all it is afternoon. Maybe this is some kind of challenge for log time players, but for me it is something like a game stoper. I like the game so far, but with this it became - let me say it in german " ein Krampf" - a circle of wake up, kill 4 rifters, die, respawn, kill 4, die, respawn, run away, collect some food (to not die), come back home, sleep and repeat, that make no fun. To draw a picture, i collected 10 temporal gears, only from the drifters spawning from the rifts in 1.16, in the last in game month, wich i think is many. Suggestions? I dont know, maybe reduce the count of drifters spawning and gradualy enhance them over time (years)? A rift protected zone arround your spawnzone maybe? 1 example why i think a protectet zone arround your spawn zone make sense. With my first temporal Gear i moved my spawn into my house. So i respawn in a nearly save environment. Yesterday after update to rc6, after loading my save i had one time storm incoming, instant after this i had a rift on the wall of my house, wich spawns rifters inside my home and after fighting all that back i have the next rift the next day only 5 block away from the first. After this, my copper sword long broken and no copper left, i had 1 day off pace, before the next rift appers. Like i say, maby for a long time player this is a challange but for a new gamer ist kills the fun. I think a game should hook new players and lure them in, so that they recomend ther friends, so that the player base and the curtomers who buy the game grows, but at the moment, with this mechanic i cant recomend the game and every one who we show it say, oh, thats a little to extreme - and they play stuff like souls, wih i call "game for masochists" I hope this helps to understand my view of a neewb on the rift mechanic and helps to balance it a bit. Dia ps: oh, sorry if my english is terrible, it is not my native language and even in this i suck
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