Hiryukaen replied to Mistlands review December 16, 2022 @ 6:08:09 am PST
Are you saying that the developers don't like the way we're playing the game? So they're making it even more difficult because of that? I think they introduced the Gjall because they got so salty about Trench/ raised dirt defenses.
I'm not doubting you. It just seems ridiculous to create an open world game with such a narrow focus of how people are expected to play. To the point where things are being changed or added to force players to play how developers want them to play?
Just make the game linear if you need that much control over how it's played.
That changes my view of the developers AND the game.
The people who presume the devs only added a strong flying monster to counter the extreme cheese of terrain walls/moats is some serious copium. "Things were changed to specifically target the way I was playing the game and trivialize it. Waaah"
I wonder if it would be the same if they stuck with the arachnid infested theme they had originally. I was kinda hoping they'd add monsters that could climb over walls, since bugs can climb walls. Not sure if it has an validity, but rumor is that got changed due to arachnophobia feedback due to the spiderwebs covering the launch version of mistlands.
The game needs more enemy variation to make biomes seem different. It would be boring if everything was ground based with busted pathing that is easily exploitable.
Meadows and Black Forrest have no flying enemies. Has enemies with ranged attacks although the distance is very short.
Swamp gave us Wraiths, which were a slight annoyance in swamps, mostly because they'd come at you from out of view. Other than that they weren't much of a threat, they don't attack fast and have low hp and are kind enough to attack at melee range. Drauger archers are typically more of a threat.
Mountains gave us Drakes. First enemy to attack and stay outside of melee range, typically. Still not that difficult, fairly slow attack speed, not much hp.
And bats, but bats have no hp and low damage. Wolf packs are more threatening.
Plains gave us the immense annoyance, Deathsqitos. They were a huge pain because of the high damage they could deal with 1 hit and have spawn points that are typically near other monsters so you can be flanked. But the fact they have like a whopping 10hp, makes them near trivial. Again, the basic melee enemies of the biome are more threatening in most circumstances.
As for base cheesing. The best cheese is not spend too much time at a furnished base.
If you're not there raids can't happen. I haven't tested anything, but I don't think the "base" trigger for raids has been changed either. So it should also possible to have things far enough apart it won't trigger a raid.
Granted the distance of 40m between placements that add towards the trigger is pretty far and in many cases impractical, but if you segment the places you spend a lot of time at you can easily prevent a lot of raids from happening when you're under prepared. Which also allows you to not have to attempt at heavily fortifying everything.
Like tending to a farm where agriculture and husbandry eats up a lot of time for some. While you don't have to be near crops/trees for them to grow, if you want new breeding to happen you'll have to be near by for a while. Cant lose your farm to a raid if a raid can't trigger because the only placement is a portal.
It's slightly harder to get away with mass smelting, but at least you can pop in load them up and pop out and collect the mats a bit later instead of just watching them smelt, which is the worst option for avoiding a raid. You can also sleep to instant complete the process.
3:13 pm, December 16, 2022