by Sarge » Mon Mar 12, 2018 12:50 pm
TL;DR at the bottom.
I have been feeling for a very long time that PvE lacks depth, that it is too easy. Withing a few weeks of statting up up you could walk around and solo everything and take little to no damage. Reading recently that people could already solo mammoths by simply going toe-to-toe and spamming a single skill just reminded me again of how imbalanced it is.
For me there needs to be a real sense of reward in hunting down stronger animals and in order to achieve that of course it means it needs to be challenging. If even by accident the new combat system shifted the difficulty up a couple of notches I'm all for that and in that part I am pleased.
The armour wear is something we should have had from the getgo. Taking no armour wear was just silly. I don't know if it is balanced now because it isn't all that easy to always disconnect thinking in terms of how it was to how it is now, but it certainly is an additional factor to consider before taking on a mob which is good.
I still believe PvE lacks progression and that the difficulty spacing is too all over the show. I'm definitely not saying it should be linear and I agree that some critters should be somewhat equally challenging by their nature, but the window is so narrow between fox, bat, badger, adder, mouflon, grey seal, swan, beaver and wolverine that you go from not being able to kill one to being able to kill them all just the same. The gap from there to boar seems really good and then perhaps again so from there to auroch, horses, deer and then again to moose and lynx and up then again to bears. Even up to this point it's still early game. It took a new player ~2 months to get to being able to fight bears (does that sound about right, I'm a little rusty?) and then there's this massive void.
I don't know that it's the void that needs filling with more mob types, cause what else is there to add really? But perhaps that the progression spacing needs adjusting and only thereafter fleshed out with more mob types.
Since I got tired of PvP some years ago, every world has had the same pattern for me. As a PvE'er and base builder, once the buildings are up, the mines built and we've been chasing numbers for a little bit, the challenge of hunting has also been dulled because you can now do it all and I find myself perhaps 3 months into the world and I'm bored. There is no more challenge and nothing new to do and I quit.
PvP is all that is left then and I get the impression with W10 atm older than a year that this is the exact case again. There are either players who have started recently and still in the curve, where I am again and already it's starting to flatten out less than a month later, or the die hard PvP'ers and I see this every world. There seem to be little to no PvE'ers and base builders that stay the course.
TL;DR Game lacks longevity for base builders and PvE'ers.
factnfiction101 wrote:^I agree with this guy.