Palworld (Pokemon with Guns and Bukkake, minus the Bukkake)

Gavinmad

Mr. Poopybutthole
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57,219
The Pokemon comparisons are kinda misleading, gameplay wise Palworld is nothing like Pokemon and a lot like Ark Survival.
 
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Caliane

Naxxramas 1.0 Raider
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Let me rehash some of my issues, that I can remember with the EA release. Id be curious what was addressed.

1. the world. big and empty. Collectathon for statues to pad the time. but most of the world is not very interesting.

2. base locations are basically prefab. you CAN build anywhere. but ore locations, and flat areas are very much preset, that there are correct and incorrect base locations. (foundations need to be functional as floors, so npcs don't clip through floors constantly on hill bases.) and there needs to be more ore spawns.

3. many pals are just flat out better then others. I wonder if a skill tree that lets you be a "dark type" master or something, could help with this. allowing weaker pals to compete with stronger ones. like a water master, can make water pals, dig as well as digtoise. type stuff. A big issue is everyone ending up with the same pal loadout. Very little flavor in the end.

4. no endgame. just peters out.

5. base raids are good.. but, also way too simple. floor destruction is a problem here too. base raiding turning into a proper tower defense, might help longevity.

6. dungeons were just proc gen garbage. not like Conan Exiles.

7. no story? there was hints as a story at EA release. I dont know if a full story is required. but it might help.

It is 30% off, for $20.99 atm, on steam.
Its not on GOG at all.
 

Vorph

Silver Baronet of the Realm
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5,925
I'm really surprised this didn't leave Game Pass to coincide with 1.0, but it's still on there.

Since that video more or less stops just before EA ended, here's a reddit post that details the biggest changes that made it into 1.0 as well:

 
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Vorph

Silver Baronet of the Realm
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5,925
my gobfin army noooooooooooooooooooooooooooooooooooooo
On the bright side, you can now use 4-5 passive Daedreams right from the very start to make capturing 5 of everything extremely easy. No need for the collar and they have innate Mercy Kill.
 

Tuco

I got Tuco'd!
<Gold Donor>
51,231
93,892
I'm level 36 now and before 1.0 hadn't played since the first month or so of early access.

1. the world. big and empty. Collectathon for statues to pad the time. but most of the world is not very interesting.
There are more POIs and I think fewer of the Lifmunk statues?

2. base locations are basically prefab. you CAN build anywhere. but ore locations, and flat areas are very much preset, that there are correct and incorrect base locations. (foundations need to be functional as floors, so npcs don't clip through floors constantly on hill bases.) and there needs to be more ore spawns.
The obvious ore-driven base locations are still present. idk if they improved base building yet. There are quarry options I don't remember like

1783853321211.png


but I think there are still designed places for bases.

3. many pals are just flat out better then others. I wonder if a skill tree that lets you be a "dark type" master or something, could help with this. allowing weaker pals to compete with stronger ones. like a water master, can make water pals, dig as well as digtoise. type stuff. A big issue is everyone ending up with the same pal loadout. Very little flavor in the end.
Still the same.

4. no endgame. just peters out.
Dunno but I think the early access endgame of "kill jetragon" and "breed genetic monsters" is probably the most I'd want out of this game. The combat mechanics just wouldn't support true raids.

5. base raids are good.. but, also way too simple. floor destruction is a problem here too. base raiding turning into a proper tower defense, might help longevity.
So far base raids seem very similar to the initial early access, maybe they'll get better at higher levels.

6. dungeons were just proc gen garbage. not like Conan Exiles.
Seems the same.

7. no story? there was hints as a story at EA release. I dont know if a full story is required. but it might help.
The story has been improved but it's still very much a sandbox game.
 
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Caliane

Naxxramas 1.0 Raider
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15,617
I also just noticed there are bundles on steam.

palworld+core keeper. -30% off.

Palworld+windrose -15% off

Palwolrd+craftopia. -35% off.

These bundles already discount for the bundle, then had Additional discounts.
so if you own core keeper already its 18.89, if you own craftopia its 17.39
 

ronne

Nǐ hǎo, yǒu jīn zi ma?
8,790
9,281
I only played during the very initial EA launch so I don't know how much of this us new but:

Performance is light and day better. Servers used to turn in to massive lagfests in late game before, and trying to play with multiple people in a tower or at jedragons was a nightmare. Seems pretty flawless to me so far this time.

Pal traits are way more interesting and there's actually a case to be made for taking a bunch of early game or weaker pals with just for their bonuses.

Mounts are way better. It's not just a blitz to flying as fast as possible thing anymore - lot of the ground mounts are significantly faster than flying, or offer other advantages like double jumps, climbing, grapples, etc. I don't even use the flying mounts I have available currently at level ~35 because the ground ones cover ground faster.

The ore mine is nice, but it's so slow you're still going to be using your 2nd base immediately as a mining outpost. The quantities of ore you need going in to mid/lategame are still insane.

Viability of actually just mining yourself is way better though. You can get -80% ore/stone/coal weight from Pall passives, along with large mining speed boosts, and just clear out an entire dungeon worth of ore and carry 1000 back to base yourself no problem now.

Egg hatching timers are still nonsense, recommend cutting them in half when you make your world.

Work controls still need work. Being able to forbid Pals from certain types of work is nice, but it badly needs a priority system like Rimworld has. Every Pal with the ranching skill is a fucking nightmare to deploy because they'll leave fields unwatered or unharvested in favor of just sitting in the ranch 24/7. Sure you can forbid them from ranching, but I'd like them to go ranch when the farm work is done to produce leather or whatever.
 

ronne

Nǐ hǎo, yǒu jīn zi ma?
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My biggest pet peve still exist unfortunately it seems?

Using a dedicated server it still doesn't simulate time properly while offline? And Pals don't work? It's somehow the worst of both worlds: egg incubators don't advance time while no one is on the server, but Pals ALSO just starve to death in place and all get depressed because they still somehow are eating and run out of food, despite doing no actual other work?

Kind of a shame that it still works this way because it just means everyone has to edit egg timers down to 500% hatch speed and turn their game off when not playing instead of trying to set up a 'living' base.