Most survival games are something you play for a couple weeks, maybe even a month or two, "beat" it, and then shelve it for a few months until new content is added. Then you do it all again 6 months later, 1 year later, whatever. Similar to a game like No Man's Sky.I don’t get how these games have much longevity for people.
Yeah pretty much, play it until you either beat it, or play the shit out of it till boredom, then you put it down. Maybe to try again when some new content is added, maybe exp pack? What helps in some cases is if there is a generated world, not a set map. Kinda like in Valheim. Leads to maybe more replayability than a game like Conan that has a set world you explore one and done.Most survival games are something you play for a couple weeks, maybe even a month or two, "beat" it, and then shelve it for a few months until new content is added. Then you do it all again 6 months later, 1 year later, whatever. Similar to a game like No Man's Sky.
I mean, think of your typical RPG. Do you replay it 47 times after you beat it? Most don't. Many either never play it again or wait a bit before doing another playthrough. How many games of Civ have you played? Just one? I bet not. I'm betting you've played dozens throughout the years, going back every now and then. How about Elden Ring? I bet you'll never revisit it from time to time, eh?
I guess I just don't understand the expectation of "longevity" out of these games. Are people expecting an MMO?
Yeah, that's one of the flaws of V Rising so far is that the map is "fixed", same with boss locations. It'd be nice if they eventually allowed for that to be randomized a bit. I understand the bandit armorer has to be in the bandit armory, but allow the bandit armory itself to be randomly located.Yeah pretty much, play it until you either beat it, or play the shit out of it till boredom, then you put it down. Maybe to try again when some new content is added, maybe exp pack? What helps in some cases is if there is a generated world, not a set map. Kinda like in Valheim. Leads to maybe more replayability than a game like Conan that has a set world you explore one and done.
Am I missing something on getting the stone walls/floors?
I assume I need the grinder... which needs 4 whetstones. whetstones need 12 stonedust each.
the grinder crafts stonedust I assume?
so... am I just waiting on dumb luck of whetstones or 48 stonedust just dropping from human npcs?
oh, I didnt even realize if I got the mats, I still wouldn't be able to craft them, till I got that guy. ( I did see that guy in the list)The Grinder / Whetstone was the 2nd instance of a "not really smooth progression" feeling. It confused me for a second but at the Altar there is a hunt for the guy that gives the recipe for the Whetstones. Just because you can see the recipe in your Forge doesn't mean you can make it. Doing the hunt for him provided me with both the stone dust and the whetstones, plus the recipe to make more. So it all worked out without much problem, but initially, like a few other things, the jump isn't straightforward.
Correct, the dust is a byproduct of the brick:oh, I didnt even realize if I got the mats, I still wouldn't be able to craft them, till I got that guy. ( I did see that guy in the list)
am I correct that stone blocks are from the grinder?
Conan had some of this actual exploration with bosses and boss loot. Of course it wasnt like WOW itemization, but it had some of this shit. Even items that dropped from certain bosses to craft better armor, for instance dragon bone. But the thing I hated about Conan was it was kinda one and done. These games NEED random generation, at least IMO. It would make replayability 200% better.Things I want to see in them. A terraria style alternative progression. Many of these are frustratingly linear. stone tools, copper tools, iron tools, etc. not just the same fucking items in every game. none are even clever enough to have oil lamps, or beeswax candles instead of torches. But like terraria.. which has boss drops, mob drops, chests, biome drops, etc. and multiple biomes which each have unique item sets. but then "classes" by those drops. bee gun from queen bee. meteorite gun from meteors, etc.
I feel like a lot of aspects of this game would have made for a great MMO. It looks like it's got fantastic PvP for an isometric RPG game, for instance.Most survival games are something you play for a couple weeks, maybe even a month or two, "beat" it, and then shelve it for a few months until new content is added. Then you do it all again 6 months later, 1 year later, whatever. Similar to a game like No Man's Sky.
I mean, think of your typical RPG. Do you replay it 47 times after you beat it? Most don't. Many either never play it again or wait a bit before doing another playthrough. How many games of Civ have you played? Just one? I bet not. I'm betting you've played dozens throughout the years, going back every now and then. How about Elden Ring? I bet you'll never revisit it from time to time, eh?
I guess I just don't understand the expectation of "longevity" out of these games. Are people expecting an MMO?
I noticed the NPC's don't sort their treasure chests.the first thing you do after leaving the crypt is cross a stream of running water. 0/10 game, going to refund.
Not a surprise. They did a great job with Battle-rite and it's too bad that game didn't get more attention.It looks like it's got fantastic PvP for an isometric RPG game, for instance.
Need to be able to make an underground base. I was watching MorrolanTV play this on a pvp server. His group sieged another teams base, got inside, but didn't have the Key necessary to take over the base (didn't know they would need this), and so the doors/walls all regenerated and locked them inside. They had to suicide and run back to get their stuff. Interesting thing was that the base was built on a bottleneck such that it blocked access to a rather large area behind it that had lots of resources. Their plan then was to take over that base, but make the bottleneck base into a series of doors / walls so that an enemy siege would need many golems to get passed, while they built their second (main) base in another spot in the resource rich area.I feel most of these survival base builders are flawed. And I'm waiting/looking for that unicorn game.
Things I want to see in them. A terraria style alternative progression. Many of these are frustratingly linear. stone tools, copper tools, iron tools, etc. not just the same fucking items in every game. none are even clever enough to have oil lamps, or beeswax candles instead of torches. But like terraria.. which has boss drops, mob drops, chests, biome drops, etc. and multiple biomes which each have unique item sets. but then "classes" by those drops. bee gun from queen bee. meteorite gun from meteors, etc.
like, just picked up Keplerth as well. pretty solid top down terraria like. but all too linear, in its current build.
This is an issue with Valhiem as well. very linear. can't find any swamp dungeons? too bad. keep looking. (I do think you can technically skip, and cheese ice biome, or just play careful and go to plains.) but thats not like terraria where you can just skip ice biome, or sand, or queen bee, or sky, etc. Terraria has multiple bosses, or biomes that drop the same tier items as others.
colonists. base building is interesting in one of two scenarios. A. you can show it off to other players. thats the entire point of being creative. other people need to see it. tons of games with basebuilding really fail this aspect. things like path of exile, most mmos with it. ok great. but, theres no real reason for anyone to ever actually visit your base. B. your colony should be "alive". kenshi, rimworld, fo 4, dq builders, etc. giving the base, npcs that need to eat, sleep, and work to provide automation is a great way to make basebuilding feel more important. the more "lifelike" the npcs are, the more the player will be enticed to be creative in the basebuilding to accomidate them.
Either proc gen world that means new experiances every play. (terraria again, or 7 days to die, etc.), or just a very large hand crafted world, that takes multiple play throughs to really explore. kenshi.
Kenshis "dynamic" world is also a great feature more games like this could have. the factions, etc.
terraria's proc gen has multiple layers to add replay. first just the basic world gen. But, also, because there's elements that don't even spawn every gen. corruption vs crimson. the metals which also, are either/or.
I only scratched the surface, so have no idea if it does have anything like it..
I think this game needs a "world progression" system.
start a new server. vampires have been gone for 800 years, humans have let their guard down. as players kill a few V bosses. alert rises. stage 2. more guards. more patrols. stage 3. humans start wearing garlic necklaces, idle talk of vampires, more/stronger guards, less humans outside at night. stage 3. hunters patrol. npcs start weilding anti-vampire weapons. other elements increase more. stage 4. adventure's patrol the woods looking for vampire crypts. call in adventure raids on sight. stage 5. inquisition patrols, guards, and raids.
and local versions of that as well. like say the copper mine. a player raids it, guards at it should increase for 3 days. another raid, increased guards again.
oh, and I also hate pvp in these things. world would need to be HUGE for it to work imho, and its never big enough. the worlds always too small, and finding other players bases is too easy. then raiding them with more people or while offline. where is the fun in that? none of these game ever seem to address it. I see one of two solutions. 1. design it so, bases are intended to be raided. and players can build traps, guards, etc. and the base itself literally regenerates. like have worker npcs, who will rebuild walls, etc. I think the raiding should be designed to be a get in and get out as well. like, walls being rebuilt, npc guards continuously respawning, escalating. and, the no teleporting/carry weight works into this good as well. can only grab as much as you can carry. With a limited time to attack, hiding your loot behind traps, guards, or under floors/behind walls, etc, becomes a game.
2. stealth. smaller bases should basically be literally invisible. maybe some kind of item or perception stat to stumble over them. but mostly, straight up invisible. hidden caves obscured by a rock, etc. Stashes along the same route. players should be able to create stashes/caches under rocks, or in tree hollows, to hide items. to other players these rocks/trees just look like normal trees/rocks. until they just randomly decide to harvest it. Or, possibly these secret stashes should also just be invisible. giving players a means to keep a stash of items thats virtually impossible to steal.