33 persone hanno trovato utile questa recensione
4 persone hanno trovato questa recensione divertente
2
Sconsigliato
6.2 ore nelle ultime due settimane / 3,634.0 ore in totale (512.1 ore al momento della recensione)
Pubblicazione: 30 mag 2022, ore 12:24
Aggiornata: 21 ago 2022, ore 6:38

Preface: I hit the character limit for reviews so this is incomplete.

This is a game which has great unrealized potential and that it's unrealized is why I have to recommend against getting this game. The world building on the original map is simply wonderful and it's just full of character. The map itself is large but for the quantity of different areas a lot of them are actually quite small (such as the savannah) requiring you to wait for respawns to keep farming a resource to feed the grind this game truly is. That also means some places where you may want to set up bases simply aren't practical because doing so will prevent an adequate supply of resources from spawning. Beyond that there are bigger issues and they're why I don't recommend this game.

AI is fairly broken where your thralls (slaves) will just stand still in a ready for combat stance rather than close the distance to the one you commanded it to attack. They often take a straight line to their target so get stuck on structures such as the walls, NPCs and so on rather than finding a path around the obstruction. When attacking the same target they do so from the same side as you so that either you block their path to the target or they block yours. Further if you attempt to attack from the enemy's side or rear your character seems to make an effort to move forward with each thrust until you're in front of them bringing about the issues mentioned immediately before and now permitting you to be attacked as well. If however you kill the target before your thrall can even engage them then your thrall will run up and stand on top of the dead body preventing you from looting it until you lead them away.

When moving around tight areas should your mount or thrall be on a 5 meter follow distance or they teleport to you they may block you in the area with no way to get out. They do not move when you walk into them as they should thus you may be forced to remove your bracelet thereby killing your character so you can actually play.

Let's say that you want your thrall to attack an NPC. You point your camera at the NPC and send the order. Your character instead picks up a stone in front of them. Why? Well the same key is used for both commands and it prioritizes not what your camera is looking at but if there is something on the ground in front of your character. Fighting AI they can only be stunned a limited number of times before there's a cool down for your attacks to stun them again however literally every attack of theirs will stun your character for a major imbalance which makes no sense. Further sometimes if you try to combat roll back to create some distance your character will now teleport back to find yourself surrounded instead.

Purges are attacks on your base which can happen when you're active in the game doing certain activities. They often glitch out where they spawn underground or when they're regrouping for another attack will instead cease altogether and no further attacks will come.

Crafting glitches out sometimes making all of what's queued up instantly. Otherwise let's say you want to make insulated wood. You have the dry wood and resin required to make it in the bench. 10 insulated wood is finished though so you want to collect that leaving the dry wood and resin untouched to continue production. Well removing the insulated wood might clear the production of more insulated wood.

It feels like the fundamental building blocks in each tier and of each style is limiting. There's only one type of full wall (as an example) in a style when realistically there should be at least two or three different looks. Walls have an interior and exterior side which aesthetically look different. There's no option for a wall which looks the same with either look on both sides. This contributes to builds to look very generic even with the best of decoration. Why for example are there no real glass windows and the only wall with an actual window is a slit your character can't even see through let alone fire an arrow through? With more to this I might actually consider the DLC worth getting but as it stands they don't really offer much. Columns may only be placed in the center of blocks. Snapping them into walls at the ends should be possible to provide additional support and for cosmetics. There's also a distinct lack of flat roof build items.

End game bosses are far too easy and for this I say the issue is with thralls themselves. When you knock out an NPC they have one HP value of say 750. When you break them in the wheel of pain to enter service and they now join your cause they get some attribute points they never used to have leading to some now having 6x the health. So once you have a thrall you can now take on nearly anything in the game. Getting them gear is progressively easier and even fighting groups of NPCs from their own faction is a breeze. This bumping of HP once broken needs to go and instead either increase the HP gained per level or increase the amount of times they may level up from the max of 20 to say 50 while dropping the XP requirement between level so it's actually reachable. Presently you can also summon a god to act as one and rampage an opponent's base but what I would like to see for a PvE challenge is some sort of server event where the server has to fight a god together in the world without another player acting as it. Call it a crisis or whatever you wish.

There are significant issues with terrain in which its collision box (I don't recall if that's the right term for it) is not accurate to the texture. They will prevent you from moving closely or you'll appear to float on it. It also can cause you to in some places to slide around after you stopped moving.

There is presently an in-game map and some areas are marked by default. You may also mark places on the map yourself giving them names. The problem here is there's no toggle fro what to show and what to hide which leads to a very cluttered map to the point of limited use.

There's more issues I could probably list including how much of a chore it is to get named thralls where you ride through towns hoping for a 1% chance that an NPC will be named (tier 4). Failing that you kill them to force respawns hoping those respawns will be named. This is a pointless grind which is not fun and much better would be introducing a leveling system for crafters. Let's imagine taking a tier 1 carpenter. Use it to make shaped wood and based off the XP each craft gives it will level to tier 2, then tier 3 and so on until it reaches the tier 4 named status. What their name is will be by chance based off those available within their faction. It'll be grindy but at least you can make actual progress directly towards your goal and in the meantime they'll still provide a bonus towards craft speed.

To end I reiterate the developers do have talent but it just feels like they were told to work on certain things and then before they could fine tune it all were moved on to other projects or other areas. If they work it all out though then this game would have been an easy recommend except they recently announced a battle pass. The claim is that there will be daily tasks to unlock cosmetics. The problem is they're milking a game of cash when they've not put adequate work towards refining the product they already sold to their customers.
Questa recensione ti è stata utile? No Divertente Premio
1 commenti
Tom 4 feb, ore 7:21 
Over 3k hours since, so I suppose it got better :)