a few questions to the dev team, if I may :
- I’ve noticed the latest changes to game balancing revolve around decreasing combat difficulty, increasing loot drops, and making crafting cheaper across the board. All these changes make the whole experience essentially a ‘story mode’, much too forgiving and generous to my taste. Are these changes temporary and early access-specific, or should I expect them to make it all the way to 1.0 ? Since not all game systems are already in place, I’m guessing you may wish to make existing game loops like combat and switching between different builds easily accessible, so that people would help you flesh them out. And come 1.0, you would simply make a serious re-balancing pass and get rid of these temporary workarounds - am I guessing right ?
- do you have any plans to add difficulty sliders or even let people fine-tune their experience by - say - opting for a challenging combat and plentiful resources, so they wouldn’t need to grind too much to get what they want ? I like a real challenge and RPG elements, but some folks seem more focused on hack-and-slash aspect of No Rest. Being able to tweak difficulty to our liking would let us all enjoy the game.
Thx in advance for any feedback