1.购买抢先体验版本所获赠的塞利姆套装,会随着游戏删档更新进行补发吗?
2.No Rest for the Wicked这款游戏的难度之高,如果增加食物限制机制,当玩家对抗boss时,不会让它们感到很累吗?当然这一机制也确实增加相当之大的挑战性。
建议:到了游戏后期,我想大部分玩家所收集的食物,也应该已经远远的超出了他们需求,看这些做工精良的食物制品,堆放在仓库或者拿来卖掉,是十分可惜的。那么为什么不在这款游戏中增加类似于Don’t Starve中的饥饿机制来消耗玩家过剩的食物,这项机制似乎也可以提高田地的价值和作用。
目前的地图中存在许多的宝箱,每个宝箱中只存在奖励,却不存在惊喜。
- Will the Selim set that comes with the Early Access version be reissued with the game’s deletion update?
2.No Rest for the Wicked is a game with so much difficulty that if you add a food restriction mechanic, you won’t get tired when you fight bosses? Of course, this mechanism does add considerable challenges.
Suggestion: Later in the game, I think most players will be collecting far more food than they need, and it’s a shame to see these well-made food products stacked in the warehouse or sold. So why not add a hunger mechanic similar to Don’t Starve in this game to consume the player’s surplus of food, a mechanic that also seems to increase the value and usefulness of the fields.
There are many chests in the current map, and each chest only has rewards, but no surprises.
food items can later be used to speed up building projects (with the breach update). so i would not sell them. its like giving the builders some lunch, so they work faster
plus, better (later game) food items will not only heal, but also apply buffs. so its good to keep them too.
However, after all the buildings in the Holy City have been completed (it will not take long to complete the construction of the Holy City), too much food still does not seem to be able to be consumed effectively, and this phenomenon seems to cause the farmland to be less useful. If farmland can be used to produce high-quality food, then it seems that some of the food will be replaced by these high-quality foods. With the same powerful bonuses from high-quality ingredients, these buffs will also allow the player to end fights faster, which also seems to cause food consumption to decrease
i see your point. so far (at least for me) that never actually happened.
with fighting bosses and grinding the crucible i actually ran out of some food items and had to farm ingredients again. But yes, you are partially right, it could potentially lead to less food consumption in the late game.
i personally would not want a hunger mechanic though. i am a huge fan of survival-crafting games, but i am always annoyed, when i have to get out of my way and/or stop a crafting project because my character gets hungry. in games like subnautica you can turn hunter/thirst off (which i welcome very much!). so if balancing of food items would be needed in the future, i would wish for another way. no starving please
Well, yes, what you say is very, very reasonable. Actually, my intention was to hope that this mechanic would give players a richer gameplay and psychological experience, as well as a slight and less survival challenge for some players after beating the game.