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  1. Your interpretation is too literal, no one is suggesting that no time be spent on resource acquisition.
  2. I post about what I don't want, because 1. For me, the combat isn't stable enough on my computer for me to be able to get into it at the moment 2 I don't want you to change the things I like about this game, 3 I spend the vast majority of my testing time mining ore. For me, there are a ton of really brilliant concepts that are promising and appealing to me. That is what I like about this game. I am just concerned with the amount of emphasis on gathering that it should be equally outside the box, innovative, and most importantly, enjoyable to the player.
  3. 1st, You misinterupted what I said, I don't think you should be able to spin around. You just shouldn't have to hold your crosshairs over the mine while holding down the mine button. 2. Thanks. 3. There are more than 2 alternatives, I could simply suggest they make gathering more enjoyable. 4. I agree, well said.
  4. The fallacy is within your if,then statement. Mostly in the assumption that you cannot adjust the gathering system without making gathering inconsequential. Gathering could be changed in a plethora of ways to make it more enjoyable without rendering it inconsequential. For example they could diversify where metal comes from and have a golem in addition to mines. I'm not suggesting they do this, just merely proving my point that other things could be done to improve the experience without breaking the game.
  5. I see what you guys are saying.However, My experience was that I spent about 15 minutes on my basic crafting stuff, then several more minutes to get advanced stuff (uninterrupted gathering). Then a ludicrous amount of hours mining silver with silver tools to get weapons (uninterrupted gathering and memorized spawn patterns). If my interest is to make the game better then I cannot accept just have someone else do it, as a suggestion. The amount of time that it takes just to go through the resource animations combined with the amount of resources needed on top of the amount of time navigating the craft/inventory ui and then have a failure option in crafting, all while being at risk of death and losing everything is all a recipe for a frustrating experience. You cut down a lot on the time required gathering animation time and clean up the UI without losing anything in terms of gameplay. Resource acquisition does not need to be this excruciating, it just requires a little innovation and creativity to make it a fun part of the game rather than an obligated chore.
  6. Hello all, So far in my time testing the game, the biggest obstacle for my enjoyment is the amount of time waste in the game. Between the gathering times, amount of resources required to build things, crafting management/sequences/failures. Losing everything when you die is acceptable, it adds something to the game though you lose the time you invested, but when it is on top of all the other things in the game that are not enjoyable and just suck up your time it makes everything else that much more mundane and frustrating. To be a little more specific I don't want to have to aim at the resource the entire duration that I am gathering it. I don't want running to cancel my inventory screen. I don't want to spend the majority of my first hours in a gathering animation. I don't want to spend any time at all blind to everything around me because my inventory/craft screen is up. I really hope that the amount of time waste items are reduced in the game. To me the fun parts are so brief and it feels like the majority of time I am spending on things I don't enjoy at all, gathering and navigating the crafting/inventory. It's like 22 minutes of commercials and 8 minutes of programming. I do realize the game is in alpha and I post this because I want to improve the game because I like the game. My issue isn't with the unfinished state of the game but rather with the current system of resource acquisition, specifically things that break up the action in the gameplay and have little enjoyment value for the player.
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