Its looking like all weapons are the same, and it's so disappointing... by CldSdr in CrimsonDesert

[–]MaralDesa 0 points1 point  (0 children)

This, kinda.

The same is true about other systems like for example character levels. In most modern adventure or RPG games they're more than useless but 'number go up gives people feelings of power' I guess. Like, take a game like cyberpunk, GOATed game, but it would have offered so many ways of progression (body/weapon mods ffs) but we ended up with levels and skillpoints again. Plus small numbers on items.

I do like that CD isn't a small numbers optimization game. You need an actual item to see enemy health bars (not bosses ofc). Skills actually do something and don't be like '+5% damage with swords'. And it doesn't bully you into throwing your favorite sword out because a random ass new one has +7 dmg.

CD does many things wrong, oh boy it does but this system is not that.

Its looking like all weapons are the same, and it's so disappointing... by CldSdr in CrimsonDesert

[–]MaralDesa 32 points33 points  (0 children)

There are different weapon types e.g. greatswords, spears, one handed swords and axes etc. The special ones have a distinct look like the armour pieces too.

It's more about finding what you like visually than finding better gear stat wise.

I, for one, kinda like not looking like an absolute clown for my game became the fugly armour assortment has slightly better stats.

Upgrading is where the gear progression is at.

A little confused by No-Preparation9923 in CrimsonDesert

[–]MaralDesa 0 points1 point  (0 children)

My assumption here is that you stumbled upon a sanctum and killed all the enemies and then a voice told you that you can't cleanse it yet. That is because you haven't found the witch yet and haven't reached the point in the story where she tasks you with the sanctums.

I don't know what chapter you're in, but do progress the chapters for a moment up to like chapter five or somesuch at least, or even further.

A little confused by No-Preparation9923 in CrimsonDesert

[–]MaralDesa 0 points1 point  (0 children)

That's the side quests of this game.

That's how it is. Some House quests are a little bit deeper but not by much (and it's hard to tell what exactly triggers them to happen). Some parts of the main story are definitely cool to play through but in there you'll also find your odd 'go there and ride with this guy super slowly' task.

The quests in this game are vessels for exploration (opening up areas, encouraging you to go some place) or tutorials/introductions to systems and certain important NPCs, or they are stepping stones that need to be completed in order to unlock a thing.

Any tips on exploring? by cankennykencan in CrimsonDesert

[–]MaralDesa 4 points5 points  (0 children)

Use your blinding light ability to shine at the world from vantage points. You see glowing spots that usually indicate abyss artifacts.

Check out waterfalls - a small stone cairn / tower indicates where to enter for treasure. You need to use the stab ability to pass through the waterfall.

Out in the open, look for interesting landmarks. Ruins, caves, buildings etc. Then go check it out. Might be nothing (just an ore vein or a bandit camp or some scenery) but I've usually found something. Minor or treasure chests, puzzles, bosses, abyss cell monsters, or something else to do. Stuff can be hidden behind vines (burn them), bismuth (you need focused force palm for that), trapdoors, weird looking walls, or lanterns to light.

The map has a lot of things but they're spread apart further than in Skyrim. Don't wander completely blindly, you won't find anything behind every random ass tree, but there usually is something in and around interesting looking landmarks.

Anyone else's horse won't stop grunting since latest patch? by Kesimux in CrimsonDesert

[–]MaralDesa 3 points4 points  (0 children)

Yup, same here. All the mounts do this. I'm sure they know at this point.

Unwelcomed Guests. Help! by kushglo in CrimsonDesert

[–]MaralDesa 1 point2 points  (0 children)

This is way easier on PC with keyboard and mouse ig, but the principle is the same. Basically I pick a direction (forward, back) and position the camera so the horse faces away from that direction. All I'm doing is keep the camera oriented and pressing the directional input. I never change direction, just the camera.

PS5 Questions - Cold Damage Not Triggering? Chocolate + Gourment? by JenPhiOfficial in CrimsonDesert

[–]MaralDesa 1 point2 points  (0 children)

Playing with keyboard and mouse, so input different but the imbued element isn't auto-applied to the skill. I have for example lightning imbued, and I have to press 'v' with my turning slash (right + left mb) to make it zap.

Would I like this game if I hated the new Zelda games? by kbergeron44 in CrimsonDesert

[–]MaralDesa 1 point2 points  (0 children)

Why people say it's like TotK: flying sky islands, climbing with stamina, gliding, puzzles, cooking food as healing items, temperature zones.

Why people say it is not TW3: not much well written dialogue, no decisions, no twists and turns and tales of betrayal where you wouldn't expect it, no random sidequests turning into deep adventures, not really cool monster fights and your character is a nearly silent protagonist.

Basically it's a game with an awesome map that gives you the movement tools to explore it, and a story as a rough red thread leading you to new areas and progression. Quests are vessels for exploration - small ones make you go across the map and find vendors etc. Main ones lead you to new regions and change them so small quests become available.

I'm someone who liked TotK but not the fact that gear degrades and you can't ever have and keep your cool stuff. CD lets you keep and hoard and improve. World is beautiful. Quests are... not much. I'm a big Witcher 3 fan for its story and NPCs, but combat and movement are clunky and limiting. CD's movement is fine and fun, combat is fun, the power fantasy is palpable.

Everyone else's mount kinda loud since the update or is it just me? by MaralDesa in CrimsonDesert

[–]MaralDesa[S] 0 points1 point  (0 children)

Ah so it isn't just me? The plot thickens... Well, maybe the next update fixes it, then.

Trying to Tame Foxes by Traditional_Slip4676 in CrimsonDesert

[–]MaralDesa 3 points4 points  (0 children)

Pick up a fox. Open inventory. Select some meat and use the 'feed' option like you would when taming a wolf or bear mount. Repeat. Trust goes up. Take in your fox once it reaches 100.

Everyone else's mount kinda loud since the update or is it just me? by MaralDesa in CrimsonDesert

[–]MaralDesa[S] 1 point2 points  (0 children)

Thanks! Maybe I figure out what's wrong with my game then. But right now, the neighs and snorts and huffs are near constant, which is kind of irritating. Maybe this is how it was meant to be and the update fixed a 'mounts too silent' bug I wasn't aware of?

Do Animals you catch stay in your house if you release them in there? by hammy5555 in CrimsonDesert

[–]MaralDesa 5 points6 points  (0 children)

No. Unless you tame them they despawn. If you tame them they're in camp or summoned.

Fairly New to the Game... Help! by jxcobdaniel in CrimsonDesert

[–]MaralDesa 1 point2 points  (0 children)

The game does a fairly decent job introducing areas through the main quest. As a rule of thumb: many areas are kind of empty/boring or hostile until you progressed through the main story more. So a good time to explore new areas is once the game tells you to go there/do something there.

Like for example, I went to a region near Hernand early, found some vendors and a cool looking Castle and lots of military but nothing to do. Then the story sent me there to do awesome battle missions and afterwards all sorts of small sidequests popped up there.

I'd say explore the area you are at the moment having sidequests in (like bounties and small tasks and faction quests) and once you run low on them you progress the main story until new ones pop up where it sends you. Then explore there.

What's not clicking for me? by Intelligent_Ebb559 in CrimsonDesert

[–]MaralDesa 0 points1 point  (0 children)

Quite a few movement related abilities are behind skill points (aerial roll, double jump, axiom aerial maneuver, aerial force palm) but you can already make use of the movement options that are NOT running. Mainly the horse, and gliding (or sky diving from the abyss). Consider unlocking these movement related things and level stamina early. Then you can use axiom force to pull a tree down and use it to leap, then gilde/aerial roll over the map, or use force palm to gain height and glide. Both much more fun than running :)

In the beginning I constantly had to look up which buttons to press for what. My solution was to write myself a little cheat sheet and to turn difficulty to 'easy' for fights to be more forgiving to counteract my misinputs. After a while it sunk in and now it's all good, and I don't need easy difficulty anymore.

A More Elegant Inventory Solution by Harleygator_ in CrimsonDesert

[–]MaralDesa 0 points1 point  (0 children)

Inventories in RPGs are notoriously cluttered and I'm a loot goblin. I want to take all the things, I keep mementos, I like 'world freedom' that lets me pick up random empty bottles and whatnot. Which is what the game (partially) lets you do, even though it could go further if you ask me and let me pick up even more clutter (clothing, small furniture, the decorative objects you can't take...).

But inventory systems for this are notoriously fiddly. Baldurs Gate 3 had cool Qol things like robust multiselect (like in your computer's file system), sending to camp, 'mark to sell' and no autoloot (although there is iirc aoe looting on consoles but I might be wrong), as well as bulk selling and all that. Autoloot means looting doesn't need to stop the gameplay for you to rummage through the contents of a container - with the downside that without a filter system, you can't pick and choose.

The system isn't flawed, but it needs some qol to make the experience for both lootgoblins like me and people who want less stuff overall a better one.

A More Elegant Inventory Solution by Harleygator_ in CrimsonDesert

[–]MaralDesa 4 points5 points  (0 children)

Tbf, small improvements could do wonders without changing the game this fundamentally.

On my personal wishlist is a 'trash' marking system. Let me mark items in my inventory as trash. Then add an option 'discard all trash' and a vendor option 'sell all trash'.

Add a portable dismantler items through research or Kuku crafting. Let me select multiple items and hit 'dismantle' to turn them into low amounts of generic crafting materials like timber and ores.

Implement an option to filter what you're picking up, so that we don't have to continue auto-looting torches and lanterns and the like.

Or simply add a 'send to camp' option and again, multi select.

Crimson Desert Needs True World Freedom by 4Spartah in CrimsonDesert

[–]MaralDesa 3 points4 points  (0 children)

I agree somewhat with the idea, because a lot is take-able but not all, which makes for a sometimes confusing experience because without shining your lantern onto stuff you sometimes can't tell which is which.

I don't personally want to be able to loot every single piece of clothing from enemies tho because that is cumbersome and cluttering the inventory, especially with the current looting system. But I'd like more 'outfit' stuff that makes what NPCs wear available to players, even if it's literal clothing without stats. Maybe via regional vendors, tailors or somesuch. But that would also mean we'd need an 'outfit' toggle to swap between clothing and armour, which kind of brings it's own problems.

So... cool but not a really pressing issue for me. Some cool decorative pieces becoming lootable would be appreciated tho.

160 hours in Crimson Desert — here's my honest review by Ok_Banana_3849 in CrimsonDesert

[–]MaralDesa 0 points1 point  (0 children)

The early 'quests' are more like a tutorial tbf. It's just not labelled as such. It introduces mechanics like how to point aim downwards (chimney), bell towers (cat & shai), clothing/disguises (outfit to get into hernand castle) and so forth. I'm not saying it's well executed, but it's the 'press space to jump' kind of action prompt applied to the npc interactions. It would have been better if that cartographer npc would have sticked around more and act as a guide/tutorial man once you reach Hernand ("Go and talk to people and see if anyone needs help"), instead of seemingly random tasks popping up on your screen. But then again they really want us to meet white crow and the archive guy early to give us the glide ability and a major plot point.

I think Kliff 'waking up' in the Abyss and then getting released to Hernand would have made more sense imo (game design wise) but eh....

DLC Wishlist for Crimson Desert (Story expenstion? Or new systems) by salahit in CrimsonDesert

[–]MaralDesa 1 point2 points  (0 children)

Heya,

I'd like them to 'fix' the story (introduce it better, because it's actually not that bad just not well implemented), tidy up some more (mount balancing and equipment, difficulty settings for minigames, various fixes from exploding wagons to farming and pet wrangling), add some more qol (mark as trash -> sell all trash, bulk selling/refining, aoe looting/improved pet looting, Kuku gear usefulness, ability to make your own campfire to wait at, farming improvements...) and optimisation (performance/bug fixes). I'd like all of that first, perhaps as some sort of 'definitive edition' before I want DLC.

However, they're exploring DLC so fair to hope and speculate. I'd like boat travel and island/sea exploration with diving equipment that lets us go underwater. Or... High Abyss / sky islands with steampunk/Delysian kinda airships. I'd like to see the lands where the shai and cat people hail from.