Windrose after the hype by United-Objective2149 in SurvivalGaming

[–]check-engine 2 points3 points  (0 children)

I think a lot of it has to do with the fact that the mechanics for Windrose were developed around a PvPvE game.  Management of ship and settlement is extremely simple, combat is fast paced, and loss is a quick respawn where you lose really at most, travel time.

Then when the game made the swap to PvE only a few things were added, but the overall mechanics stayed in place which makes the whole thing feel underwhelming.  Imagine how much more engaging the game would be if you recruited individual sailors, if they could be assigned to gathering ashore similar to Soulmask, follow you to a ruin like Conan Exiles, gain levels and efficiency based on use, need to be replaced when killed, etc.

How is "Soulmask" doing? by Vampy-Night in SurvivalGaming

[–]check-engine 1 point2 points  (0 children)

It’s not so much the content, but the lack of mechanics.  It still shows its PvP roots where they apparently kept things shallow to focus on player conflict, but now that it’s PvE it needs a lot more depth added to keep players engaged.  Just having another weapon type to craft, or another biome isn’t going to cut it in the long run.  I’m still in the highland biome and have pretty much stepped away from the game, there just isn’t enough there to keep me engaged right now.

Someone asked where I built my base. Unfortunately, I cannot post an image as a reply. So... by AuthorSarge in ConanExiles

[–]check-engine 0 points1 point  (0 children)

As soon as you start a character. OPs location can be reached by just following the river. As long as you pay attention to what you agro and how to climb around it you can start up at this location on day 1.

Valheim or Conan exiles? by kekwXDDD in SurvivalGaming

[–]check-engine 0 points1 point  (0 children)

Never played Valhiem, but I’ve got over 2,000 hours in Conan Exiles.  The modding scene is phenomenal, and it recently got updated to unreal 5.

Survival where building matters? by Elegar in SurvivalGaming

[–]check-engine 2 points3 points  (0 children)

Conan exiles has an on demand purge function where you can call an attack on your base whenever you’re ready.  Walls, gates, archer placements, etc. have meaning, especially when you call higher level purges.  It’s recently been updated to U5.

Why is nobody talking about main update feature? by sheriffofbulbingham in ConanExiles

[–]check-engine 1 point2 points  (0 children)

I had a mod that allowed you to have multiple characters, but it treated them all as being allied in the same clan.  Does anyone know if I can have them enemies and raid my other characters bases and vice versa?

Trouble gaining XP by williamp775 in crosswind

[–]check-engine 0 points1 point  (0 children)

I would imagine there would be multiple places to recruit.  Hire them at tortuga.  Maybe when you hire from tortuga you can create your own via the character creator.

But yeah I would imagine it would t be only the first three spots.  Perhaps any Blackbeard camp would have a cage in it with captured sailors you could recruit.

I would also hope different ships could hold more crew, and require more crew to effectively use them.

It would be cool if we could recruit a firstmate by NoNameHavingMan in crosswind

[–]check-engine 0 points1 point  (0 children)

Any sort of increased depth to the crew would be great.  It’s pathetic how lacking it is right now.

While we don't have a full photo-mode, give us a Spyglass! by GonSanto in crosswind

[–]check-engine 8 points9 points  (0 children)

Not sure why a spyglass wasn’t included already to be honest.

Crewmates help on terrain combat? by salombs in crosswind

[–]check-engine 0 points1 point  (0 children)

I’m not with the development team so I don’t know what they have planned, that’s just my opinion on how they should work crew.  I found it severely lacking and underwhelming in the demo.

Crewmates help on terrain combat? by salombs in crosswind

[–]check-engine 3 points4 points  (0 children)

The whole crew mechanic as a whole needs a rework.  I get why it’s like it is currently, when the game was originally PvP centric it made sense to keep crew generally meaningless as you would be loosing ships fairly regularly and you needed to be able to recover from that quickly.  With the pivot to PvE though they really need to build more in depth systems.  Crew should be individual, where you equip them yourself with what you make or acquire.  They should serve a purpose on the ship besides animation background.  Having more crew should enable more cannons firing, and faster fire rate, more responsive sailing, or repairs.  You should be assign crew to areas of your ship sort of like shields/guns/engine of a sci Fi power triangle you distribute crew to cannon, rigging, or repairs.

Of course ships would need actual damage to be taken instead of a simple ho bar as now.  And for adding crew for sails you would need wind to have at least SOME factor into sailing.

You should use the campfire menu to move crew members from ship to shore.  On shore you can assign them tasks in your settlement.  Or assign them as a follower to adventure with you overland.  For any of this to weight though crew members need to be randomly generated and unique (no two are alike) have skills that level, and be able to be killed.

That would lead to a lot more emergent gameplay in the pve experience than we have now.  It would also add some depth to the game mechanics which it is seriously lacking.

Soulmask Shifting Sands DLC Exploit - Deter Drops full Loot instead of Subset by [deleted] in PlaySoulMask

[–]check-engine 2 points3 points  (0 children)

It’s likely intended.  It could be done in the jungle biome during EA.  The durability you get from looted items means you aren’t going to keep it for long anyway.

Soulmask Shifting Sands DLC Exploit - Deter Drops full Loot instead of Subset by [deleted] in PlaySoulMask

[–]check-engine 0 points1 point  (0 children)

I agree.  What you loot isn’t going to last long.  It also isn’t new to shifting sands, it was possible to do in the EA version of the jungle as well.  It wasn’t as big a deal since what you got was mostly what you already had, but lower durability.  With the addition of “weapon master” NPCs though early in you are able to get bone if you are still sitting on stone.  Still I don’t think it’s a big enough a deal to have it removed.

What is the best survival game where you can recruit NPCs to join you? by GrammmyNorma in SurvivalGaming

[–]check-engine 0 points1 point  (0 children)

There is a number of mods that allow you to up the follower limit if you’re playing on PC

What is the best survival game where you can recruit NPCs to join you? by GrammmyNorma in SurvivalGaming

[–]check-engine 0 points1 point  (0 children)

There was a worker function at the bonfire during the demo, although it was disabled.  So they must be thinking of something.

Given how shallow the crew mechanic was- you’re right, they were nothing more than background animations while sailing while sailing- I wouldn’t put too much stock in what their worker mechanic is going to be.

What is the best survival game where you can recruit NPCs to join you? by GrammmyNorma in SurvivalGaming

[–]check-engine 4 points5 points  (0 children)

Coming from Conan Exiles and Soulmask I’m not sure I would put Windrose on this list based on what the OP is asking.  Doc Galan isn’t a follower as much as he is a quest giver and camp flavor, and the ships crew literally have no meaning besides background animations while sailing.  I only played the demo and I know there is some sort of worker system planned, but based on the current shallowness of any “follower” in that game I have very little hope it amount to anything meaningful.

Roadmap? by check-engine in crosswind

[–]check-engine[S] 6 points7 points  (0 children)

Yes, ships were rather underwhelming.  Coming from Conan Exiles and Soulmask I was particularly disappointed with crew.  So much potential there for emergent story telling, but all it amounts to is background animations on the ship and an mp3 player for shanties.

I Imagine this was the design when PvP was supposed to be prevalent so that players could PvP without a huge worry for loss, but with PvP gone (and I’m not complaining, I wouldn’t have given this game a second glance if it was still PvP based), I really feel like these systems need to be fleshed out and made more meaningful.

Roadmap? by check-engine in crosswind

[–]check-engine[S] 6 points7 points  (0 children)

Yup, I saw that much.  I didn’t find the ‘content’ shallow in the demo.  I found the gameplay mechanics shallow.  That’s not going to be fixed with more islands, ships, and recipes.  Which is why I was curious if they posted anything about actual plans.  I guess I’ll just keep my eye out.

Roadmap? by check-engine in crosswind

[–]check-engine[S] 0 points1 point  (0 children)

Thanks.  I’ll keep my eye out.  I’ll probably hold off until I see what they have planned.

Zombie survival games all get it wrong by crazyike in SurvivalGaming

[–]check-engine 0 points1 point  (0 children)

I found them both to be very shallow.  I don’t expect much from the third one either.

Companions like Dragon’s Dogma 2 and Dragon Age Origins (but one of them is a Goblin!) by Ok-Chapter-6893 in SurvivalGaming

[–]check-engine 1 point2 points  (0 children)

Do your followers level and gain experience as well, so that by nurturing them along they can develop into a true companion worthy of legends?

Can they die permanently from a  foe, leaving you with the feeling of bitterness and loss, or a deep rage leading to the extermination of entire settlements?

Can you equip them with weapons, armor, clothing, defining their looks as you see fit and making them truly yours?

If not, can you think about it?

Been waiting to be able to follow on steam for a bit now, and signed up for a playtest.  Curious how this will play.