Unlike now..?There was zero survival to it.
Practically zero vs crafting infinite wooden clubs for progress... not _great_ but not in any way "zero". Focus was on exploring a map, now it's "check out this exclamation point!"; so "progress" was more measured in uncovering the map and conquering the central city, versus Follow the Yellow Bar Road.Practically zero progression.
Now I'm bored by the 3rd fetch-clear quest, so I can look for variance from a .. clear? Yay.You got bored by the third week because you were maxed out and there was zero challenge.
What the hell are you talking about? You must have never played it to say such nonsense.Alpha 16 was one of the absolute easiest most basic versions.
There was zero survival to it. Practically zero progression. You got bored by the third week because you were maxed out and there was zero challenge.
What the hell are you talking about? You must have never played it to say such nonsense.
I'd say your personal impressions got lost in the "anonymity of the global economic system," to be frank.I may not have played A18, but I know A19 hooked me.
I'd say your personal impressions got lost in the "anonymity of the global economic system," to be frank.
Well said!Unlike now..?
Practically zero vs crafting infinite wooden clubs for progress... not _great_ but not in any way "zero". Focus was on exploring a map, now it's "check out this exclamation point!"; so "progress" was more measured in uncovering the map and conquering the central city, versus Follow the Yellow Bar Road.
Now I'm bored by the 3rd fetch-clear quest, so I can look for variance from a .. clear? Yay.
Yeah, I'm just adding bad takes on top of bad takes, but hey, the more the merrier![]()
Probably something the professor read in some philosophy or economics book. He likes to spout off a lot of it to make himself look sophisticated. He doesn't seem to realize this is a game forum and nobody here is impressed.LOL, I don't know if there's a deeper hidden meaning in that statement, but if you say so.
Those days were a blur. I had to go lookup when I bought the game to even recall if I had owned it when A16 was a thing.
Although compared to A20 through now, I'd say A19 was a lot better.
Yeah, the POIs are amazing work. Much as I hate the fact that they are lead you by the nose rat maze dungeons, I am continually in awe of the level of detail in them and how they get better every version.A21 becomes important to me with POIs and RWG. I think the game takes some big steps forward then.
Yeah, if they got rid of the guided tour dungeon part of POIs, but kept the level of detail, I'd be happy. I was so excited for the dungeon-style POIs when A17 was coming out, and then I did three of them and was bored. They're too predictable.Yeah, the POIs are amazing work. Much as I hate the fact that they are lead you by the nose rat maze dungeons, I am continually in awe of the level of detail in them and how they get better every version.
Much as I hate the fact that they are lead you by the nose rat maze dungeons
Yeah, if they got rid of the guided tour dungeon part of POIs, but kept the level of detail
Yeah, I don't follow them into ambushes, generally. Sometimes when you're supposed to jump down I just do it because it's less of a hassle, but never in higher tier POIs.I call that the "suckers path" as it leads to ambushes. I have no qualms about ignoring the path and doing my own things. In my own POIs I don't usually bother to have a path in mind. I think they seem unnatural plus I don't care to use so many lights.
I've been replaying A16 for a couple of weeks now, and I think you're thinking of A15.... A16 added crafting skills that required skill point purchases. There was no spam crafting to increase skill in 16. The only LBD skills were active skills like combat.Practically zero vs crafting infinite wooden clubs for progress... not _great_ but not in any way "zero".
Ah. Well, thanks! Been a while .. But I guess that just makes my point stronger; not only was there learn by doing, there was learn by levelling, that's even more progress systems than I thoughtI've been replaying A16 for a couple of weeks now, and I think you're thinking of A15.... A16 added crafting skills that required skill point purchases.
Zero survival, zero progression? I remember playing A16 where I started in green biome, but I wanted to build in snow biome, like in a14-15 where snow started to cover even player built construction. But I was unable to survive the nights in snow biome, because it was getting colder during night and I had not enough of good quality clothing. Then even when I had better quality of clothing, I had to com there by day and build with campfire nearby to not freeze and use my food faster. And I had to prioritize roof, because I could not get wet from snow. But that was a price I was willing to pay if I wanted to have a beautifull snow covered base in a winter biome. And that was reall challenge to get in to some biome, not like what we have now, that you do few simple tasks and gets a badge.Alpha 16 was one of the absolute easiest most basic versions.
There was zero survival to it. Practically zero progression. You got bored by the third week because you were maxed out and there was zero challenge.
I've been replaying A16 for a couple of weeks now, and I think you're thinking of A15.... A16 added crafting skills that required skill point purchases. There was no spam crafting to increase skill in 16. The only LBD skills were active skills like combat.
Zero survival, zero progression? I remember playing A16 where I started in green biome, but I wanted to build in snow biome, like in a14-15 where snow started to cover even player built construction. But I was unable to survive the nights in snow biome, because it was getting colder during night and I had not enough of good quality clothing.
what I can't forgive you is how you made zombies so supid, that they can't attack me even when I activate 10 of them at once. They will run past me, start attacking random building or even a tree and I can watch them for a while before they notice me.