Non-respawning enemies really break the game - 09/04/20 07:12 PM
From a badass intro to such a letdown as soon as you arrive in A1/fort joy.
But instead we are treated to a sunny paradise , i dont even see the point of leaving fort joy....there is no sense of being hunted, no urgency to leave.
Instead, waves upon waves upon waves of Voidwoken should have been re-spawning in and around Fort joy, so it gives you a an actual reason to leave. The Voidwoken and their insatiable hunger for flesh and blood, as well as the source element w/e it is, as well as attraction to their fallen comrades which they will devour--the more you kill, the more and bigger, badder monstrosities should be respawning, eager to avenge their fallen and feast on you, as well as their dead brethren and whatever source they had in their bodies
By the lore standards , all those sourcerers there should be like honey to flies, that place should be teeming with voidwoken. They are the main enemy of the game, yet in A1 it feels like the magisters are, based on how many of them you kill. The magister NPC's themselves claim about endless waves of voidwoken attacks in the swamps, but it never comes to pass!
What was the point of making all these cool creature models, giving them animations(e.g deep dweller, drillworm, others), if they only show up a few times in the story? I guess it makes them unique but at the same time it breaks all the immersion. This is this world's final stand, all hell is breaking loose, but instead there are no enemies to fight. Thats it, you've won after you killed all the enemies in fort joy
From a gameplay perspective, you are also forced to min-max since enemies are limited and that means exp is not infinite, which is ridiculous. And that means by having to look up walkthroughs online, kill allies and traders, etc.
I can see why the Devs gave us the Modding Toolkit--we are basically left to having to re-code the entire game to ourselves . Sign...now to find out how to remove dead bodies as my game is being overloaded. But I think Ill figure it out and make it how the game was meant to be
But instead we are treated to a sunny paradise , i dont even see the point of leaving fort joy....there is no sense of being hunted, no urgency to leave.
Instead, waves upon waves upon waves of Voidwoken should have been re-spawning in and around Fort joy, so it gives you a an actual reason to leave. The Voidwoken and their insatiable hunger for flesh and blood, as well as the source element w/e it is, as well as attraction to their fallen comrades which they will devour--the more you kill, the more and bigger, badder monstrosities should be respawning, eager to avenge their fallen and feast on you, as well as their dead brethren and whatever source they had in their bodies
By the lore standards , all those sourcerers there should be like honey to flies, that place should be teeming with voidwoken. They are the main enemy of the game, yet in A1 it feels like the magisters are, based on how many of them you kill. The magister NPC's themselves claim about endless waves of voidwoken attacks in the swamps, but it never comes to pass!
What was the point of making all these cool creature models, giving them animations(e.g deep dweller, drillworm, others), if they only show up a few times in the story? I guess it makes them unique but at the same time it breaks all the immersion. This is this world's final stand, all hell is breaking loose, but instead there are no enemies to fight. Thats it, you've won after you killed all the enemies in fort joy
From a gameplay perspective, you are also forced to min-max since enemies are limited and that means exp is not infinite, which is ridiculous. And that means by having to look up walkthroughs online, kill allies and traders, etc.
I can see why the Devs gave us the Modding Toolkit--we are basically left to having to re-code the entire game to ourselves . Sign...now to find out how to remove dead bodies as my game is being overloaded. But I think Ill figure it out and make it how the game was meant to be