Against the Storm

Against the Storm

İstatistiklere Bak:
DLCs feel underwhelming
I've been buying the DLCs because the game absolutely deserves more attention, but I have to say they really don't feel worth it. Especially this last one that introduced no new production buildings or resources. New races don't really add much variety to the gameplay, bats just feel like a remixed version of other races. The biomes on the other hand actually do change things up a bit, but they feel like minor gimmicks that would come with a content patch.

I get there's concerns about adding too much content, leading to messed up gameplay, but I think it might be an idea to explore some new paths for adding content to the game. Like, what if biomes had unique resources and buildings and every race had a couple of desires that changed depending on biome. That way each biome could easily carve out its own identity and feel like major new additions to the game while limiting the impact of content bloat.

I dunno, it just feels like I'm playing 90+% the same exact game and all I bought was the fluffbeak and black market mechanics.
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14 yorumdan 1 ile 14 arası gösteriliyor
I do agree with you in big part. I wish they'd bring in new ressources, switched up some recipes or nodes or made existing ressources or buildings relevant somehow (looking at you insects and herb garden) as well as introduce mechanics that truly shake up the gameplay. In that regard I will say they did well with this patch as both the Fluffbeak and especially the black market mechanic do change how you need to play quite significantly imo (and being able to guarantee fertile soil is very fun in the first place).

Just today I finished the last achievement and this DLCs achievements felt a bit lackluster as well. They went by too fast tbh.

I still love this game, else I wouldn't have ♥♥♥♥♥♥ every achievement. But 1.8 felt overall a bit weak imo.
I dont really like these DLCs. Fluffbeak is ♥♥♥♥, Stone biome is interesting, but overall - the more buildings\cornerstones\bioms - the bigger is RNG. Especially, when they add gimmicks like "Bats cannot be favored"

And yeah, I also have 100% achievements and love the game. But both DLCs are... n't necessary.
İlk olarak Starl1ght tarafından gönderildi:
But both DLCs are... n't necessary.
I don't think they were designed to be necessary at the core, AFAIK. The key point from the devs was adding more optional variety, more stuff to the randomization pools, and so on if players wanted that.

If you don't want the extra variety/are cool just playing the base game, they aren't needed by that same design, which was the point (or so I imagine).
En son dhitch89 tarafından düzenlendi; 5 Ağu @ 10:43
I like bats, but I would have appreciated 2-3 more buildings that were bat unique rather than taking some blueprints out of the general pool to make them batty

Their architecture is cool though, and the ravine is a great biome
I purchased it just to give my support for developers, game even without all the dlc's is for me endless entertainment and i like to support those kind of games.
Exact same feeling, bought the DLCs cause I loved the gameplay loop and wanted more of that and felt a little let down to get a tiny nibble of new experiences for half the games base price.

I hope that if they continue making DLC for the game they expand on the games existing lore rather than adding on new extentions (are we ever gonna get to learn more about the queen and the sealed ones?)

Would also love either another game in the universe or a larger DLC that adds a mode that goes further into pushing back the sealed ones, maybe even with a goal of erecting a new perma settlement.


Either way the silver lining is that new players have no need to buy the DLC to experience the game. But I hope we get some bigger content drops in future DLC if there is any.
İlk olarak Canadaboy250 tarafından gönderildi:
Exact same feeling, bought the DLCs cause I loved the gameplay loop and wanted more of that and felt a little let down to get a tiny nibble of new experiences for half the games base price.

I hope that if they continue making DLC for the game they expand on the games existing lore rather than adding on new extentions (are we ever gonna get to learn more about the queen and the sealed ones?)

Would also love either another game in the universe or a larger DLC that adds a mode that goes further into pushing back the sealed ones, maybe even with a goal of erecting a new perma settlement.


Either way the silver lining is that new players have no need to buy the DLC to experience the game. But I hope we get some bigger content drops in future DLC if there is any.

The priorities and ambitious creativity of these devs are disappointing. Solid strategy game, but yeah, so much unrealized potential in departments like story and other things.
İlk olarak TripSin tarafından gönderildi:
The priorities and ambitious creativity of these devs are disappointing. Solid strategy game, but yeah, so much unrealized potential in departments like story and other things.
According to a recent comment, they deliberately chose the "story/lore breadcrumbs" approach because they thought it'd be fitting for AtS.

Roguelike games with rich character/story lore like Hades I/II are quite appealing, but I quite enjoy the breadcrumbs approach too, personally speaking.
En son dhitch89 tarafından düzenlendi; 5 Ağu @ 11:37
Hm expectations are always different and depends on many things. I personally am quite hapy with the content / price of these DLCs.
But I come from games like EU4 and Warhammer, where I am used to high priced DLCs - while Paradox has much content in them, Warhammer has not.
So for the price I think the content is fair.

Of course there could be more depts to some mechanics and the story, being a greedy gamer myself I think it could always be _more.
But you never know why there is no such thing. Maybe there is no good storyteller/author in the team - I'd rather have no story arc than a shallow / bad written.
I've not felt motivated to pick up the bats because they don't sound interesting, just hard.

Whinier, harder to please, and eat more while working less?

I'd rather they weren't pay-to-win, sure, but paying for what sounds like a more limiting, less useful option with no upsides doesn't sound like a blast either.
İlk olarak Black Hammer tarafından gönderildi:
I've not felt motivated to pick up the bats because they don't sound interesting, just hard.

Whinier, harder to please, and eat more while working less?

I'd rather they weren't pay-to-win, sure, but paying for what sounds like a more limiting, less useful option with no upsides doesn't sound like a blast either.

The bats problem is they rely on a sacrificing playstyle. For bats to be good you need to have a surplus of villagers so that you can exile a bunch with the manorial court to boost their resolve a bunch and get guaranteed double production. The problem is for this game plan to work well you need to get some combination of corner stones to make it a viable play (such as hidden from the queen, increased villagers with every newcomer, cannabalism, blood price contract) to have enough villagers, not die of impatience on P20, and get enough of a reward to justify the saccing of villagers.
But since you need to take bats at the start of a caravan (or randomly end up with them) you can't decide to take them when you have ideal chances of getting at least one of those effects, you need to take bats and pray you get effects to support them, more so than any of the previous races except possibly frogs (also DLC) with their stone dependence. But even them you can take an embarkation to protect from that.
İlk olarak dhitch89 tarafından gönderildi:
İlk olarak TripSin tarafından gönderildi:
The priorities and ambitious creativity of these devs are disappointing. Solid strategy game, but yeah, so much unrealized potential in departments like story and other things.
According to a recent comment, they deliberately chose the "story/lore breadcrumbs" approach because they thought it'd be fitting for AtS.

Roguelike games with rich character/story lore like Hades I/II are quite appealing, but I quite enjoy the breadcrumbs approach too, personally speaking.

I'm a fan of using mystery as a story telling device - Sandfall just employed it exceptionally well in Expedition 33 (god I wish this kind of quality in characters in story was just common place instead of having to be exceptional in video games). But I feel like AtS gives us barely anything at all to chew on and digest and it's such a damn shame because what they have actually set up is good, they just don't do nearly enough with it imho.

Like one concrete example that always pisses me off is like how the dialogue for the seals is the exact same thing every time you do a different seal. They couldn't even be bothered to make a little bit new dialogue or something interesting happen as you unlock different seals. The guys giving the exact same dialogue every time doesn't even make any logical sense.
I feel like the bats are the least interesting part of this DLC for me. It's mostly the same game sure, but I feel like there's a lot to chew on with the new biomes and, more interestingly to me, the new world modifiers/events. The tree grazer was a particularly interesting encounter. Personally I'm pretty happy with my purchase.
I quite like the extra quirks that the bats add (frogs too), but I do kinda agree that it would be nice if an extra resource or two was also added at the same time, somehing that fits with the expansion theme - like what happened when fishponds get added alongside the frogs and brought fish, scales, salt and algae.

Bats do metalwork, surely there's room for more metal alongside copper?
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