Current Events > Elden Ring's exploration is by far the worst out of all Soulsborne

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MarthGoomba
03/21/22 2:13:45 PM
#1:


The majority of the open world is just copy&pasted ruins/caves/mines/camps/catacombs. LITERALLY copied and pasted. The slight rearrangements between them aren't enough to distinguish any of them.

Exploration in Soulsborne was exciting because you knew every area was going to be unique and full of challenging and interesting things to do. There is nothing interesting or challenging about running another imp infested catacomb with another generic copy pasted boss

The main levels are great... but they all feel short and the long downtime between them in the boring open world really deflates the whole experience

It betrays the quality over quantity approach Souls has always gone for. There is just too much generic low quality getting in the way of the good stuff.

But I know that From Software will learn from this experience and do better next time.

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FabIe
03/21/22 2:15:26 PM
#2:


Ok

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EmbraceOfDeath
03/21/22 2:17:40 PM
#3:


MarthGoomba posted...
The majority of the open world is just copy&pasted ruins/caves/mines/camps/catacombs. LITERALLY copied and pasted. The slight rearrangements between them aren't enough to distinguish any of them.
Lolwut. They have completely different layouts outside of, typically, the starting room.

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PatrickMahomes
03/21/22 2:19:08 PM
#4:


EmbraceOfDeath posted...
Lolwut. They have completely different layouts outside of, typically, the starting room.
Like what, a staircase to another square room instead of just a straight path to a square room?

The exploration is the most overrated part of this game. The hype had me believing there were secrets and twists and branching paths all over the place, but a majority of the map is just a path with trees off to the side and occasional mobs and the rare field boss.

Don't get me wrong, it's a fun game, but god damn was it overhyped.

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MarthGoomba
03/21/22 2:21:55 PM
#5:


EmbraceOfDeath posted...
Lolwut. They have completely different layouts outside of, typically, the starting room.

The layouts are composed of the same chunks, copied and pasted LITERALLY over and over

I don't care if a dungeon goes left up right down instead of left down left up when it's using the EXACT SAME PIECES

This is not what Soulsborne needed. It's not good level design

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Squall28
03/21/22 2:22:08 PM
#6:


I agree. I'm enjoying the game, but exploring the dungeons is way more fun than exploring the world map.

With the map, it's pretty much just a horizontal sweep of the area. With dungeons, you have to figure out how to get places, and overcome various obstacles to do so.

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Giant_Aspirin
03/21/22 2:26:29 PM
#7:


i find some of the catacombs to be sorta underwhelming and repetitive, but the 'legacy dungeons' have all been pretty sweet imo

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Gwynevere
03/21/22 2:27:30 PM
#8:


The dungeons are awesome. They're literally just Chalice Dungeons from Bloodborne but without the random generation, and I've been wanting chalice dungeons to return for years

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Doe
03/21/22 2:29:05 PM
#9:


Stormveil Castle is one of the best designed FromSoft zones of all time.

Nokstrom is great

Caelid is cool and scary

The capital is maybe even too dense

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Kaldrenthebold
03/21/22 2:32:49 PM
#10:


I disagree completely but you do you.

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OudeGeuze
03/21/22 2:34:32 PM
#11:


Lol what, this is the best exploration has been. DS2 and especially 3 had you follow a mostly streamlined path, with only DS1 really having a ton of freedom to go anywhere.

Marth with yet another shitty opinion, water is also wet.
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TheShadowViper
03/21/22 2:38:12 PM
#12:


Yeah I don't think that holds up on any basis. People have already mentioned the dungeons and various locales, but the item rewards are also better than they have ever been. The game straight up rewards exploration.

The amount of times I've thought to myself "there is probably something down this cliff/path/tunnel" and been rewarded for investigating dwarfed the times I was disappointed to see nothing was there.

Moreover, since there are SO MANY items/spells/skills and many of them are interesting, it doesn't feel like you are being rewarded with shit.
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MarthGoomba
03/21/22 2:40:01 PM
#13:


OudeGeuze posted...
DS2 and especially 3 had you follow a mostly streamlined path, with only DS1 really having a ton of freedom to go anywhere.

2 had the most freedom

Running through giant empty fields to find generic ruin #43 that most likely has a tiny basement with... oh wow! a chest! DIDN'T SEE THAT COMING!.... is the exact opposite of exciting. It's tiresome.

Exploration isn't automatically good just because of its degree of freedom. It needs to have exciting things to actually find.

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WrkHrdPlayHrdr
03/21/22 2:59:06 PM
#14:


I'll agree slightly. Some of the caves seem repetitive. I thought the chalice dungeons in bloodborne were good but once you've done one you've done them all. I somewhat feel that way about the caves in this.

However, the actual dungeons and the overworld itself are really really really well designed.

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OudeGeuze
03/21/22 7:27:20 PM
#15:


MarthGoomba posted...


2 had the most freedom
Shut the fuck up
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Punished_Blinx
03/21/22 7:34:32 PM
#16:


I do think Elden Ring would be a better game if it was a bit more smaller and focused.

Limgrave leaves an excellent impression. A few stand out things to find there and it feels really focused. Liurnia of the Lakes feels like a step down overall. The catacombs and mines to find all feel pretty same to what was found in Limgrave. There's some interesting stuff in the region but a lot of it feels a bit too big for its own good.

I kinda feel like no game really feels like it maintains the quality once it gets over the 50 hour mark.

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Gwynevere
03/21/22 9:07:26 PM
#17:


MarthGoomba posted...
2 had the most freedom
Lmao

The only freedom you had in 2 was what order you wanted to get the great souls. Or if you wanted to grind out a million soul memory to go straight to Drangleic castle you could do that

After that it was a straight linear path.

The Souls series was never really non linear to begin with though. No matter what, you had to get the Lord vessel, you had to go through Drangleic castle, you had to go through the dancer.

Elden Ring has by far the best incentives for going off the beaten path, not just in the souls series but in open world games as well

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Jabodie
03/21/22 9:13:55 PM
#18:


Ah, this is a MarthGoomba topic. Somehow everything makes sense now.

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GrandConjuraton
03/21/22 9:14:52 PM
#19:


Gwynevere posted...
The dungeons are awesome. They're literally just Chalice Dungeons from Bloodborne but without the random generation, and I've been wanting chalice dungeons to return for years


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David1988
03/21/22 9:15:48 PM
#20:


Amen, bigger let down than Cyberpunk tbh

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lilORANG
03/21/22 9:15:52 PM
#21:


Elden Ring is goat

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ssjevot
03/21/22 9:35:04 PM
#22:


I agree the open world is the worst part of the game, but I don't line open worlds to begin with and it was probably the best open world I have ever played. That said the dungeons were easily the best part. I definitely want more dungeons and less open world, which I guess is what all the other games were.

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#23
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Number090684
03/21/22 9:41:32 PM
#24:


Jabodie posted...
Ah, this is a MarthGoomba topic. Somehow everything makes sense now.

Yes because MarthGoomba is right on this one. Elden Ring has a lot of unnecessary copy / paste bloat that it harms the overall quality of the game. Also doesn't help that the regions don't have real cultures to learn about and peaceful, reasonable locals in believeable settlements to interact with to make the world feel more real and enrich the game. Like 95% of what you come across wants to kill you and it gets old fast considering they aren't really expressive either.
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Jiek_Fafn
03/21/22 9:42:30 PM
#25:


Youre describing level design, not really exploration.

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Squall28
03/21/22 10:01:52 PM
#26:


ssjevot posted...
I agree the open world is the worst part of the game, but I don't line open worlds to begin with and it was probably the best open world I have ever played. That said the dungeons were easily the best part. I definitely want more dungeons and less open world, which I guess is what all the other games were.

The other games were basically all the dungeons linked together. You'll find some door, or just walk up some river to go to the next dungeon. It's very condensed.

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DespondentDeity
03/21/22 10:06:54 PM
#27:


Game is awful cuz theres so damn much content and I cant stop playing, its embarrassing and Im not getting enough sleep.

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#28
Post #28 was unavailable or deleted.
ssjevot
03/21/22 10:35:16 PM
#29:


Squall28 posted...
The other games were basically all the dungeons linked together. You'll find some door, or just walk up some river to go to the next dungeon. It's very condensed.

Yeah, and I prefer that. But I know a lot of people love open worlds and exploration, so I am willing to compromise. At least it isn't Breath of the Wild where exploration has no real rewards and dungeons are incredibly short. I just don't want my beloved dungeons thrown out for the sake of wandering around an open world.

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UnholyMudcrab
03/21/22 10:45:24 PM
#30:


A new Fromsoft game has given Marth a whole new wealth of opportunities to make bad takes.

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TheOtherMike
03/21/22 11:13:06 PM
#31:


ER is definitely overhyped all around. The overworld is very beautiful, except for the obvious same (and always weirdly out of place) semi-curved ruins wall copied every twenty yards and literally identical shacks scattered everywhere. But the dungeons are way too samey, and 95% of the time don't reward you with anything useful. There aren't enough smithing stones to meaningfully upgrade more than one or two weapons, making newly picked up weapons weaker than the one you've been upgrading since early game. I have literally never needed to google basic gameplay mechanics this much for any other game, because there aren't any in-game explanations for a lot of things. I still have no idea what 90% of the icons that randomly appear under the stamina bar mean. Combat is the best part of the game, but that gets samey and tedious after about ten hours. Overall, I got bored enough I completely lost interest in continuing so I'm ebaying my copy while it still holds some value. At least I got about 60 hours into it, and despite its flaws I had fun with it for the most part, so I got my money's worth. Maybe I'll pick it back up again when I can get it for $10 or $15.
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ssjevot
03/21/22 11:19:02 PM
#32:


TheOtherMike posted...
There aren't enough smithing stones to meaningfully upgrade more than one or two weapons, making newly picked up weapons weaker than the one you've been upgrading since early game.

There are tons of them, and you can buy more for cheap as well as farm them in mines.

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Kaldrenthebold
03/22/22 10:19:59 AM
#33:


ssjevot posted...
There are tons of them, and you can buy more for cheap as well as farm them in mines.

Yep that was my first thought. You can literally buy the stones so there are no "limited" numbers. Go to Liurnia Crystal Caves and you get the first ball bearing which allows you to buy stones 1 and 2.

Ahh I love people.

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Irony
03/22/22 10:21:12 AM
#34:


https://twitter.com/PG_kamiya/status/342901810991861760?t=Kp8c3MtrpSvIxElJLOVt3Q&s=19

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Megaman50100
03/22/22 10:31:31 AM
#35:


Mostly agree, game will still be GOTY, but the scale definitely stretches Souls design ethos out a bit too much to where it causes pacing and balancing problems that aren't present in the other games. Some can be fixed with more tuning (such as dialing back the power of many things in game so that they aren't just absolutely the best option at all times like mimic tear) but others are just a trade off for the size of the game and can't be easily fixed without changing the philosophy they started with.

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_MorningStar
03/22/22 10:37:16 AM
#36:


UnholyMudcrab posted...
A new Fromsoft game has given Marth a whole new wealth of opportunities to make bad takes.
Lol this. Poor quality bait is poor

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TheOtherMike
03/22/22 10:57:42 AM
#37:


ssjevot posted...
There are tons of them, and you can buy more for cheap as well as farm them in mines.

Kaldrenthebold posted...
Yep that was my first thought. You can literally buy the stones so there are no "limited" numbers. Go to Liurnia Crystal Caves and you get the first ball bearing which allows you to buy stones 1 and 2.

Ahh I love people.

I was looking up where to find stones 4 and 5 just to keep my one weapon upgraded. The bell bearing to buy stones 1 and 2 don't help in any meaningful way because I don't need stones 1 and 2. That also ties back into my complaint about the need to look shit up, because how is the player supposed to know this? There are dozens of dungeons and caves. Gating weapon upgrades behind finding a functional needle in a haystack is bad design.
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Oubliettes
03/22/22 12:02:11 PM
#38:


catacombs, caves, graves, mines, ruins, etc are fucking awesome
full of secrets, hidden pathways, interesting use of the environments, etc.

pro tip for catacombs: most of them hide the best loot behind puzzles involving their traps. ie: instead of avoiding the big hallway guillotines, try jumping on the blade and riding it to the top. the big imp pillars that shoot fire and stuff can be manipulated by smacking them. try taking a ride on the death chariots. one of the coolest heavy armors comes from finding a clever way to make them crash into each other. crystal darts will make imps, watchdogs, etc. attack each other.

are they a little samey? yeah, insofar as they use the same assets and enemies. but i feel like the design approach is really reminiscent of older games, in that the early ones are kind of easy, and introduce all the mechanics one by one. middle game ones start combining them, so you're dealing with multiple mechanics at once after you've (hopefully) mastered them individually. and end game ones start throwing curve balls where you have to solve them in unique and interesting ways.

and tbh, i appreciate that you're given multiple opportunities to learn, practice, master, and apply the same mechanics. in a game this big, i feel like having to learn unique movesets for 200 bosses would start to feel like a chore. learning crystalian A pattern, then learning crystalian B pattern, then fighting crystalian A and B at the same time, then having to learn crystalian C while you're fighting ABC all at once feels like a more natural progression and i like those little "aha! I know how to deal with those guys!" moments.

the only boss i felt was overused was the godskin guys, but i feel like there's lore implications to that.

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Smashingpmkns
03/22/22 12:05:57 PM
#39:


I feel like theres enough difference in the few dungeons I've done for it not to be a problem. They really liked reusing that area with the wooden stairs tho.

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CyricZ
03/22/22 12:07:05 PM
#40:


I will only accept a gaming experience if it's 100% bespoke with no asset reuse.

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Gwynevere
03/22/22 12:10:54 PM
#41:


TheOtherMike posted...
I was looking up where to find stones 4 and 5 just to keep my one weapon upgraded. The bell bearing to buy stones 1 and 2 don't help in any meaningful way because I don't need stones 1 and 2. That also ties back into my complaint about the need to look shit up, because how is the player supposed to know this? There are dozens of dungeons and caves. Gating weapon upgrades behind finding a functional needle in a haystack is bad design.
You not liking it doesn't make it bad game design, it just means you don't like it and that's fine. I've been playing with a group of friends and I love getting together and telling each other what we found and where to go to get it. It feels like the early days of gaming where you'd tell your friends what wall to bomb for a heart in Zelda 1

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TheOtherMike
03/22/22 12:21:09 PM
#42:


Gwynevere posted...
You not liking it doesn't make it bad game design

I never said it was bad design because I don't like it. It's bad design because it's bad design. There is no good reason whatsoever for it. Gating something as important as weapon upgrades behind a random cave reward that, statistically speaking, many players are going to miss based on the sheer number of caves in the game, is frankly asinine. "Needle in a haystack" game design is objectively bad.
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I4NRulez
03/22/22 12:27:12 PM
#43:


TheOtherMike posted...
I was looking up where to find stones 4 and 5 just to keep my one weapon upgraded. The bell bearing to buy stones 1 and 2 don't help in any meaningful way because I don't need stones 1 and 2. That also ties back into my complaint about the need to look shit up, because how is the player supposed to know this? There are dozens of dungeons and caves. Gating weapon upgrades behind finding a functional needle in a haystack is bad design.

I didn't look up any and when i went to upgrade weapons i had like 20 of each stone lol.

It's not a needle in a haystack design you're clearly needing someone to hold your hand. Plus, how is it bad that a game that puts a lot of focus on exploration is rewarding players for exploring?


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CyricZ
03/22/22 12:27:20 PM
#44:


TheOtherMike posted...
"Needle in a haystack" game design is objectively bad.
I'd agree more with this if these items were placed in the middle of a field with no marking as opposed to within dungeons having beams of light coming off them.

I mean yes, there are a lot of caves, and some require exploration or community involvement to find them, but they're not THAT well hidden.

The means are there to find everything. It's not easy, there's a lot of it, and it won't be done quick, but they're there for you to use.

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Gwynevere
03/22/22 12:30:42 PM
#45:


TheOtherMike posted...
Gating something as important as weapon upgrades behind a random cave reward that, statistically speaking, many players are going to miss based on the sheer number of caves in the game
Is this really true though? Two of the bell bearings you need to buy stones are in caves that are marked with big black dots with orange circles around them. Those are all mines where you can find stones. They're attention grabbing on the map, and once someone finds stones in them it says to the player "hey go into these when you need an upgrade"

The third one is on the path you take to progress, and the last one is literally just dropped by a non optional boss. Trying to make this an objective criticism doesn't really work

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TheOtherMike
03/22/22 12:39:30 PM
#46:


I4NRulez posted...
I didn't look up any and when i went to upgrade weapons i had like 20 of each stone lol.

And?

Again, my initial complaint isn't about 1st and 2nd tier stones. It's about not having or finding enough 4th and 5th+ tier stones to keep more than a single weapon upgraded. It's about the fact that the limited mid-game stones mean the player is stuck using the early-game weapon they've been upgrading and having to pass on new weapons that aren't as good specifically because you don't have the mats to bring it up to par.

I4NRulez posted...
It's not a needle in a haystack design you're clearly needing someone to hold your hand.

The "needle in a haystack" complaint is about the bell bearings, not the random scattered stones.

CyricZ posted...
I'd agree more with this if these items were placed in the middle of a field with no marking as opposed to within dungeons having beams of light coming off them.

Again: The "needle in a haystack" complaint is about the bell bearings being in one of dozens of caves, not the random scattered stones. Not to be rude, but it really seems like you guys are deliberately misunderstanding the issues I'm bringing up.

It's particularly weird since this is about the least subjective of the complaints in my first post, and the fact that I said I had fun overall and got my money's worth. But god forbid someone express a valid complaint about a badly-designed upgrade system.
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OudeGeuze
03/22/22 12:41:14 PM
#47:


TheOtherMike posted...
And?

Again, my initial complaint isn't about 1st and 2nd tier stones. It's about not having or finding enough 4th and 5th+ tier stones to keep more than a single weapon upgraded. It's about the fact that the limited mid-game stones mean the player is stuck using the early-game weapon they've been upgrading and having to pass on new weapons that aren't as good specifically because you don't have the mats to bring it up to par.

The "needle in a haystack" complaint is about the bell bearings, not the random scattered stones.

Again: The "needle in a haystack" complaint is about the bell bearings being in one of dozens of caves, not the random scattered stones. Not to be rude, but it really seems like you guys are deliberately misunderstanding the issues I'm bringing up.

It's particularly weird since this is about the least subjective of the complaints in my first post, and the fact that I said I had fun overall and got my money's worth. But god forbid someone express a valid complaint about a badly-designed upgrade system.
Because it's not a valid complaint
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I4NRulez
03/22/22 12:43:31 PM
#48:


TheOtherMike posted...
Again, my initial complaint isn't about 1st and 2nd tier stones. It's about not having or finding enough 4th and 5th+ tier stones to keep more than a single weapon upgraded. It's about the fact that the limited mid-game stones mean the player is stuck using the early-game weapon they've been upgrading and having to pass on new weapons that aren't as good specifically because you don't have the mats to bring it up to par.

And im telling you that there's more than enough for you to find. You aren't locked out of upgrades. You can literally farm the mines to get them and then there's the option way of getting the item to buy them. I had 3 bell bearings before i even knew what to do with them.

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CyricZ
03/22/22 12:44:02 PM
#49:


Yeah I think you'd do better just by saying you don't like it.

Nothing is gained by trying to mark this as an objective criticism.

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Gwynevere
03/22/22 12:44:56 PM
#50:


TheOtherMike posted...
And?

Again, my initial complaint isn't about 1st and 2nd tier stones. It's about not having or finding enough 4th and 5th+ tier stones to keep more than a single weapon upgraded. It's about the fact that the limited mid-game stones mean the player is stuck using the early-game weapon they've been upgrading and having to pass on new weapons that aren't as good specifically because you don't have the mats to bring it up to par.

The "needle in a haystack" complaint is about the bell bearings, not the random scattered stones.

Again: The "needle in a haystack" complaint is about the bell bearings being in one of dozens of caves, not the random scattered stones. Not to be rude, but it really seems like you guys are deliberately misunderstanding the issues I'm bringing up.

It's particularly weird since this is about the least subjective of the complaints in my first post, and the fact that I said I had fun overall and got my money's worth. But god forbid someone express a valid complaint about a badly-designed upgrade system.
The bell bearings themselves are in the marked caves Cyric mentioned. It's fine if you don't like that, but trying to pass it off as something objectively wrong with the game when many other people are getting along just fine is what people have an issue with

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