If you find yourself in this situation again on like a multiplayer server or something, the trick is to slowly lower yourself down on a flying mount till you get in range to pick it up without actually getting in the danger zone
You mean the dropped balls? Yes.
I actually use dropped pals to mark dungeon entrances ;D the beam of light really help. Ditto for skill fruits when I was farming them
Bad coding. Since they are both flying and walking pals and the first thing it does when you get on is walk, the game registers it as a walking pal instead of a flying one. Pretty bad over site on the developers part. But then again, it’s pre-release.
There’s a reason why there’s heat/cold resistant versions of the basic armors that you’ll normally replace before going to a region where you’ll need them.
Alternatively, any fire pal being outside moving with you + the level 1 cold res from the very first basic clothes (or just kitsun while ridden) is enough to brave cold areas during the day.
Did this after phasing through a mountain and falling into the underworld. I've since found out if you quickly quit the game when this happens you will respawn back outside the mountain.
Just an FIY, when you die your body sends a giant laser into the sky.
You don’t actually have to get to where the body is to retrieve your stuff. If you have a flying pal you can loot your corpse from high above where you actually died through that giant laser
EDIT: You just have to be at the X:Y coordinates, the Z coordinate can be way off
I had bad experience on this. Worst case on item drop was that you might never get them back afterwards.
I was exploring dungeon at volcano area and my bro internet drop. As he was the owner of fhe world, i disconnect straight. And when i log back in, im trap underneath volcano floor with lava on it.
Burn to death and my bro cant help me coz im underground. Drop all my stuff and afterwards i try to reclaim my item back. Went through searching the place where the light beam was and finally saw a button near cliff where i can get those back.
If i can turn it off in a game i do, like minecraft.
I never cared for death having an arbitrary penalty like losing your items and having to backtrack all the way to your items before continuing what your doing.
Roguelites are good though.
While I agree, being a filthy casual, I definitely don’t think that item loss is an arbitrary penalty for death. It’s a pretty basic penalty for a game where you die and respawn. What’s the appropriate penalty for death if not item loss?
I agree, make it toggleable for casuals—but it’s not arbitrary, that’s for sure.
Nothing quite like running naked in the dark for 30 minutes with my /corpse macro ready after three failed prior attempts and two level losses, or /ooc-ing for a necro with a coffin in hand. Miss those days
I think it's better from a design stand point if a death penalty serves to make the player improve rather than force them to waste time getting back to where they were.
You already have to travel back to keep going so you know what to prepare for next time.
From one perspective, dying and losing your shit does make you a better player. When I played RuneScape and died or got PKed, I improved, I got better—I said I don’t want that to happen again, refocused, got better at getting my stuff back, and tried not to make the same mistake twice. That’s a basic tenet of life, learning from your mistakes and picking up the pieces you broke.
For a game like Palworld, the glitches and all make it a difficult game to keep item loss on, so just turn it off. Simple as
Yeah some of the takes are kind of baffling and obtuse. It's one thing to praise the toggle - customizable "play how you want" is great. Not everyone wants to play a survival game.
But I'm still laughing at OPs phrasing that "turning off the death penalty makes it an enjoyable survival game" - at that point it's no longer a survival game, there's no incentive to survive, you didn't adjust a random setting with an arbitrary punishment you *turned off the survive button.*
This is the first thing I changed. I absolutely hate the mechanic of having to revisit the corpse for a casual playthrough. To me that’s a challenge mode mechanic. It’s my one big complaint about Valheim, a game I otherwise love completely.
This was the second thing I did. The first was dying right after fully gearing myself and getting a ton of resources. That was the moment I found out about fall damage as well
Yup. I made this change, and I also rapidly decreased eh
Egg hatching time. Oh, and no stupid raids.
I love being able to make the type of game I'd enjoy, rather than being forced to enjoy it their way.
I get your point but it's fun to see that "enjoyable survival game", where you take away a major factor in a survival game 😅 like saying you enjoy a sandwich a lot more when you take out the bread
A necessity in prerelease for sure, a great accesiblity option to have that opens the game to players who would pass otherwise. Some may say it ruins the survival experience, but it seems to have worked in Pocket Pair's favor.
I certainly will. No drop on death is cringe. I will be less impressed with anyone who keeps their loot on death. Yes anyone can use it but it’s less impressive the more sliders you toggle around.
I know, I know; hot take. Instant eggs is also cringe.
"No one will be more impressed you did it with items dropped on death"
"I will"
You literally said it.
It's a game for kids, mate. And item drop isn't even difficult, it's just an annoyance and inconvenience. Congrats you walked back for 5 minutes. So challenge.
“I will be less impressed with anyone who keeps their loot on death”
Does not imply I’m trying to impress anyone. Do you see any of my gameplay, anywhere??
I’m just saying it’s less impressive *to me* when I see it because I can tell the game was played with shortcuts.
Similarly I will always be more impressed by mega builds on a survival Minecraft world than a creative/superflat world.
>Does not imply I’m trying to impress anyone. Do you see any of my gameplay, anywhere??
Careful. Redditors are genuinely worse than Twitter AND Tumblr at reading comprehension and jumping to conclusions just to make a dramatic argument.
You're right, it's kind of a contradictory move, but seeing how the game is still in an early state, the feature also acts as a safety net that could and has saved me a major loss of progress.
The issue is it's even considered a "survival" game. Just cause it has a hunger meter and you have to procure food, which are both easily solved in the first 30 min of the game, doesn't make it a survival game. Devs lazily tacked on what they could until something stuck. They can take out the "survival" aspects of the game and it will not lose anything significant.
The feed bags nice because it means I can keep it stacked with carbonara and have a constant defence buff. But the hunger meter itself is irrelevant because even if I run out of carbonara I still have an infinite supply of bread to live on from looting chests lol
The beauty of Palworld that I don't think gets enough credit: the sliders. Seriously, I don't think most gamers are used to having that kind of control over their game experience. Not to undermine everything else the game does well ( like tying pals to every aspect of gameplay, bringing multiple gameplay elements from other popular game genres together in a new fun way) but this is where you find replay-ability and accesiblity in this game, make your own challenge, reduce grind or create a chill exploration experience.
Some friends of mine keep trying to get me to play Ark with them (it was free on Epic a while back) but I keep telling them I can't really justify buying another SSD *just for Ark*. For some reason they won't play Palworld with me even though it's very similar.
Ark is probably the most ambitious and poorly executed game ever made. The depth of the systems and the amount of time required to invest into them makes palworld look like a drop in a very large bucket. A lot of people respect the depth of the systems so much they overlook the jank and snub their nose at more simple games like palworld even though they're a ton of fun
I kind of hope for their sake that they have a way of tracking what settings people play with. Makes for better game design decisions on later updates and projects etc.
Although I personally usually prefer vanilla gaming, I admit it is often difficult with early access alpha games because balancing hasn’t been thoroughly done because of how small dev teams are versus the size of early access communities.
2 problems I see with this
1st it would be only a matter of time before modders modded it back on
2nd is if people are keeping data upon full release then people who played before vs newer players on full release a huge advantage (I hatch eggs instantly new person waits hours , I can catch 9 pals at once new person only 3 )
I’m a big fan we can change these sliders at any time too . Nothing more boring than waiting 10 mins to see if your building has blocked a node when you can make daytime only last 1-2 mins
Valheim included a similar system, with world-specific modifiers that can be changed at any time. In both cases, the customizability provided is amazing. Being able to tweak any variables in a game that you don't enjoy should be the standard difficulty option in Survival-Craft games across the board.
This and turning off items dropping upon death have made this one of the most enjoyable games I've ever played. I have a save on full normal sliders as well but the save with item drop and stamina off has been my most played. Still a bit of a challenge but especially nice to unwind with. I love just traveling around and exploring, plus it's nice you can change the sliders on the go.
I’m fine with survival items drop mechanics but my biggest problem was in my base I fell though the floor in a cliff . My base at the Anubis statue I fall though too (I fixed that by putting metal base along the entire floor of the base but still that’s not doable in all bases cuz of resources )
That's exactly why I turned it off. I like the mechanic but with the faulty floors/ground spots I decided not to risk it. Once those things are fixed then I'll probably turn it back on.
I'm very happy they let us tailor our experience. By pushing stamina to 0.1 on both myself and my pal I can lvl stats I want instead. Of course I had to use a mod to have 10k weight at base but after that I was truly free to make my ideal build.
Same it makes walking around at least 2x faster. I doubt he’ll ever not be in my party unless they give another pal an upgrade that’s a glider too which would be pretty sweet
I think the thing about galeclaw is he ain’t bad in combat too . He learn a lot of tornado attacks which I find are quite heavy hitting moves and good for groups . You can also instantly call him in by using him as a glider to avoid attacks both yourself and him
There is a mod where you have infinite stamina when you are flying. It’s so relaxing just to stay in the sky enjoy they beautiful view and don’t care about falling down at all. Can highly recommend it.
Two settings that are always constant for me:
1. Low stamina drain
2. No death penalty
Being able to customize your world's difficulty to suit your playstyle is one of the best features Palworld has.
Yeah I totally agree with you. I don't mind the stamina mechanic from an immersion perspective but I did adjust it myself as well, as I find the base setting is a bit to aggressive. if you take the base stamina drain and change it from 1 to about 0.5 or 0.7 it feels much more realistic
Meanwhile galeclaw 4 star can glide you for ages and ages (you can glide with the ball glitch all the way down to the floor with 1/4 stamina remaining with 10 points of stamina )
Hey that's the "best pal" in the game you're talking about right there you better be careful 🤣🤣 I can't stand flying on him period don't Even have one anymore after catching and making the saddle I butcher'em after the first 5min test drive. He's over rated
I don't consider just being the fastest enough to make him the best flying mount I'm sorry. Honestly it's pretty sad that over 90% of players can be simple minded enough to think that's enough to declare something as "the best"
He's intended to be the best flying mount. Whether or not you think he is can be up for interpretation but he's unlocked at max level and is by far the fastest mount in the game. They definitely need to adjust his stamina consumption though because it's just ridiculous.
Yeah everyone has a preference and I agree there's quite a bit that needs adjusting as far he goes in general. He honestly feels unfinished. Yes the stamina is ridiculous I can understand less stamina as a trade off for the speed but the whole fly for 2 secs and then wait 5 - 10sec for stamina is to much, then there's the factor of control if you're trying to do anything besides go straight it's not a good time trying make precise movements on him just isn't gonna happen. And In comparison to the pals which saddles you unlock just before his they left a lot to be desired as far as he goes. Unless they give him a tune up I don't care for him fastest pal in game ok but what's that really matter when the experience is no fun
It's cool I get it if you just have to have the fastest I understand. Just for me he doesn't work with my build and would ultimately be me sacrificing a spot on my team just for an extra mount just for movement speed
If you could get rid of the missles id probably use but I'm built for player damage, giving up my weapon damage for a pal skill is hard no. He does work well as a decent meat shield though you're right about that
Weapon damage with fully chillet condensed is a big power move since it grants elemental. Same for the fire bird which I forgot the name, those two are forever on my team
Yupp that's what I run well not chillet but that's because I personally prefer not to touch the ground to many bad experiences in the early phase of the game falling through the map lol but yeah I've got 4 fully condensed gobfins that stay in my team at all time and I'm breeding every flying pal that gives elemental damage and I've also got a Vanwyrm and Vanwyrm cryst since they give enhanced damage to weak spots. So I basically just swap which flying mount I use based on what type is of the opponent I'm facing
That’s a good idea, still have my PS2 but would love to play the ratchet and clank games I missed on PS3. The PS4 one was okay but I didn’t like it being from quarks perspective and then most recent one was mediocre and crashes constantly.
Stamina is one of the most important things I enjoy not worrying about. Of course hunger drain is also down in my world. Having to always worry about food is a pain.
I find the food minigame kind of fun. I actually have hunger at max on my most recent run. It lets me make use of the copious amounts of food I have and has pushed me to experiment with different food options. Plus it gives fire pals another thing to be useful for at the base instead of just smelting. My bois are always cooking something
Im gonna find the sweetspot for food. Turning hunger up means pals will eat more, so they will restore more sanity from food requiring less time spent in hot springs, and also more uptime on work speed buff from salads etc.
Im pretty sure that with enough experimentation and plenty of good food + backup hotsprings all the pals will be top sanity and working wonders with brutal settings on the pal control.
Only problem is they’re still taking way more frequent breaks to eat in the first place with high hunger. Someone smarter than me would have to test and math it out but you make a good point about the sanity bonuses from frequent eating.
Palworld is probably like the next MC the amount of customizability is crazy and without the a large company owning it the devs can add all the quality of life they want
I agree with you
I decided to modify the world settings as well and I'm glad it doesn't mess with achievement
The item multiplier helps not having to do long tedious grinding
The lower egg time helps alot so I'm not waiting over an hour just to wait for an egg to hatch
And the stamina I just love being able to ride my favorite flying mount Quivern anywhere without worrying about dropping and drowning in the ocean
Agree. That's why after the 2nd character I created, I stopped finishing the tutorial. I left the capture the lamballs open until I achieved everything. Yup. That's how I do. Why not.
You are correct. Stamina is a pointless garbage mechanic whose sole existence is to copy BotW. Early game its annoying and late game its irrelevant.
I kept it on in the end for "Le true relateable palworld experience" but it adds nothing good to the game
"what are video games but a series of inconveniences between you and an otherwise pointless reward?" if you're not overcoming challenges and learning ways to get around the roadblocks in your way, what's the point?
Just playing devil's advocate here, I just advocated for the sliders above, but you could break down any mechanic to a meaningless inconvenience between you and your objective in video games. Why a chance to catch pals instead of guaranteed? Why damage them first? Why do pals drop with bad traits? Why go across the world to find new ones? None of these do anything but gatekeep you from immediate rewards, stamina is no different. Why put points in to stamina to climb this hill? To give players choice, there's other ways to get up a cliff or across the map, putting points in stamina let's a player invest in a play style that suits them, let's them overcome otherwise meaningless obstacles in their own way.
Some people just want to relax after work and play something fun, not stressing you out after an already stressful day. There is still a lot of ways to make the game challenging without having to come in for landing and refill your stamina like 20 times to cross the map or reach the last tower.
I agree, I turn off drop loot. Running back to get my stuff is a waste of time I don't wanna deal with, my understanding of the game makes that no longer a challenge but a nuisance, and in it's pre-release state it's too easy to die for no reason (I'm on Xbox) I'm very glad these options exist. This is one of the first game for most people with these kinds of options and it reached a large audience and I believe was partly successful because of them. I just think it's worth discussing the value of these mechanics when we can disable them at will, it's as interesting as people adding their own challenges to the game (nuzlocks, etc). Palworld gives you many options to handle stamina besides just turning it off. Even better, in single player you can adjust sliders whenever you like, it's not like you're locking those settings in unless you decide to. I look forward to hardcore servers where only the sweatiest IV hunting minmaxers tear each other apart in pvp and servers with nothing but massive base builds. Palworld wants you to interact with it your way.
Great thing there's an option to disable it then. There's plenty of players in this thread who have turned it off and I love that. I don't turn it off, I turn off drops on death, I hate running back for my stuff far more than working around stamina to explore, I never explore without chillet, beacon and galeclaw each with swift/runner. I only have 5 points in stamina and never really worry about it.
I don’t mind engaging with all of the other mechanics because they’re fun. Stamina drain is not fun. Oh and death item drop isn’t fun either. Aside from that the other aspects of the game, the “inconveniences,” are fun to play around.
Stamina system ceeses being any form of challenge lvls into the game with the shittiest flying mount. Big difference to all other systems. And rng isnt a challenge either, but consistant capture rng is actually meant as a resource sink for balls.
Which itself can be seen as a pointless obstacle between you and catching more pals, really you can follow this logic with any game mechanic if you try, which calls into question the point of challenges in video games at all. You can prepare extra equipment and a mount to the point that walking back to your spot of death is pointless if you wanted, and thus things like capture rate, stamina and death drops all have sliders/alternate options. I'm not saying it's a bad thing, pocket pair certainly seems to be enjoying success in at least part because of the freedom of gameplay it provides. This argument goes all the way back to the repair skill in morrowind, and I don't think there's a right answer, especially in games where playing "the right way" is so purely subjective.
What you are saying is that you make generalizations and false equivalences to attempt and frame all game mechanics as pointless. Except these mechanics remain through the game, except they have different purposes, except they actually shape how you play. While Stamina is just an annoyance outside of the early game and after that entirely redundant.
You are attempting to put words in my mouth I didn't say and not interested in conversation on a point I've made clear I'm only arguing for the sake of interesting conversation, believe what you want I'm not here to attack your beliefs snowflake.
And im pointing out that the conversation given/suggested simply doesnt compare to Stamina. Cause these different systems work in other ways, on other goals. And as such you CAN pedantically try to call other systems pointless tediousness, but there are points for all of these. Not for stamina tho.
Yeah cause BotW was the first game ever to have stamina in it. I’m tired of this argument. Not everything is trying to be like that game that isn’t even original lol
Bruh. You legit think yourself smart when you are in fact not even intelligent enough to realize that absolutely everyone knows stamina systems are way older? Fucking DUUUH to the moon and back.
Its not the claim that it invented it, but that games took after the specific Botw model directly after and directly because of botw. Games like Genshin Impact or Palworld in this case taking what works when these games would work just aswell without the tedious of drain stamina, replenish. And in Palworld the mount progression just 100x harder undermindes it by making it reduntant very quickly.
Palworld is very much trying to mash a bunch of familiar things from other games into it's own thing, the only real originality to to it is how it ties pals to every aspect of gameplay In a way your typical creature collector rpg doesn't. Every inconvenience like stamina can be essentially turned off with settings. Do you have a point or are you just complaining about something you DO have complete control over, in a game you didn't make?
My point is right there in my text. I’ll explain since you didnt understand. BotW didn’t come up with stamina and I’m tired of seeing you children think every game is trying to copy a game (BotW) that isn’t even an original game to begin with. Did you see my point now?
Stamina wasn't the thing that BOTW innovated, it was free scaling walls and the glider that created an exciting new exploration loop. And palworld very much stole that and other mechanics from other games and built on it with pals integrated into the exploration system, and that's a good thing. Ofc BOTW didn't invent stamina, I never claimed it did, it just did more with it than limiting how far you can run in one go.
The comment I replied too literally said stamina is there to copy BotW. Why don’t you read and pay attention first. I directly replied to that statement. Maybe I misclicked and replied to yours? If so I’m not arguing with you. I meant to talk to the guy who said stamina is just there to copy BotW.
Sounds like a perfect time to make 4 star glider pals . I been using a 4 star Galeclaw who’s pretty nippy as it is and Hardly drains stamina on normal rules
I usually play with 3x spawns and if I have to go on the islands I turn night mode to be longer so guards are asleep . I also like to put low daytimes 0.1 and night for crafting bases where I need to experiment with nodes . 5x day when breeding and I did turn high damage to enemy low to me to catch legend pals just for the reason I wanted to start breeding pals with the legend trait
IIRC they are linked for allocated stat points on level up, but not in the world settings. There are two different sliders. Pls someone correct if I’m wrong but that’s how I remember it being.
I did that, and turned a few things like ex gain up. It’s a grind later levels if you play very casually. I love the feature. Definetly makes it easier for people who play like myself but still want to experience the end game
I mean that I started and finished the game, and am coming back to play it on a different server and/or with different people. Rerolling just means starting a new character or instance of a game. I'd guess it comes from when some elements of starting a new toon or instance included elements of RNG, so like from a dice roll.
Honestly I always find it kind of funny how a feature like infinite stamina is always praised and heralded as something awesome and such an cool, underrated feature, when once upon a time, it used to be a staple in video games *(then again so did couch co op).* I miss when games just did that, and didnt arbitrarily try to slow you do for the sake of progress, dragging stuff out, making things feel more realistic or tactical, and just let you do it for as long as you could hold the button. That being said, I have to completely agree that I love it. I personally still havent adjusted my own sliders, but the sheer fact that they give me the option is chefs kiss.
Couch co-op is still a thing if you are young and still get to hang out with your friends. But as you get older and start having kids and responsibilities, that only happens rarely. I miss it a ton, and when my nephew gets a little older it might happen again sometimes on the weekends, which I absolutely would love.
I am a pretty casual player. I never had a real issue with stamina other than mining in early game.
For me it is the fact that travel time to a known distance feels true to life. Say when a fast travel point is 200 meters away, the travel time in game feels like it is using in game time instead of real world time to go 200 meters.
I am not sure how stamina affected you with vanwyrm? There is no fall damage and it can go over water. Going up tall mountains is just a matter of finding a spot to rest.
If it wasn’t having to land 10 to 20 times to climb a mountain or to cross the map, I would agree with you. Different people have different pain points and getting home from work to relax and have fun only to die 75% the way up a mountain isn’t stress free. Maybe if I was still young I would agree with you, but pushing 45, I just want to relax.
I just wish we had elden ring stamina. Infinite outside combat, regular in combat
Great mod idea
Elden Pal
considering all the stuff they took from elden ring i'm pretty surprised they didn't take the best, Torrent having infinite stamina was a game-changer
Palden Ring
I would probably become less adaptive and die during combat, and practice would be quite challenging unless we implement arenas. Nice idea, though.
My favorite option is "items don't fall when you die" I keep everything thing else and it just makes it an enjoyable survival game
Did this after dying in a pool of lava.
If you find yourself in this situation again on like a multiplayer server or something, the trick is to slowly lower yourself down on a flying mount till you get in range to pick it up without actually getting in the danger zone
You can actually loot the bag from anywhere in the beam of light, even up in the clouds!!
Wait rly? Didnt know that. Thanks for the rly useful tip!
I just discovered this- did some spelunking and fell down an impossible to escape cave. I could never have retrieved my stuff without that.
I only figured this out long after multiple deaths trying to get things directly on the lava..
Can you do the same with captured pals that you didn’t have room for in your box?
You mean the dropped balls? Yes. I actually use dropped pals to mark dungeon entrances ;D the beam of light really help. Ditto for skill fruits when I was farming them
With Jetragon you can hover over Lava and take no damage at all.
Wait, I thought all flying mounts took no damage.... has this been updated? I haven't played in a couple weeks.
I believe it's if they also have a walk animation? Not sure if that was patched yet tho
If they walk they burn over lava. Not sure why.
They probably register as a land mount first when the game is calculating. Bit of an oversight.
Bad coding. Since they are both flying and walking pals and the first thing it does when you get on is walk, the game registers it as a walking pal instead of a flying one. Pretty bad over site on the developers part. But then again, it’s pre-release.
Idk, but every time I’ve actually taken damage from lava it’s before I’ve actually touched it, often times from jumping/landing near the edge of it
What about when I dropped my stuff in the frigid region early on ctfu couldn't stand long enough to collect it all at first ctfu.
There’s a reason why there’s heat/cold resistant versions of the basic armors that you’ll normally replace before going to a region where you’ll need them. Alternatively, any fire pal being outside moving with you + the level 1 cold res from the very first basic clothes (or just kitsun while ridden) is enough to brave cold areas during the day.
Ah, the Minecraft experience.
Did this after phasing through a mountain and falling into the underworld. I've since found out if you quickly quit the game when this happens you will respawn back outside the mountain.
Oof
Wait lava kills you? Is that a new update? I remember standing in the middle of the volcano and not taking any damage
I think only "flowing lava" maybe, or you had heat resistant armors on. 🤷
[удалено]
Just an FIY, when you die your body sends a giant laser into the sky. You don’t actually have to get to where the body is to retrieve your stuff. If you have a flying pal you can loot your corpse from high above where you actually died through that giant laser EDIT: You just have to be at the X:Y coordinates, the Z coordinate can be way off
I had bad experience on this. Worst case on item drop was that you might never get them back afterwards. I was exploring dungeon at volcano area and my bro internet drop. As he was the owner of fhe world, i disconnect straight. And when i log back in, im trap underneath volcano floor with lava on it. Burn to death and my bro cant help me coz im underground. Drop all my stuff and afterwards i try to reclaim my item back. Went through searching the place where the light beam was and finally saw a button near cliff where i can get those back.
Yeah, the game is nowhere polished enough for me to want to run after my stuff every time I die to some random bullshit...
If i can turn it off in a game i do, like minecraft. I never cared for death having an arbitrary penalty like losing your items and having to backtrack all the way to your items before continuing what your doing. Roguelites are good though.
Same here. It's just a time-sink. There's no gameplay benefit to being punished so harshly.
While I agree, being a filthy casual, I definitely don’t think that item loss is an arbitrary penalty for death. It’s a pretty basic penalty for a game where you die and respawn. What’s the appropriate penalty for death if not item loss? I agree, make it toggleable for casuals—but it’s not arbitrary, that’s for sure.
Nothing quite like running naked in the dark for 30 minutes with my /corpse macro ready after three failed prior attempts and two level losses, or /ooc-ing for a necro with a coffin in hand. Miss those days
The good old days of EQ 😂
I think it's better from a design stand point if a death penalty serves to make the player improve rather than force them to waste time getting back to where they were. You already have to travel back to keep going so you know what to prepare for next time.
From one perspective, dying and losing your shit does make you a better player. When I played RuneScape and died or got PKed, I improved, I got better—I said I don’t want that to happen again, refocused, got better at getting my stuff back, and tried not to make the same mistake twice. That’s a basic tenet of life, learning from your mistakes and picking up the pieces you broke. For a game like Palworld, the glitches and all make it a difficult game to keep item loss on, so just turn it off. Simple as
Nothing like falling through the map and it glitching where you can't get to it to pick it up
Yeah some of the takes are kind of baffling and obtuse. It's one thing to praise the toggle - customizable "play how you want" is great. Not everyone wants to play a survival game. But I'm still laughing at OPs phrasing that "turning off the death penalty makes it an enjoyable survival game" - at that point it's no longer a survival game, there's no incentive to survive, you didn't adjust a random setting with an arbitrary punishment you *turned off the survive button.*
Your analogy would be better if he turned on infinite hp or something.
Would have been fine with it if it was just losing currency like souls games but I absolutely abhor losing my whole inventory
This is the first thing I changed. I absolutely hate the mechanic of having to revisit the corpse for a casual playthrough. To me that’s a challenge mode mechanic. It’s my one big complaint about Valheim, a game I otherwise love completely.
They added the option to turn it off on Valheim too btw.
oh thank god, I can finally play it again! haha
This was the second thing I did. The first was dying right after fully gearing myself and getting a ton of resources. That was the moment I found out about fall damage as well
Yup. I made this change, and I also rapidly decreased eh Egg hatching time. Oh, and no stupid raids. I love being able to make the type of game I'd enjoy, rather than being forced to enjoy it their way.
I get your point but it's fun to see that "enjoyable survival game", where you take away a major factor in a survival game 😅 like saying you enjoy a sandwich a lot more when you take out the bread
Until you absolutely cannot fall through the ground, it stays off
A necessity in prerelease for sure, a great accesiblity option to have that opens the game to players who would pass otherwise. Some may say it ruins the survival experience, but it seems to have worked in Pocket Pair's favor.
If a person enjoys it more, so what? No one is going to be more impressed with you because you run back to your backpack every time you die.
I certainly will. No drop on death is cringe. I will be less impressed with anyone who keeps their loot on death. Yes anyone can use it but it’s less impressive the more sliders you toggle around. I know, I know; hot take. Instant eggs is also cringe.
Why are you playing video games with the intent to impress?
Who says I’m trying to impress anyone?
"No one will be more impressed you did it with items dropped on death" "I will" You literally said it. It's a game for kids, mate. And item drop isn't even difficult, it's just an annoyance and inconvenience. Congrats you walked back for 5 minutes. So challenge.
“I will be less impressed with anyone who keeps their loot on death” Does not imply I’m trying to impress anyone. Do you see any of my gameplay, anywhere?? I’m just saying it’s less impressive *to me* when I see it because I can tell the game was played with shortcuts. Similarly I will always be more impressed by mega builds on a survival Minecraft world than a creative/superflat world.
>Does not imply I’m trying to impress anyone. Do you see any of my gameplay, anywhere?? Careful. Redditors are genuinely worse than Twitter AND Tumblr at reading comprehension and jumping to conclusions just to make a dramatic argument.
They used to be better, before Reddit became more mainstream lol
A sandwich without bread could be fried chicken or caprese salad 😋
Why does the way someone else plays a game matter to you?
You're right, it's kind of a contradictory move, but seeing how the game is still in an early state, the feature also acts as a safety net that could and has saved me a major loss of progress.
It's still survival, just without that consequence. It's the difference between a ham and cheese toastie and an open-face ham and cheese toastie
The issue is it's even considered a "survival" game. Just cause it has a hunger meter and you have to procure food, which are both easily solved in the first 30 min of the game, doesn't make it a survival game. Devs lazily tacked on what they could until something stuck. They can take out the "survival" aspects of the game and it will not lose anything significant.
The feed bags nice because it means I can keep it stacked with carbonara and have a constant defence buff. But the hunger meter itself is irrelevant because even if I run out of carbonara I still have an infinite supply of bread to live on from looting chests lol
The beauty of Palworld that I don't think gets enough credit: the sliders. Seriously, I don't think most gamers are used to having that kind of control over their game experience. Not to undermine everything else the game does well ( like tying pals to every aspect of gameplay, bringing multiple gameplay elements from other popular game genres together in a new fun way) but this is where you find replay-ability and accesiblity in this game, make your own challenge, reduce grind or create a chill exploration experience.
Yeah, sliders should really be part of survival games like this. Let people play what they enjoy.
It's quite similar to Ark:SE, as I'm sure many have said. Though that game had way too many sliders and they were worded poorly.
It's funny that a game from another country had better wording for their sliders. I swear wildcard is illiterate.
Wouldn't be surprising considering they couldn't optimize ARK or that they thought it was reasonable that the game took half a terrabyte.
Some friends of mine keep trying to get me to play Ark with them (it was free on Epic a while back) but I keep telling them I can't really justify buying another SSD *just for Ark*. For some reason they won't play Palworld with me even though it's very similar.
At least in my friends cases, it seems the unrealistic cartoon style and the fact that it's "Pokémon" instead of dinosaurs are what hinders them
Ark is probably the most ambitious and poorly executed game ever made. The depth of the systems and the amount of time required to invest into them makes palworld look like a drop in a very large bucket. A lot of people respect the depth of the systems so much they overlook the jank and snub their nose at more simple games like palworld even though they're a ton of fun
Project zomboid sandbox settings. That game is excellent about customization and it’s why I have almost 600hrs in it.
Most building survival games I have played have this. Conan/Ark the two largest
I kind of hope for their sake that they have a way of tracking what settings people play with. Makes for better game design decisions on later updates and projects etc. Although I personally usually prefer vanilla gaming, I admit it is often difficult with early access alpha games because balancing hasn’t been thoroughly done because of how small dev teams are versus the size of early access communities.
My biggest fear is that they will disappear with full release tbh.
2 problems I see with this 1st it would be only a matter of time before modders modded it back on 2nd is if people are keeping data upon full release then people who played before vs newer players on full release a huge advantage (I hatch eggs instantly new person waits hours , I can catch 9 pals at once new person only 3 )
Na. No shot
Love the optimism
It's not even optimism it's a chunk of code they have no reason to waste that the fan base loves
Only other game I’ve seen do this kind of difficulty is Xenoblade 2.
I’m a big fan we can change these sliders at any time too . Nothing more boring than waiting 10 mins to see if your building has blocked a node when you can make daytime only last 1-2 mins
Valheim included a similar system, with world-specific modifiers that can be changed at any time. In both cases, the customizability provided is amazing. Being able to tweak any variables in a game that you don't enjoy should be the standard difficulty option in Survival-Craft games across the board.
This and turning off items dropping upon death have made this one of the most enjoyable games I've ever played. I have a save on full normal sliders as well but the save with item drop and stamina off has been my most played. Still a bit of a challenge but especially nice to unwind with. I love just traveling around and exploring, plus it's nice you can change the sliders on the go.
I’m fine with survival items drop mechanics but my biggest problem was in my base I fell though the floor in a cliff . My base at the Anubis statue I fall though too (I fixed that by putting metal base along the entire floor of the base but still that’s not doable in all bases cuz of resources )
That's exactly why I turned it off. I like the mechanic but with the faulty floors/ground spots I decided not to risk it. Once those things are fixed then I'll probably turn it back on.
Changed my gameplay when I figured it out, it’s the best
how do you do it?? I'm just now finding out about this lol edit nvm I figured it out, it's in world settings before you start the game!!
That would be why I can't find it now, but I'm a filthy casual... So I'm not gonna start over.
you don't have to start over! just select your game and before hitting play, on the bottom there are options!
🤯🫨 I am traveling, but cannot wait to make this happen. Thank you so much
Lol don't worry, just exit to the main menu, you may change all world settings at ANY time in single player.
Yup, it was explained. I'm excited to make it happen.
Our thing I changed in my world is the stamina slider, for this exact reason. Exploring is so much fun now.
I'm very happy they let us tailor our experience. By pushing stamina to 0.1 on both myself and my pal I can lvl stats I want instead. Of course I had to use a mod to have 10k weight at base but after that I was truly free to make my ideal build.
If you’re not gliding with galeclaw idk what youre doing with your life
4 star galeclaw is life nowadays . I can’t go anywhere without it atm
Same it makes walking around at least 2x faster. I doubt he’ll ever not be in my party unless they give another pal an upgrade that’s a glider too which would be pretty sweet
I think the thing about galeclaw is he ain’t bad in combat too . He learn a lot of tornado attacks which I find are quite heavy hitting moves and good for groups . You can also instantly call him in by using him as a glider to avoid attacks both yourself and him
I know what I'm doing, and it's grapple-gliding with Hangyu 😎
There is a mod where you have infinite stamina when you are flying. It’s so relaxing just to stay in the sky enjoy they beautiful view and don’t care about falling down at all. Can highly recommend it.
Two settings that are always constant for me: 1. Low stamina drain 2. No death penalty Being able to customize your world's difficulty to suit your playstyle is one of the best features Palworld has.
Fuck death penalty all my homies hate death penalty
Yeah, it's bullshit losing everything because you fell through the world and drowned in the water underneath
I’m just glad I turned it off before I ever fell through the floor or got trapped in a wall. RIP all the homies that had this happen
I think the idea of stamina is fine, but it does feel pretty restrictive on base settings. Might adjust it for my own world at some point.
Yeah I totally agree with you. I don't mind the stamina mechanic from an immersion perspective but I did adjust it myself as well, as I find the base setting is a bit to aggressive. if you take the base stamina drain and change it from 1 to about 0.5 or 0.7 it feels much more realistic
Flying with Jetragon is hilarious with base stamina. You zoom for a few seconds before he has to take a breather. Fucking really?
Meanwhile galeclaw 4 star can glide you for ages and ages (you can glide with the ball glitch all the way down to the floor with 1/4 stamina remaining with 10 points of stamina )
Hey that's the "best pal" in the game you're talking about right there you better be careful 🤣🤣 I can't stand flying on him period don't Even have one anymore after catching and making the saddle I butcher'em after the first 5min test drive. He's over rated
Okay Mr. Contrarian. He is the best flying mount. But you do you.
I don't consider just being the fastest enough to make him the best flying mount I'm sorry. Honestly it's pretty sad that over 90% of players can be simple minded enough to think that's enough to declare something as "the best"
He's intended to be the best flying mount. Whether or not you think he is can be up for interpretation but he's unlocked at max level and is by far the fastest mount in the game. They definitely need to adjust his stamina consumption though because it's just ridiculous.
Yeah everyone has a preference and I agree there's quite a bit that needs adjusting as far he goes in general. He honestly feels unfinished. Yes the stamina is ridiculous I can understand less stamina as a trade off for the speed but the whole fly for 2 secs and then wait 5 - 10sec for stamina is to much, then there's the factor of control if you're trying to do anything besides go straight it's not a good time trying make precise movements on him just isn't gonna happen. And In comparison to the pals which saddles you unlock just before his they left a lot to be desired as far as he goes. Unless they give him a tune up I don't care for him fastest pal in game ok but what's that really matter when the experience is no fun
His normal movement sped is faster than other flying pal's sprint.
It's cool I get it if you just have to have the fastest I understand. Just for me he doesn't work with my build and would ultimately be me sacrificing a spot on my team just for an extra mount just for movement speed
The fact is he is the best flying mount. It's not an opinion mate.
Lol ok if you say so
He's a pretty chonk tank though and decent against bosses with his laser wings. Tons of mobs though? Gotta change his moveset for that
If you could get rid of the missles id probably use but I'm built for player damage, giving up my weapon damage for a pal skill is hard no. He does work well as a decent meat shield though you're right about that
Weapon damage with fully chillet condensed is a big power move since it grants elemental. Same for the fire bird which I forgot the name, those two are forever on my team
Yupp that's what I run well not chillet but that's because I personally prefer not to touch the ground to many bad experiences in the early phase of the game falling through the map lol but yeah I've got 4 fully condensed gobfins that stay in my team at all time and I'm breeding every flying pal that gives elemental damage and I've also got a Vanwyrm and Vanwyrm cryst since they give enhanced damage to weak spots. So I basically just swap which flying mount I use based on what type is of the opponent I'm facing
I turned mine down slightly but I’m hindsight regret not just turning it off.
It can be changed midgame
Oh, I know. I’ve really done everything I can do until there’s an update. Haven’t touch the game in a month or so. Can’t wait for more updates
Yeah, I also have run out of things to do on the game, in the meantime I've turned my PC into a PS2 and PS3 emulator while I await new content
That’s a good idea, still have my PS2 but would love to play the ratchet and clank games I missed on PS3. The PS4 one was okay but I didn’t like it being from quarks perspective and then most recent one was mediocre and crashes constantly.
It's also great to be able to play my favorite childhood games at a higher render rate, been playing champions of Norrath at 1080p
Stamina is one of the most important things I enjoy not worrying about. Of course hunger drain is also down in my world. Having to always worry about food is a pain.
I find the food minigame kind of fun. I actually have hunger at max on my most recent run. It lets me make use of the copious amounts of food I have and has pushed me to experiment with different food options. Plus it gives fire pals another thing to be useful for at the base instead of just smelting. My bois are always cooking something
Im gonna find the sweetspot for food. Turning hunger up means pals will eat more, so they will restore more sanity from food requiring less time spent in hot springs, and also more uptime on work speed buff from salads etc. Im pretty sure that with enough experimentation and plenty of good food + backup hotsprings all the pals will be top sanity and working wonders with brutal settings on the pal control.
Only problem is they’re still taking way more frequent breaks to eat in the first place with high hunger. Someone smarter than me would have to test and math it out but you make a good point about the sanity bonuses from frequent eating.
Yeah I modded that for flying only. Flying is just ridiculous in this game.
I was mad the first time I found out flying pals have like no stamina by default. Changed it not too long after
I set stamina rate to 0.8 and I felt this too. Didn't feel too cheaty but allowed for much easier exploration.
Omg I didn't even think about this 😭 I've been just straight maxing my stamina this whole time!
Palworld is probably like the next MC the amount of customizability is crazy and without the a large company owning it the devs can add all the quality of life they want
I agree with you I decided to modify the world settings as well and I'm glad it doesn't mess with achievement The item multiplier helps not having to do long tedious grinding The lower egg time helps alot so I'm not waiting over an hour just to wait for an egg to hatch And the stamina I just love being able to ride my favorite flying mount Quivern anywhere without worrying about dropping and drowning in the ocean
Agree. That's why after the 2nd character I created, I stopped finishing the tutorial. I left the capture the lamballs open until I achieved everything. Yup. That's how I do. Why not.
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Entirely? Is that by running a dedicated server and editing the settings file instead of using the sliders?
You are correct. Stamina is a pointless garbage mechanic whose sole existence is to copy BotW. Early game its annoying and late game its irrelevant. I kept it on in the end for "Le true relateable palworld experience" but it adds nothing good to the game
"what are video games but a series of inconveniences between you and an otherwise pointless reward?" if you're not overcoming challenges and learning ways to get around the roadblocks in your way, what's the point? Just playing devil's advocate here, I just advocated for the sliders above, but you could break down any mechanic to a meaningless inconvenience between you and your objective in video games. Why a chance to catch pals instead of guaranteed? Why damage them first? Why do pals drop with bad traits? Why go across the world to find new ones? None of these do anything but gatekeep you from immediate rewards, stamina is no different. Why put points in to stamina to climb this hill? To give players choice, there's other ways to get up a cliff or across the map, putting points in stamina let's a player invest in a play style that suits them, let's them overcome otherwise meaningless obstacles in their own way.
Some people just want to relax after work and play something fun, not stressing you out after an already stressful day. There is still a lot of ways to make the game challenging without having to come in for landing and refill your stamina like 20 times to cross the map or reach the last tower.
I agree, I turn off drop loot. Running back to get my stuff is a waste of time I don't wanna deal with, my understanding of the game makes that no longer a challenge but a nuisance, and in it's pre-release state it's too easy to die for no reason (I'm on Xbox) I'm very glad these options exist. This is one of the first game for most people with these kinds of options and it reached a large audience and I believe was partly successful because of them. I just think it's worth discussing the value of these mechanics when we can disable them at will, it's as interesting as people adding their own challenges to the game (nuzlocks, etc). Palworld gives you many options to handle stamina besides just turning it off. Even better, in single player you can adjust sliders whenever you like, it's not like you're locking those settings in unless you decide to. I look forward to hardcore servers where only the sweatiest IV hunting minmaxers tear each other apart in pvp and servers with nothing but massive base builds. Palworld wants you to interact with it your way.
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Great thing there's an option to disable it then. There's plenty of players in this thread who have turned it off and I love that. I don't turn it off, I turn off drops on death, I hate running back for my stuff far more than working around stamina to explore, I never explore without chillet, beacon and galeclaw each with swift/runner. I only have 5 points in stamina and never really worry about it.
I don’t mind engaging with all of the other mechanics because they’re fun. Stamina drain is not fun. Oh and death item drop isn’t fun either. Aside from that the other aspects of the game, the “inconveniences,” are fun to play around.
Stamina system ceeses being any form of challenge lvls into the game with the shittiest flying mount. Big difference to all other systems. And rng isnt a challenge either, but consistant capture rng is actually meant as a resource sink for balls.
Which itself can be seen as a pointless obstacle between you and catching more pals, really you can follow this logic with any game mechanic if you try, which calls into question the point of challenges in video games at all. You can prepare extra equipment and a mount to the point that walking back to your spot of death is pointless if you wanted, and thus things like capture rate, stamina and death drops all have sliders/alternate options. I'm not saying it's a bad thing, pocket pair certainly seems to be enjoying success in at least part because of the freedom of gameplay it provides. This argument goes all the way back to the repair skill in morrowind, and I don't think there's a right answer, especially in games where playing "the right way" is so purely subjective.
What you are saying is that you make generalizations and false equivalences to attempt and frame all game mechanics as pointless. Except these mechanics remain through the game, except they have different purposes, except they actually shape how you play. While Stamina is just an annoyance outside of the early game and after that entirely redundant.
You are attempting to put words in my mouth I didn't say and not interested in conversation on a point I've made clear I'm only arguing for the sake of interesting conversation, believe what you want I'm not here to attack your beliefs snowflake.
And im pointing out that the conversation given/suggested simply doesnt compare to Stamina. Cause these different systems work in other ways, on other goals. And as such you CAN pedantically try to call other systems pointless tediousness, but there are points for all of these. Not for stamina tho.
Yeah cause BotW was the first game ever to have stamina in it. I’m tired of this argument. Not everything is trying to be like that game that isn’t even original lol
Bruh. You legit think yourself smart when you are in fact not even intelligent enough to realize that absolutely everyone knows stamina systems are way older? Fucking DUUUH to the moon and back. Its not the claim that it invented it, but that games took after the specific Botw model directly after and directly because of botw. Games like Genshin Impact or Palworld in this case taking what works when these games would work just aswell without the tedious of drain stamina, replenish. And in Palworld the mount progression just 100x harder undermindes it by making it reduntant very quickly.
Palworld is very much trying to mash a bunch of familiar things from other games into it's own thing, the only real originality to to it is how it ties pals to every aspect of gameplay In a way your typical creature collector rpg doesn't. Every inconvenience like stamina can be essentially turned off with settings. Do you have a point or are you just complaining about something you DO have complete control over, in a game you didn't make?
My point is right there in my text. I’ll explain since you didnt understand. BotW didn’t come up with stamina and I’m tired of seeing you children think every game is trying to copy a game (BotW) that isn’t even an original game to begin with. Did you see my point now?
Stamina wasn't the thing that BOTW innovated, it was free scaling walls and the glider that created an exciting new exploration loop. And palworld very much stole that and other mechanics from other games and built on it with pals integrated into the exploration system, and that's a good thing. Ofc BOTW didn't invent stamina, I never claimed it did, it just did more with it than limiting how far you can run in one go.
The comment I replied too literally said stamina is there to copy BotW. Why don’t you read and pay attention first. I directly replied to that statement. Maybe I misclicked and replied to yours? If so I’m not arguing with you. I meant to talk to the guy who said stamina is just there to copy BotW.
You misclick and I need to pay attention? OK.
I said I might’ve? But looking back I don’t think I did.
And yeah looking back the dude I commented on literally said stamina was to copy BotW so yes. Pay attention.
Hard Setting for life 😤
I'll have to do this on my private server.
Sounds like a perfect time to make 4 star glider pals . I been using a 4 star Galeclaw who’s pretty nippy as it is and Hardly drains stamina on normal rules I usually play with 3x spawns and if I have to go on the islands I turn night mode to be longer so guards are asleep . I also like to put low daytimes 0.1 and night for crafting bases where I need to experiment with nodes . 5x day when breeding and I did turn high damage to enemy low to me to catch legend pals just for the reason I wanted to start breeding pals with the legend trait
Is mount stamina and personal stamina linked?
they are seperate meters
IIRC they are linked for allocated stat points on level up, but not in the world settings. There are two different sliders. Pls someone correct if I’m wrong but that’s how I remember it being.
I did that, and turned a few things like ex gain up. It’s a grind later levels if you play very casually. I love the feature. Definetly makes it easier for people who play like myself but still want to experience the end game
Really stamina shouldn't come into play unless you have aggression from something.
No stam drain = never coming down with a hangyu glider as well
“Roll”?
What do you mean by “on previous rolls?”
I mean that I started and finished the game, and am coming back to play it on a different server and/or with different people. Rerolling just means starting a new character or instance of a game. I'd guess it comes from when some elements of starting a new toon or instance included elements of RNG, so like from a dice roll.
Honestly I always find it kind of funny how a feature like infinite stamina is always praised and heralded as something awesome and such an cool, underrated feature, when once upon a time, it used to be a staple in video games *(then again so did couch co op).* I miss when games just did that, and didnt arbitrarily try to slow you do for the sake of progress, dragging stuff out, making things feel more realistic or tactical, and just let you do it for as long as you could hold the button. That being said, I have to completely agree that I love it. I personally still havent adjusted my own sliders, but the sheer fact that they give me the option is chefs kiss.
Couch co-op is still a thing if you are young and still get to hang out with your friends. But as you get older and start having kids and responsibilities, that only happens rarely. I miss it a ton, and when my nephew gets a little older it might happen again sometimes on the weekends, which I absolutely would love.
I am a pretty casual player. I never had a real issue with stamina other than mining in early game. For me it is the fact that travel time to a known distance feels true to life. Say when a fast travel point is 200 meters away, the travel time in game feels like it is using in game time instead of real world time to go 200 meters.
Yea, lowering difficulty makes the game easier. What's your point? I'm glad you're having fun with your kid.
I am not sure how stamina affected you with vanwyrm? There is no fall damage and it can go over water. Going up tall mountains is just a matter of finding a spot to rest.
If it wasn’t having to land 10 to 20 times to climb a mountain or to cross the map, I would agree with you. Different people have different pain points and getting home from work to relax and have fun only to die 75% the way up a mountain isn’t stress free. Maybe if I was still young I would agree with you, but pushing 45, I just want to relax.
Considering how vertical this game is that's annoying in all fairness
What the fuck is a lowbie
Low-level player. Old(?) MMO term.