
There are too many required for the pioneering mission, Captain…
It would be nice if we could occasionally receive special bullets through random requests.
>>1
Isn’t there a place to get both types in the first map?
>>3
I feel like I got it at the botanical garden in the first area.
Sometimes I feel like I can receive it.
Well, it’s too unstable, so in the end, I’m aiming for completion…
Especially excessive requests for the cutting bullet.
It’s annoying that there are parts that aren’t unlocked when you first pass through the map, even with the repair kit.
The release of the rope ladder is too late!
>>6
When getting off, you can jump down, and when going up, you can fast travel nearby! So there isn’t really much reason to hesitate about opening up…
I can forgive, at the very least, putting the special bullet at the end.
Stop giving out the mission in bits, leader.
I wondered if there was any place to use a rope ladder since it can only be installed from above.
Make something.
It usually specifies something that I’ve already finished making.
Go! Minimum quality!
There is somewhat of a romantic aspect to the idea of a shortcut being opened up, after all.
It would be better if you could just leave the housing area aside and let me place the stairs and container.
I want a recipe for cutting bullets, but I’m getting tired of both combat and crafting.
Since everyone wears the same armor, let me duplicate it in the greenhouse.
>>12
In about the third map, facilities that can be expanded will appear, and there will also be types that increase the number of creations due to the continuous work skill, along with items that proliferate thanks to the effects of materials.
I used the designated option and managed to make about 20 weapons.
>>12
If you progress further, a facility that can duplicate potions will appear.
I’m fine because it’s easy, but are the other members okay with just scattering the round chairs and calling it comfortable, Leader?
Even after the ladder was released, there are no terrains that became convenient to use afterwards.
Leaving the mixing to someone skilled is effective, and in battle, you can defeat enemies instantly with high-quality alchemical items.
No way… I defeated the boss instantly…
>>17
This made Lily Borea extremely angry.
I was able to reach the final area with the updated equipment in the Shibashu region, even at the highest difficulty in the first round.
Since I want to properly beat the final boss, I updated my equipment in advance.
By the end of the second area, I usually hit the level cap, so by then, bosses around level 38 are no challenge at all.
When the highest difficulty level Liliboria was blown away in just a few seconds, I decided to impose a self-restriction.
The existence of search bullets has no meaning since you can rough everything up regardless of how much time it takes!
It seems like the first work; you could say it’s bold in a good way, but on the flip side, I thought the game balance lacked refinement.
Good luck with your second work!
But I also like this kind of rough balance.
I’m not quite sure about the enemy strength standard; in the second area, I struggled against weaklings while I could wipe out Riribore with ease.
In Very Hard mode, if you only use weapons or items with a quality of 999 that were made normally, the enemies in the later maps won’t immediately disappear.
If you stuff your attack power with armor and accessories, it will instantly vanish.
It’s not about the strength of the enemies, but rather that the allies are inflating too quickly.
I’m purposely stopping at level 2, but it’s still really easy.
Systematically, it’s supposed to be an improvement from the RYZER 3, but I don’t really understand why it became so rough around the edges…
I’m not getting stronger at all! But it feels nice, though.
I think it’s nice that I can progress through battles quickly because it’s fun to wander around and collect materials.
If there’s a level difference, it’s fine if I just punch you and you disappear.
The biggest nemesis is the capacity of baskets and pouches.
The placement of the fast travel devices feels a bit inconvenient; it’s like, why are they clustered here and not over there?
>>31
Every time an event occurs
Why do I have to access from a flower field that’s slightly far from the base?
Why isn’t the event occurrence point right in front of the fast travel destination?
I was thinking something like that.
For now, I’ll update the equipment and leave it to you.
No matter how strong you become, I don’t think it feels that good because repeatedly pressing buttons is a hassle.
It felt better to have a skill one-hit like Reisa.
>>33
Isn’t it just that it hasn’t fully become strong yet?
>>33
Even in the final area of charisma, it’s a one-hit skill.
When I tried leaving it up to someone for the first time, I just threw in the ingredients like shasha shasha shasha shasha.
Naso
nin
That’s what happened.
I also learned that you can choose multiple Atlas cores there.
Just leave it to me; I’m a bit of an idiot, so it’s a good idea to make adjustments where the effects aren’t maximized.
If you stop leveling up alchemy, this is what happens.
It doesn’t feel like the alchemy skills are improving, does it?
Leave it to the custom request.
Combat feels like a quick kill once you switch to items, so there isn’t much of a feel for rapid clicking…
The hardest time was when I was dodging and fighting alone in the demo version.
I mean, the combat itself is actually pretty fun even without button mashing, so I didn’t really mind.
Just evade → Just counter → Clear with items
The flow is interesting.
I think the area that felt the most lacking in adjustment was the camp system.
It’s really a nuisance because, considering the effect, it’s not practical to carry it in a pouch as it takes up too much space.
When events, housing, and regional warp overlap, it may cause the software to crash due to loading issues, so this could be a countermeasure for that.
Even if I don’t spam, my teammates will spam and defeat them.
The biggest problem with camping is that the required area of available land is too large…
Since just dodging is lenient and just countering is strong, I didn’t use just guard at all.
I just arrived at the beastman village, but what percentage of progress is this?
>>47
About 25%
I thought it would have been better if the shortened version of random was the default, since selecting characters in Just Counter was annoying every time.
An evil alchemist suddenly starts to set up a tent in a busy research base where many people come and go to listen to the conversation event.
>>49
A research team dressing lightly despite being in public.
I at least wanted decorative items for camping.
It feels like it could have been more interesting if the overall balance had improved, so it’s a shame.
I didn’t take it seriously at all because the enemies die even if I don’t do things like crystal synthesis.
Isn’t there too little difference between the techniques in this game in terms of combat?
There was a bit more of a gap during Liza’s time.
The rapid tapping speed might not mean much, but…
>>54
Actually, there are various effects like reducing the item cooldown or applying a speed-up buff, but the enemies are too weak to have the luxury to check their effectiveness.
>>66
Reinya is easy to accumulate environmental manners, so if you keep her, you can play in Advent.
If you don’t make sure to switch skills and items, they will start to be consumed automatically.
The tree related to the pouch is stopping too soon!
The material basket can hold the most ever, but the pouch has too little empty capacity!
>>55
Even though it’s quite heavy when overlapping even two squares, I don’t have the luxury to carry a camping set…
>>55
It’s the one that surprises you because the results are displayed too early.
>>55
Make what you need on the spot!
Enemies die without worrying about elements like environmental mana.
Campsite (Camping is not allowed)
The motivation to explore decreased because the enemies were weak and there was no need to create items, so I ended up progressing as quickly as possible from the middle of the game.
I really like the intricate motions of the skills and items.
I think it wasn’t necessary to have pouch capacity because you can generate items on the spot and put them on or take them off.
Camping has conversations too, so it would be nice if it could be used more casually…
White goo is also useful.
>>64
I wish they would make it display on the full map as well, not just the mini-map…
I also want the locations of the communication devices to be displayed, not just the treasure chests.
We laughed about Reigna’s porch at the camp.
It sometimes crashes in areas like fishing villages when switching regions on the PS5 map…
Since the bullets come out smoothly at the beginning, it would have been better to have them made on the spot with available materials instead of preparing them in advance for the pouch.
When you switch to the map screen and immediately press the square button, something drops.
I have no idea about the regular route, so I’m forcefully jumping to get to my destination.
>>70
If you can reach there, it’s the official route.
If you can reach it, both energy dive and wall climbing are valid routes.
There seem to be a lot of new materials…
The joy of combat can be properly experienced, which is why the combat team is working hard.
The game balance is simply lacking.
>>75
If you restrict your equipment, the quality will be genuinely high.
Ah… I made my equipment too weak and got defeated in an instant…
>>76
Only equipping items that can be picked up is recommended.
It has a good texture.
Because I forcibly climbed and advanced in a straight line towards “?”, I keep repeating the futile cycle of wandering around the rocky area above the cave, which I should have easily found by walking along the path, wondering, “Is there nothing here?”
>>77
When you focus on the map, it will show you the elevation differences during subjective time.
It’s a bit of a hassle, well…
I learned after clearing it that you can get the shell not by opening it, but from someone.
I completely thought it was going to be a post-clear extra content type of game.
I can’t help but think that there wasn’t enough time to check the oddity of the acquisition routes for the rope ladder and the cutting shell while playing through the game.
Binding makes combat enjoyable, but at the same time, the enemies are tough…
The friend attack does not deal much damage if the items are weak…
It’s not particularly influential on the completion rate, and the content is lackluster, so it’s fine to ignore it.
You won’t be able to find treasure chests unless you destroy rocks with explosive rounds, and you definitely won’t find them unless you display treasure chests at the camp…
Due to the cutting round, only Shibashu is stuck at about 95%.
I built a greenhouse, but it feels a bit empty with extra space… Should I build a house next to it?
I was housing, and then the night was over.
I’m curious about the regular route to the habitat of the red puffy.
I can only get there by jumping onto a place that looks like an elevated waterway in the village, but there’s no way it’s the proper way…
>>87
I also went from there, but are there other paths? At that height, isn’t it impossible without a ladder or something?
>>91
I forced my way through the waterway, but when I tried to go back, I ended up coming out to the village normally through the land, and I was like, “Huh…?”
Was there such a road…?
The treasure chest in the center of the temple hasn’t been taken.
I thought it would be destroyed by the shell, but it doesn’t break.
Both explosive rounds and cutting rounds are necessary for development, so it would be fine to give them without conditions.
As expected, the leader is the mastermind…
I just remembered while looking at this thread that I had left the materials in the greenhouse.
I ended up leveling up to 80 in the Regnas region while collecting echoes and exploring.
>>92
It’s better to focus on exploration after becoming a beastman companion since you won’t be able to see the level-up animation.
Exploration was seriously fun.
Stop making the light rays disappear into the object and become invisible in the context of overtime.
>>94
Stop going up and down.
Don’t try to lead me so far away.
If I hadn’t explored places like the botanical garden in the trial version, I probably would have been around that level too.
If it’s about the gameplay elements, that’s fine, but it’s not acceptable to hide the shrine’s checkpoint with a net!
The line of light disappears into the ground and goes missing.
It was common to go up and down on the rope ladder.
And make them go to a ridiculously far place.
The exploration was fun, but I missed one key to the treasure vault and ended up finishing the trophy collection without the motivation to search for it.
The line of the echo fragments kept spinning around and ended up directly beneath the starting point as the goal; that’s clearly intentional.
>>102
I think it’s simply a route where the guiding course can only be walked.
If it’s a motorcycle, I can’t take the fall damage, so I’ll jump off!
Other than that, there wasn’t much else I was active with, motorcycle-wise.
Hurry up and release additional maps and really strong enemies.
I want to alchemize.
>>104
If they’re too strong, I think we’ll lose because our revival items are weak…
I want something with about 100 times the HP.
>>104
I want to hit with this alchemized equipment! I want to see how much damage it deals in Advent!
I wanted to enjoy big breasts, so I’ve been at my big brother Nina Yumia’s party the whole time.
For now, there has been an update for the camera behavior and cut scenes, but I wonder if they will do anything else other than fixing bugs.
I mean, can you do a official survey like in Musou Origins?
There are various things I’d like to see improved.
>>109
The survey that is always on the title screen.
>>110
Shirasoon
>>109
You can’t just adjust game balance that quickly; adjusting clearly problematic bosses is something even other games do, though.
If Victor is wavering, I might buy it.
I was sad that even on the app’s Victor, setting it to MAX didn’t make it shake.
>>114
Like that Tanigaki Nishipa…
Let’s wait until the town’s development progresses because it’s an open world!
Quest cleared! The development of the town has progressed quite a bit! New quest starts! I’ve been seeing things like that.
>>115
No investigation allowed!
Investigation ban lifted!
>>115
Fishing village survey prohibited! Ban lifted! It didn’t work out.
Ignoring the height difference, once you get close, the guide starts and shows the walking route, so there are echoes.
When it’s clearly too far away, it’s good to look up and down.
The difference between the places that made elaborate housing and those that just placed furniture directly is amazing.
Basically, I always make greenhouses, and because of that style, the desk is always smoking, but I pretend not to see it.
It’s strange that we can’t repair it unless we defeat the monsters that attacked!
>>121
First of all, it’s not wrong what you’re doing because it’s about solving the root of the problem.
I will ignore the places where smoke comes out since they are often just left as is for the time being.
>>121
It’s good in itself, but the relatively high frequency is a problem.
I can’t take care of all the repairs in the housing area.
>>126
It’s fine to have at least one comfortable and effective free base in each area.
If you stack a bouquet in that spot and max it out, it won’t be broken at all.
It’s still the beginning, but it’s erotic, so I wonder if it would be worth paying if more content gets added in the future…
>>122
Swimsuits are great.
>>123
Let’s do it!
Just taking off the jacket and going sleeveless is quite sexy.
When I entered Auruma and ignored the path again to head north, there was a housing area.
I noticed that a large settlement called Albar is marked on the map further north, but is there a way to get there…?
>>127
It may look like you can go from above, but in reality, you have to go through a tunnel in an underground passage that you access by jumping down from a residential area.
>>132
I tried to force my way from above, but I was blocked by invisible walls everywhere, so I was wondering if it’s something that gets unlocked through story progression… damn it.
Thank you! I’ll skip the survey and go for it!
>>127
If we don’t proceed with the event, it will remain blocked by the black rock wall.
I just thought, maybe if I store it in housing and take it out, it will be fixed?
I feel the same way, but I think there’s probably something like a root, so I went back to explore.
The first region stopped at 87% and I ended up in the beastman village.
Where is the last 13%…?
>>131
If you go over there, the main quest for the fishing village will be added.
For some reason, even though it’s from that side, it’s treated as part of the Lignas territory.
>>131
“It’s okay to move on since it will be liberated later.”
>>131
There are places you can’t go in the lower right, but if you progress the story, they will be unlocked.
I wonder if surrounding the area with a fence will prevent attacks…
It would have been fine to just put a fence right in the middle of the field!
Wood consumption is unexpectedly high.
It’s a waste to use the housing area, so I’m turning the campsite into a sofa showroom.
>>139
Sometimes my brother and Rutger start to sit down.
Stop it.
Can’t you distribute the treasure vault keys with a little more leeway?
It’s connected from under the lignus too…
Well, we need a rope ladder for the third area.
Hey, can’t you see the Shibershu region? Even though I crushed everything, it’s still permanently at 92%! What’s going on?!
I realized after a while that a place that feels like a fishing village in Rignas is counted as part of the Shibash region, even though it seems somewhat like an outlier.
I understand how you feel, but for now, let’s move on.
With a rope ladder, you can mostly force your way through wall jumps, so I was wondering if I could somehow get to the fishing village; I had been struggling with this since the demo.
I realize I did something pointless.
Even though I haven’t moved to a fishing village or area, I’ve ended up making the troublesome places separated by roads into warehouses.
Isn’t putting the recipe in the treasure vault a bit of a foul play…?
>>149
I realized in the third area that I should leave the treasure vaults in unimportant places untouched and save the keys.
>>149
I’m running around the previous areas looking for keys because I’m short on them in the last map…
>>151
It took about 15 hours to find the spot that is not marked on the map, neither a ruin nor a cave.
I mean, there’s nothing good in wild treasure chests, right?
A prefabricated shed or the tofu house I built would be fine too, right…?
What don’t you like…?
I want a swimsuit, but I thought I’d buy it on the second round because the event scene is going to look silly.
It’s too voluminous; there’s no way I’m doing a second playthrough of this…
>>154
If you don’t try to fill in the map, I think the main story will end quickly.
The architecture and seamless maps are amazing, but the combat and alchemy are somewhat difficult to understand…
Let me camp in the camping area.
>>156
Nina: “It looks like we can rest over there.”
I wish there was an option to display the locations of treasure chests and communication devices that I couldn’t find after the second week.
>>160
The treasure chest only has unimportant materials, so that’s fine, but I want to complete the transmitter.
Visiting the ruins from time to time stabilizes the key.
It seems like the enemies in Liza 3 adjust to my level, so I feel like I haven’t really gotten stronger no matter where I go. I wonder if this is the result of that.
The treasure chests aren’t really anything special for the most part, so that’s fine, but I really want to collect all the communication devices.
There’s just one more treasure chest key left!
Well, I’ve already collected the recipes and my exploration rate is 100%, but for some reason, I still feel uneasy…
When you enter the base, it gives the illusion that Nisan and Rutgar are really good friends, as they sit face to face.
>>169
I think we’re relatively close friends.
>>174
This time, all the party members are really good friends, aren’t they?
>>177
I like that there are unique dialogues during the character switch in battles.
>>177
While I wouldn’t say that past works were hostile, there are a few party members who seem distant from each other when the protagonist isn’t involved.
The treasure chest appears on the mini-map.
Make it a full map.
When a girl goes to the bookshelf, the guy usually sits down, so it creates a weird scene if it’s just the two of them.
I think the timing for opening the rope ladder is completely wrong.
Once the bike was released, I was able to get off unscathed, making it completely unnecessary.
There are a lot of treasure chests, so maybe processing them all puts a load on the system?
I’m still in the process of making the fence for Alvar, but I forced my way in through the mountain wall kick of the ritual and went to the Gorira Surinuke region deep in the abandoned village, and it’s like a hellish place.
>>175
You can forcibly go there… I tried wall jumping multiple times and failed, so I thought the underground lake to the abandoned village route had been countered.
>>184
If you climb the pillar before the cliff and dash jump to the right wall, you can make it if you manage to wall kick successfully.
I tried for about 20 minutes, but…
Well, I should be able to go from the bottom to the top, at least…
Female members tend to focus on appearance, but male members prioritize practicality.
When I told Aira not to wander around with a sickle, my brother said, “Isn’t the sickle cool?” and I wondered if that was his way of backing me up.
>>179
My brother is a bit of a natural airhead in some ways.
>>181
I can fall asleep in 3 seconds!
>>182
You don’t have to compete.
Nii-san sleeping around there, and Niina-san sleeping next to him.
Surprised older brother.
Aira’s retorts are adorable.
>>186
Yumia: “Reinya is blushing because Victor-san praised her.”
Aira: “You clearly look scared!!”
The brain juice from forcibly reaching the summit of the giant tree during the demo phase was amazing, right?
It seems like it might be intentional, but places with rope ladders are usually just cliffs nearby where you can forcedly climb up, so it’s pretty pointless…
The big tree climbed hard, but there are only deer.
I don’t even have food.
You don’t have to jump down from the rope ladder, so you can save mana, but that’s what Gauli is for.
By the time I get it, I’ll already have a motorcycle.
Is there only a party of perverts in this work?
So, how is Yumia’s research journal?
>>194
Let’s stop this story!