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Notes -
I've been playing with Nightingale as well. It's got an interesting core, but in many way it feels very much like an reverse-Palworld -- where Palworld has a really fleshed-out the big selling point of Pokemon With Guns and everything around it got shoveled in from the asset store, Nightingale has a bunch of surprisingly deep random systems thrown in around a core concept that just got a thin coat of paint.
There's a ridiculously complex system for mixing and matching materials to produce gear with widely varying stats, and also handles the aesthetics of gear... and it only actually impacts weapons and armor, and with how combat numbers scale not great at that. There's a cool system where you can burn extra materials for essence dust that funds your gear repairs... but after Herbarium tier you're probably just going to burn a handful of T2 essence to get literally tens of thousands of essence dust, so it's just a slightly-more-annoying trashcan. There's some Bound enemies that have really clever combat, especially the minotaur-like Bruisers... but you can just shoot them, the various sword-wielders and casters really push you to just do that, and most of the time you're just getting swarmed by vermin and going full Lizzy Borden on them. There's a ton of variety in foods, but salted meat steak works for freaking ever.
The Realms are the game's core, and while a lot of people complain about only being variations of the same three biomes with a handful of procgen, there actually is a lot of difference between, say, a Desert Astrolabe and a Desert Provisioner realm beyond just enemy difficulty (nevermind something like Gloom!). But your Respite must be an Abeyance Realm, even as your gearscore makes the difference between level 10 and level 50 a rounding error, and Abeyances miss out on a lot of potential variety. You can make your Respite into little more than a portal waystation, and I think that's going to end up being the long-term meta -- but at least right now the long delays when transitioning from one Realm to another make it wildly impractical.
And, yeah, the always-online thing is a bad decision. Allegedly one they're planning to change eventually, but I've been burned enough before to be a little cautious. They also really need to get their artists to work on some more item graphics, or at least better placeholder art -- I've got a chest that's halfway full of alchemical reagents and crafting components that have that N wax seal.
That said, I am impressed by how relatively painless the building side has been, even with the fairly complex crafting-station augments system, and even the trash Bound feel really weighty in combat. Heart and headshots work really well, esp for an online game. A lot of these frustrations could be fixed pretty quickly, and I am still playing it.
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