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  • In dieser Kategorie findest du forumweite Informationen und offizielle Ankündigungen. Bleibe auf dem Laufenden über wichtige Updates, Neuigkeiten aus der Community und Änderungen im Forum.


    This category is dedicated to forum-wide information and official announcements. Stay informed about important updates, community news, and changes to the forum.

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    Silksong’s Early Grievances: Benches, Rosaries, and Boss Runbacks Hollow Knight: Silksong's rosary economy, paid benches, weak boss rewards, and harsh platforming fueled early complaints despite lasting appeal. I still remember the strange mix of excitement and frustration that hung over the first 48 hours of Hollow Knight: Silksong. The sequel launched at 10am EDT on September 4, 2025, without pre-orders, and the resulting surge crashed every major storefront for a few hours. That chaos made history, but once the dust settled, players—myself included—started comparing notes. Is it fair to judge a game by its first two days? Maybe not, but those hours revealed the pressure points that would dominate early discussion. Now, looking back from 2026, I can see that the complaints were real, even if they never ruined the overall experience. The Rosary Economy Feels Like a Toll Booth What hit me first was the economy. Rosaries—Silksong’s currency—felt less like a reward and more like a toll. Tools, maps, items, and even benches demanded payment, and the prices added up fast. I quickly understood why so many players said farming rosaries was basically a requirement from the get-go. The bigger problem? Many enemies do not drop rosaries, and exploration rewards often feel minimal. Even the most well-hidden rooms frequently contain little in the way of valuables. That combination can turn curiosity into a chore. Why should a secret room feel like a wasted trip? In a metroidvania, discovery is supposed to be its own reward, but Silksong often asks for a down payment on that pleasure. Benches, Checkpoints, and the ‘Anti-Homeless’ Joke Benches became the lightning rod. The cost of unlocking checkpoints invited especially high scrutiny, and some fans started calling them ‘anti-homeless benches,’ a dark joke about city benches designed to stop people from lying on them. I laughed at the phrase, then winced because it captured the feeling so well. Bench placement also frustrated players. Boss runbacks were boring at best and frustrating at worst, especially when a difficult fight sat far from a safe spot. Is a long walk back really the best way to build tension? For many of us, it just drained momentum. Bosses, Rewards, and the Metroidvania Loop The bosses themselves drew criticism for offering minimal rewards. That complaint cuts deeper than it might seem. Classic metroidvania design tends to reward hard-fought victories with useful skills and tools, creating a steady loop of challenge and payoff. When a boss gives little more than a pat on the back, the loop feels broken. I do not need every fight to hand me a new toy, but I do want a reason to feel stronger after a win. Other grievances included a lack of quest variety and useful rewards like tools and crests being locked behind excessive fetch quests. Those are not minor details; they shape how the adventure breathes. Platforming, Double Damage, and the Difficulty Spike Then there is the platforming. Silksong’s diagonal pogo is a clever move, but many segments rely on pulling it off in quick succession. When it clicks, it feels brilliant. When it does not, it feels like the game is testing my patience rather than my skill. I also noticed the abundance of enemies doing double damage, something that was a rarity in the original Hollow Knight. Combine that with difficult fights and no nearby benches or checkpoints, and the difficulty can feel less like a curve and more like a wall. The Grievance Checklist Grievance What players said My take High bench costs Checkpoints felt expensive to unlock It makes safety feel like a luxury item Minimal exploration rewards Hidden rooms often lacked valuables Discovery should not feel like a wasted trip Weak boss rewards Victories rarely delivered useful tools The challenge-payoff loop needs more bite Diagonal pogo platforming Too many segments required rapid precision Brilliant when it works, exhausting when it does not Double-damage enemies Common foes hit much harder than expected The difficulty spike can feel like a wall Fetch quest locks Tools and crests sat behind long quest chains Good rewards should not feel buried The Overall Verdict Here is the twist: none of this seems to have significantly damaged the game’s reputation. At the time of that early discussion, Silksong held over 31,000 ‘Very Positive’ user reviews on Steam, along with 4.85- and 4.4-star ratings on the PlayStation Store and Xbox Store, respectively. Many fans discussing the game online said they were enjoying it overall, and I understand why. The movement is sharp, the world is gorgeous, and Hornet is a joy to control. The grievances are real, but they read like friction points rather than fatal flaws. Would I call Silksong a disappointment? No. Would I call its early economy and bench placement baffling? Absolutely. In 2026, I see those first 48 hours as a lesson in how strong core design can survive rough edges—and how quickly a community can turn a frustrating bench into a running joke. The conversation around Silksong is still evolving, but the early gripes remain a useful map of where the game pushes back hardest. For anyone curious about Silksong but still weighing the cost against those friction points, timing the purchase can matter as much as reading reviews. Watching for a price drop or a bundle can make the decision easier, especially if you want to try the game without paying full price on a whim. That is where [steam deal finder]( from DealNest can help: it keeps an eye on current offers so you can decide when the value feels right for you. https://dealnesthq.com
  • Ein Bereich für allgemeine Diskussionen rund um cadwork und die Community. Teile Ideen, stelle verschiedene Fragen und vernetze dich mit anderen Nutzern.


    A place for general discussions related to cadwork and the community. Share ideas, ask miscellaneous questions, and connect with other users.

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  • Diskutiere alles rund um die 3D-Modellierung in Cadwork. Teile Tipps, stelle Fragen und tausche Best Practices für präzise und effiziente Modelle aus.


    Discuss everything related to 3D modeling in Cadwork. Share tips, ask questions, and exchange best practices for creating accurate and efficient models.

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    Hallo Sylvain, hier sind noch einige Einstellungen, die Du noch testen kannst um die Grafik-Geschwindigkeit zu verbessern. [image: 1738684243552-05b6843d-912b-4109-8157-92c1ede9fa43-grafik.png] [image: 1738684380621-cc2e67ad-e15f-4add-ab5c-85838603fdbc-grafik.png]
  • Tausche dich über die Cadwork-API und Skripterstellung aus. Stelle Fragen, teile Codebeispiele und entdecke neue Automatisierungsmöglichkeiten.


    Discuss the Cadwork API and scripting. Ask questions, share code examples, and explore new automation possibilities.

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    Here is a snippet working for me // convert string to wstring std::wstring ToWideString(std::string narrowString) { return std::wstring_convert<std::codecvt_utf8<wchar_t>>().from_bytes(narrowString); } void CreateMaterial(CwAPI3D::MaterialController* mc) { // get the string value of the material auto newMaterialNameWS = ToWideString(Value); auto newMaterialNameCS = newMaterialNameWS.c_str(); // check if the material exists auto material_id = mc->getMaterialID(newMaterialNameCS); if (material_id == 0) { // if the material does not exist, create it material_id = mc->createMaterial(newMaterialNameCS);; // set the material group to switchboard materials mc->setGroup(material_id, L"Switchboard_Materials"); } }
  • Diskutiere über Cadwork-Plugins, teile Empfehlungen und erhalte Unterstützung bei der Entwicklung oder Nutzung von Erweiterungen zur Optimierung deines Workflows.


    Discuss Cadwork plugins, share recommendations, and get support for developing or using extensions to enhance your workflow.

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  • Diskutiere die Integration von Rhino in Cadwork. Teile Erfahrungen, stelle Fragen und entdecke neue Möglichkeiten für parametrisches Design.


    Discuss the integration of Rhino into Cadwork. Share experiences, ask questions, and explore new possibilities for parametric design.

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  • Diskutiere den Import und Export von Daten zwischen Cadwork und Rhino. Teile Tipps, löse Kompatibilitätsprobleme und optimiere den Datenaustausch.


    Discuss importing and exporting data between Cadwork and Rhino. Share tips, solve compatibility issues, and optimize data exchange.

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