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vodanh34
Active Member
Joined: 6 months  ago
Posts: 5
05/02/2017 11:58 pm  

Just purchased the game today (the 24% VAT is abit too much though) after watching Quill18 playing. Although the game is solid in the early game, but after a few hours of playing, the game turns out to lack any mid-late game, as well as many annoying features. The game itself is solid, given it's in Beta phrase.

Here are some of mine suggestion to the game based on what I found so far.

1. Natural Event

  1. Concern: The game Pause every single time when a Natural Event trigger. This was something neat and nice the first time it happens, but after a while, it's annoying, it interrup the game flow (let say you're checking something or building something).
  2. Suggestion: Let user turn this off, or an option to check after the first trigger it won't pause the game or appear again, but just show an icon at the side.  (Crysis in Option doens't do anything as far as I have tried). (Same goes for the Re-election, it's annoying for it to display every single time, an icon at the side would suffice).

2. Battery

  1. Concern: A great feature, can be used during winter to counter the lack of power, however, to manually managing every battery is too tedius and a waste of time.
  2. Suggestion: Implement a policy, so that once winter arrives, the battery automatically gives evergy, and once Winter is over, it stores energy.

3. Chemical Plant and Mill

  1. Concern: As of current, when marked to produce the desired items, it effects all CP and Mill. This is annoying if I want eaqch CP/Mill to produce certain Item/s
  2. Suggestion: Allow it so we can set individual item to produce on each CP/Mill without effecting the other CP/Mill, example: 1 CP produce Beer, while the other produce Sake. 

4. Reseach Center

  1. Concern: Once you research everything, it become useless (useful only for a few minutes).
  2. Suggestion: Add more research or make the research time time longer. As well as adding infinitive research, such as research this will increase Power Output by 10% as long as that research is active, you got the idea. 

5. Trade Hub

  1. Concern: Too limited on what can be traded, and what can be gain as well as too static. Always 100x for 120y.
  2. Suggestion: Implement so players can choose trade what to gain what, at which ratio (real time ratio, so that the ratio is not always the same but changes based on demand and supply, etc) This will give more life to the game, cause at the moment it feels dead when it comes to trading.

6. Farm

  1. Concern: Too limited on what can be farmed. Also allow an option to enable Potash on all farm, because going through every farm and enable Potash is too tedious and a waste of time. 
  2. Suggestion: Implement more goods to be farm, such as animal and other things. Create an option so user can select to enable Potash on all farm and an option "Exception this farm from using Potash".

8. Mid-Late Game

  1. Concern: As of current, the game lack Mid-Late Game, which make it very boring once you past the early state. 
  2. Suggestion: Create some Mid-Late game event, such as, Sandworm Attack, which leaves devastating consequences/damage if collony doens't have strong enough deffences, or monster invasion. Or maybe make it more fun by letting the player chose to leave the mother ship and become "imdepedent" (a bit of politic maybe?)

My conclusion after playing this game is so-so, the voice acting was very nice overall. The early/core game play is solid. But if you want to make this stand out amongst many other of the same genrer, it needs more than the solid core/early game play. As of current, it feels static and dead due to how limited you can do as well as the lack of depth. My suggestion is to add micro-management that doesn't make it feels too tedious but add life to the game. Another concern is the game is badly optimised, so hopefully it will turn out more polished than what it's right now, as of current, I'm playing on the 14 december patch, which seems like to be the latest Up-date. (Like the stadium, once build, it's just there, maybe add a feature and allow players to trigger some Events to increase Entertainment even futher, etc).

Looking forward to the next up-date and see what the game has to offer.


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Bolter
New Member
Joined: 6 months  ago
Posts: 1
06/02/2017 9:51 pm  

I was going to write my own feedback post, but as Vodan's covered most of my comments, I'll just add a few things he didn't get into.

First, the basics, though. I did not use Itch to download the client, so I have no feedback on that. I had several failed downloads from the link on the purchase confirmation page. It worked fine when I used the link on the email receipt. Client runs stable with no crashes, but I did experience some lag on large colonies during lightning and shard storms.

I played the campaign missions through the last available -Mesa- without problems, so the campaign works. I did get stuck on the crescent map. I got the artifact and researched it, as per the mission instructions, but the victory didn't trigger until I completed a "build a rector" mission (which I hadn't done because I didn't need the power.) After that, I fulfilled any mission whatever and completions came quick. It would be nice if the victory screen dropped you into the next colony start. As it is, you have to go back to the main menu and load the next mission manually (-immersion.) The save system could use some work. It doesn't overwrite files of the same name, but creates a duplicate, so you can't keep just one "current" save.

The game is good and fun to play, but a bit shot at this time. After the campaign, you can only play the same maps on sandbox, so replayability is low for now. A randomizer for thermal vent, farmable land & mineral deposit placement on existing maps would go a long ways. Or even releasing the maps of the planed campaign missions for sandbox play would help short term.

Now for my pet peeves:

-The Overlay
I find the graying-out of the colony whenever you try to place a new building, unhelpful. Punishing, in fact, as you end up placing in the wrong place, or placing the wrong building when you're doing several. This is most important in farms. When you select one you get the fertility overlay for that crop and everything else goes gray. At the very least the other farms should remain and a very helpful crop icon should hover over each. There's no good way to visualize your complete crop area and variety at this time. Surprising for a game with so many helpful overlays.

-Power
I see what the devs tried to do with variety, but it doesn't work well because there's no way to budget power. There are three types of power: inexhaustible (thermal,) seasonal (solar/lightning,) and exhaustible (reactor.) Both seasonal and exhaustible have the power, pun intended, to collapse your colony by spoiling your food reserves. There are benefits  to each. Solar requires no manpower, and the reactor produces lots of power, but without the ability to guarantee power to essential services, it is simply not sensible to risk collapse. Certainly not while there are unclaimed thermal vents left. If they let you turn off buildings at will, instead of only after they lose power, then maybe it would be worth it.

-Manpower
I like the ability to restrict hiring at workplaces, but I'd like the ability to prioritize even more. There doesn't seem to be a way to entice workers to completely fill essential services like food/water/power/air. I've even built a bar by a power plant serving the only beer in the colony and I still had empty spots. Maybe enhancer mechanics are not implemented yet, but right now, the only way I know to make sure to fill a job completely is to build with unemployment. And even that is not fool proof, as sometimes the unemployed will be to far to the new building to respond. An employment overlay is nice, but an unemployment overlay would be way more useful. Alternatively, unemployed could move closer to labor shortages, which they don't seem to do without a bulldozer.

-Industry
Here I wholeheartedly agree with the OP. Please let us do different things at different mills/chem plants/factories/trade hubs. Right now, it's kind of backwards. The trade hub only lets you trade one thing per building, and only one building for that trade, so you have to go through a funnel for large trades. On the other hand, anything you make in a building must also be made at all other buildings of that type, which is a big problem because you need more precursors in proportion to variety of finished goods. It can be managed by becoming a mill operator for a time.

-Trade
Please establish a market to trade goods with the mothership itself, or with previous colonies. This would entice governors to more fully develop their production and trade infrastructure as well as building stockpiles before completing a campaign map.

All in all a good fun game. A few tweaks and it could be a classic.
 


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