nox
Survivor
Posts: 8
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Post by nox on Oct 18, 2018 8:13:54 GMT
Gameplay problem - when first founding a settlement you can only salvage the building you intend to turn into a storage building until your leader's inventory fills, and then doing so makes you lose the contents of the building.
Better and more appropriate would be to change the leader inventory to be considered available storage such that the player can salvage a building and build the storage they want straight off.
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nox
Survivor
Posts: 8
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Post by nox on Oct 18, 2018 8:19:54 GMT
So right now, the player has to have resources to build a building immediately otherwise the building can't be built. This leads to several potential problematic mechanics, such as having all available storage full with for example no timber but more importantly it prevents planning well ahead and laying out future buildings and consuming surplus stored salvage.
suggestion : allow buildings to be placed for construction regardless of available resources.
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nox
Survivor
Posts: 8
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Post by nox on Oct 18, 2018 9:45:25 GMT
Maybe the group can start with a movable storage that holds a small amount - this would solve a few immediate gameplay issues like having zero food / water etc.
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nox
Survivor
Posts: 8
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Post by nox on Oct 18, 2018 13:40:27 GMT
It sort of feels like I am babysitting 250+ people who can barely do jack or shit. They walk like old people with broken hips, demand entertainment and when they walk for literally 15 minutes to go scavenge something they gather 2 of the item and walk back, taking so long that they then need to spend 15 minutes being entertained, sleeping, going to the hospital.
My leader is so effective at building, that it is actually more productive for me to have no builders and just run around building everything myself which takes only a moment (tool box etc.)
also the concept of having a leader character that I personally move around is understandably tropico but feels out of place here.
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nox
Survivor
Posts: 8
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Post by nox on Oct 18, 2018 13:46:29 GMT
my warehouses are filling up with water and food. while I can fiddle-fart around to get them into a homeostasis with population, that requires constantly meddling with it
better if I could just set a cap and it would produce up to the cap
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nox
Survivor
Posts: 8
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Post by nox on Oct 18, 2018 14:05:14 GMT
so remote depots that the player places to allow scavenging of distant objects count against the player in completing the setting - this is problematic.
there's no way to put a guard tower out there. it'd be prohibitive and cumbersome to try to put a set of infrastructure buildings just for a dump for resources
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Post by jaydaman on Oct 18, 2018 15:12:21 GMT
I second this motion. I'm big into having excess production capacity for Food/Water. Trouble is, I spend a lot of time destroying these items when storage is full.
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nox
Survivor
Posts: 8
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Post by nox on Oct 18, 2018 17:45:29 GMT
So I get these idiots coming and making demands I will never agree to. At some point, I need to explain that this is sparta.
Obviously by this I mean that I need to reply to their demands by sending their messenger home in a very small box. At least parts of him.
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nox
Survivor
Posts: 8
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Post by nox on Oct 18, 2018 18:05:10 GMT
So I chose execution as the appropriate punishment for murder. The game throws up a big warning that "innocent people might be executed" which I guess is a risk, but ok. I'm looking to discourage people who murder - it's not really about the individual murders as it is shaping the culture so that murders are forbidden.
Anyhow, that's all moot because instead of ever executing any murderers I get a constant popup explaining that an innocent person has been executed.
If this is an attempt to make a statement, it's poorly couched. First, if they were innocent there's no way anyone would know it or they wouldn't have executed them in the first place because that'd be murder - for which we execute people. Secondly this needs to be lightened up a bit. It honestly feels a little oppressive, like a point is being made over and over. Maybe that's not the intent, but it's getting on my nerves.
If anything that message would be more effective if it didn't pop up every 2 minutes.
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Post by ScottFarRoad on Oct 18, 2018 18:08:59 GMT
Hi. I have merged all your suggestions into one thread as it's much easier for me to review them when they're all together. Please keep posting them here. (Will reply with specific answers soon)
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Post by ScottFarRoad on Oct 18, 2018 18:36:31 GMT
Have read through everything now. I agree on most of what you've said. Thanks for taking the time to share feedback and supporting us in Early Access. A few comments... The storehouse filling up thing is a side-effect of the upcoming trade feature not being in the game. Destroying resources is a stopgap solution. We'll see if it's technically possible to let the leader's inventory be used for building from that. That's a good idea. Innocent execution is not virtue signalling but rather the RNG slider being set too high. Will be fixed. Moving a character around is a core aspect of the game and won't be changing I'm afraid - but it will be expanded upon.
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Post by thewanderingoutsider on Oct 18, 2018 20:49:11 GMT
The storehouse filling up thing is a side-effect of the upcoming trade feature not being in the game. Destroying resources is a stopgap solution. We'll see if it's technically possible to let the leader's inventory be used for building from that. That's a good idea. Innocent execution is not virtue signalling but rather the RNG slider being set too high. Will be fixed. The storehouse system is a bit of pain right now. I wish you could also customise them to only store certain resources, set resource limits, etc. but at the same time I kind of like it you can access all the resources from any storehouse you build. But I'll be perfectly honest, I don't really like their garish red design either. I never considered any of the issues to have virtue signalling aspects, I think the underlying problem is that most of the mechanics, especially the legal ones are bare bones. All of the consequences more or less revolve around population growth rate and the consumation of resources. Again, this is fine for now given it's early access. But I just like to reaffirm that having either a soft or hard response to every single issue is going to get dull after a while. I really feel going forward that issues should be categories. Perhaps a way to make the law mechanics feel fleshed out is that you assign specific punishments or tolerance depending on what actions are committed under each issue category. Furthermore, issues should be fleshed out further to have different effects on the population. For instance, slavery should have a different impact than murder. But right now both are more or less affecting the population the same way, just shaving off employable people in different ways. There is also absolutely no sense of the population being outraged or accepting of your lawmaking decisions, which kind of breaks the immersion a little as well.
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Post by possoyyo on Oct 19, 2018 5:58:51 GMT
I build 4 Repair Shack, I understand that workers are hungry and weak, therefore they work slowly. I would like to see the repair icon in the buildings to be able to act.
Another suggestion, could the character return automatically to deposit his scavenge after he finish collecting.
Best regards
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Post by thewanderingoutsider on Oct 19, 2018 10:04:38 GMT
A query more than a suggestion. Are unlockable unique buildings (things only built once) or upgradable buildings being considered for this game?
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Post by ScottFarRoad on Oct 19, 2018 16:33:56 GMT
I build 4 Repair Shack, I understand that workers are hungry and weak, therefore they work slowly. I would like to see the repair icon in the buildings to be able to act. Another suggestion, could the character return automatically to deposit his scavenge after he finish collecting. Best regards You can manually repair a building by left clicking on it, if that will help? We're going to do something with your second suggestion, that's already planned.
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