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- I go deep to say, toxic caverns, taking some fall damage through the cold caverns. or perhaps teleporting to my T2 extraction area and then working down to the toxic caverns.
- I throw down a lift somewhere and hop on, to get to biomass with no damage.
- I mine some biomass by hand (because I haven't gotten power down there) using Arthur power and my suit.
- I deathport back to base and how have virtually no hp for the better half of 10 minutes.
Now I have two easy choices: The ampules I've built up doing this allow me to just do it again. Or I just do the same thing carefully, not taking any fall damage (teleport and a single unpowered lift for example), and this makes it even easier to deathport, because I'm already at a fraction of my health.I'm not saying it's not going to be noticible - one has to be more careful getting somewhere to avoid dying early. But the ampule system counters the change.
Alternately, I can just do stuff around my base while regenning, and then go do it again.
My personal playstyle is to not use deathport, both here and other games (Minecraft with keepInventory) because I consider it cheating, however I do not see how the changes aimed at preventing it actually do so. But that's just my opinion, take it however you will.
As for the other changes, I really like the lens change idea - this makes a lot more sense to me and should help with early-game progression, which is a sore point for new players I think. Also more monitoring tools are always appreciated - I have a few mods for that, but having it right in the base game is great. The rooms idea.. I'm 50-50 on. I don't overbuild my base though, so I haven't encountered chugging framerates, and I play on Simple graphics because anything higher the AA makes text blurry to me.
Finally, the plants idea isn't bad, but I have a mod to strip out plants because I found them quite annoying. But I guess having a machine to harvest all them in a large area is equally good.
Secondly: I would make a lot of use of rooms if you also implement blueprints. Layout a room, fill it, get a blueprint of it, save to HDD so next time I need same room same or next game (bar to research pod room I'd need for each material?) I would just plop down a blueprint constructor, give power and blocks and it will make it for me.
Long term: It would be pretty facinating if rooms could eventually be bigger on the inside than the outside, would allow a lot of logistics changes to base design if one could even one day squeeze a room down to a block. Pipe in power, materials, get out a product. Or if not bigger on the inside, wire in teleporters with rooms?
Plants / ampules ideas:
-boost gun damage
-boost walk speed
-boost jump height
-boost suit energy transfer rate (1 sec to use a PSB or something)
To prevent deathporting; have the ampules be either Health Over Time, or have the player force to stand still to heal, basically be in a sickbed / hospital or something. Death should be a punishment on ALL modes, not just Clumsy and above. Like Rivaryn mentions, if you implement in current plans: nothing stops player from just going down again, healing on the way.
Or: make the game semi-clumsy from the get go (easiest setting) where on death you only drop ore + biomass, not coal though due to torches.
You aren't forced to build rooms on the surface as far as I know. I think it's unreasonable to think that every room should be on the surface. They are taking up a lot of space. And the walking between rooms even on reinforced blocks is tedious after a while.
In my opinion after testing the rooms. Now it's better to build layers into the ground. For example, Power generation at the surface. Defense at the surface, Smelting below 0m. Production below -10m.
Especially now that the WFE is cheaper to run. Not to mention that It's likely that everyone has a big cavern close to the CPH but above the Mynocks spawn point.
However, unfortunately, the ♥♥♥♥♥♥♥ Mynocks are ruining the fun at a certain depth. :D
Rooms may be a gateway to blueprints...
What happens if I encase my resin farm in a room? Will the resin grow towards an airlock as if it was open space, or will it grow through the wall because it can't see an exit?
How do rooms interact with cryoplasm? What happens if it tears down the walls?
Can I place airlocks in the ceiling and/or floor and have a lift go through?
The P18 notes don't mention what is supposed to happen when a laser power transmitter targets a power grommet.
Will it be possible to mount the large solar arrays directly on top of rooms? This would make it more attractive to put refineries in them.
I think the lens changes are great.
The medbay doesn't interest me. It just seems to add a bit of grind, and I'm being punished for how others choose to play the game.
Plants are an interesting doorway to lots of gameplay that will likely never be implemented :) I'm sort of surprised they aren't patreon stuff, with the gameplay stuff they unlock targetted to the adventures pack.
- Feed the normal 7 plants into the laboratory to research the helpful breeds.
- Grow particular plants on a bed of T4 ore and harvest to convert to a usable form.
- Convert particular plants to a paste that is needed to mine superhard rock. Or an alternate recipe for nano-disintegrators.
- A suit upgrade that wards off worms, fueled by stinky plants.
- A breed of plants you can place to steer attacking swarms and/or the exploding bugs, but not more than 45 degrees off course towards the hub. Lets you guide them around mountains, through falcor covered areas and killzones.
- A ward against cryoplasm. Maybe needs to be grown in the magma caverns for all the sulphurous goodness.
- A resource required to terraform the cryo caverns. More than just pumping in heat, you now need hydroponics to grow plants to be replanted around the caverns by bots. But that probably requires gameplay post cryoplasm.
- An alternative to particle filters (boy, did I ever get sick of building particle filters over and over again). Grow plants in the right cavern, harvest, convert into something to go into the compressor or bottler.
- Organic replacement for threat increasers and decreasers. A little more effort to setup than just slapping the machines down wherever you have some spare power.
"It's bigger on the inside!!"
IMO this still doesn't solve the issue. I just deathport, unload all my ore to 50 hoppers in a big grid by mashing T, and then go down again. Players will find ways around it if they're determined enough.
This is why DRM is such a failure - it punishes those that follow the rules, while those determined to break the rules will find ways to do so.
Quick question - do rooms block wasps? Can they be destroyed by tunnel nukers? This seems like it could lead to using big rooms as "walls"...
You mention rooms and segments, is there an option to support a room controller with paste needed for walls/floor/ceiling, to prefab the room into a segment? (less air-lock, since the UI for that is too complex). We'd still need to attach airlock where we thought it was best to attach.
Do / Will mobs spawn in rooms? Will we need to implement room defenses?
Can teleporters work as intended into a room, form a room, room to room?
Is it possible to implement a device to respawn not in by CPH, but instead in a room (assuming device has power)?
A prefabbed non airlock-door controller? those doors look nice, and would be *ahem* neat in places they don't belong. :)
'Conveyors' includes Tubes. I also covered Minecarts.
Lasers wouldn't work with the Grommets - The Grommet system works by having machines adjacent to a Grommet essentially move in space to be touching. Lasers follow a very different paradigm. All it means, realistically, worst case, is 1 extra PSB *or* Laser in a run into a room.
This is about gentle iterations to make some things more attractive, and some things less attractive. If I wanted to drop a stone hammer to stop people doing something, I absolutely can do so. ;)
The idea of 'dropping ores and bars but not critical survival items' is a great one, and I wish you'd thought of it 3 years ago.
Hahaha, fair enough. Okay then the only solution seems to me: don't allow the player to pick-up any ore besides the initial copper + tin xD
Edit: no wait a minute: you said, 'I just deathport', but what I suggested was that ore wouldn't transfer with you to the surface.
I think your heart's in the right place, but more thought (perhaps its own thread) might be necessary to work out a solution that doesn't make it ever harder to get new players into the game (and thus cut down on negative reviews).
I think DJ is tired of people abusing the 'easy' setting, because I expect 98+% of players play on no penalty death mode.