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If you accept that challenge isn't a factor, then you need a different motivation to play. In my case, it has been to enjoy the evolution of the cities and transportation as well as simply enjoying everything this beautiful game offers to the eye.
So far I have enjoyed playing this for 196 hours already and as you can see, I'm having a whale of a time ;)
https://steamcommunity.com/app/1066780/discussions/0/1740012252806248163/
Also maybe i didn't it word it properly, replace "immersion/enjoyment" for "longevity" which still affect those things too.
Of course I agree, but I think that the Devs did on purpose this game so easy to meet the needs of a larger base of less harcdore players, the ones that usually complained about TPF1 economy being too hard and unforgiving.
However, I wonder if the old dynamic of raising vehicles maintenance costs could be re-introduced at least as an optional super-hard level of difficulty for veteran players already tired of the lack of challenge in the game economy.
Look at how poorly the "earnings" are calculated (see my thread i've just made about it), look at the removal of needs of cities and so development complexity, as well as apparently appropriately made balance mechanics like scaling maintenance and it's easy now to see this company has apparently gone full scummy corporation/capitalism wannabes.
I'm glad i didn't pay for this game then before trying it.
Hope the extra bit of $$ was worth sacrificing their reputation, morals and what looked like a great series of games.
Let's hope the mods can save the day like the devs are obviously relying on them to do, for free.
Thanks for the insight.
It straddles the line of a builder with puzzle elements.
I like your idea.
Puzzle games are also challenging, usually pretty puzzling :p
And it's possible - maintenance is already a thing, it just needs to scale (They just need to spend a little more money on development is the real, clear problem.)
Easy and fun just-play-with-trains should be relegated to a mode within the game, not an entire game and especially not an entire genre.
Like Minecraft and the fly-around cant-die unlimited-material creation mode and then your balanced, objective driven challenging survival mode as well as perma-death supa fancy Hardcore mode.
And lastly that it's content the first game had and has just been cut saving time and money?
It would seem the summary of your original post is that you would like them to change the maintenance mechanic back to how it was in the previous game. It is impressive that you managed to make such a long post just to say that.
In fact, they didnt have anything in place in the new version because it's a new version and it's not like they could just copy/paste code from the old game into the new, with even slight variations in vehicles, balance, features, gameplay etc that would make that impossible.
what is this new "maintenance adjustment" mechanic exactly? Just a fancy way of saying the base maintenance? That also apparently took time and money to "develop"?
My apologies for not knowing what they did or didn't do last game. It's funny cause that thought would never have entered my mind anyway - that an idea to fix a major balance problem was in the previous game, but not bothered to be developed fully/properly for the next one, in fact multiple features having been simplified/not fully fleshed out from the last title.
I guess that's on me though, seems to be the way of the majority of the gaming industry these days.
The new mechanic introduced in this game is the ability to adjust the maintenance between normal, high, and very high. Very high completely restores any vehicle's condition back to brand new. In the previous game the scaling maintenance made it so you eventually had to replace your vehicles in order to make your lines profitable again. We now no longer have any reason to replace vehicles, except to replace with a newer type of vehicle, because we can restore them to brand new with the maintenance adjustment and no longer have increasing maintenance costs anyways.
Either way maybe the system in the last game had the right idea but wrong execution, maybe the act of being able and needing to replace vehicles got too tedious for people, maybe the gold sink needs to be more automated and you just have to deal with it by making more money and making it more efficiently.
Sure there'll no longer be an option to reduce the current gold sink level if/as needed, but you could then have other options like vehicle durability stat part of the strategy to deal with it, say if outgoing money (maintenance) gets too high compared to incoming you could purchase a few vehicles that are more known for their durability than say power or speed.
So you get the mainstream set and forget, not having to replace things every so often yet still get a functioning scaling gold sink.
Or maybe your lines just plain aren't as efficient as they could/would/should be for that difficulty level.
Having a lose state is not a bad thing, especially for players that like more of a challenge on harder difficulties and especially in build'em up games like this where half the fun is starting again halfway through and doing things better.
Whether they gutted it or didn't bother fleshing it out, without a suitable replacement like the above idea - it's still lazy and dodgy.
However, all games will eventually run out of such content. The point is that this isn't specific to Transport Fever 2.
Having an increasing "gold sink" doesn't change this fact, it only changes how long it takes for your bank balance to take off. As long as you keep ahead of your costs, your balance will eventually skyrocket, because the growth is exponential. The effect of the current difficulty settings is the same; shortening or extending how long this takes.
Expanding the idea and making the gold sink adaptive doesn't work either. Say that the rate of increase adapts to how successful (or not) you are at making money. In other words instead of the developers balancing the game with a fixed value, have the game balance itself.
This will do one of two things depending on how strongly this auto-balancing effect is:-
- removes any reward for building and running your lines efficiently, (i.e. not fun).
- or if you tone the effect down even a tiny bit, your bank balance will still eventually take off.
Another option for difficulty balancing is that once you're no longer treating it as a challenge, then make it one yourself. Remember the strongest parts of video gaming is that you, the player, have control over your gameplay experience. The developers provide a world/framework, but when you play a map, however it was created, its your map and nobody else's. So set your own rules and restrictions; some of them may be less fun to you, but some may be more. If it's not fun, change it, otherwise run with it. Remember it's your game, your time and your fun, you just have to own it.
For example, here are some ideas that I've used:-
I'm sure you can come up with your own ideas as you play.
True. One can always find different ways to challenge yourself and all of your suggestions are fine, but In my case, I chose another motivation for playing since there is no challenge and that was to simply enjoy the aesthetics this game offers ;)
I loved Train Fever and Transport Fever. In these games I rolled in huge amounts of money, but it was slower and you always had incentives to pay some attention to optimize things like replacing vehicles, adjusting capacity to rising demand, pay attention to provide a minimum quality of service (i.e. frequency) otherwise lines shut down or people would not take your transportation and generate more traffic.
I really cannot get to like Transport Fever 2. It really feels as a setback and not an improvement. It has prettier graphics but it's less fun.
A simple mechanic like rising maintenance costs would be an improvement. Of course it would not resolve the problem, but it would be so easy to implement...
The poster saying that this is a problem with all management games is somewhat right, but one could also make customers (industries too) increase their needs (in terms of frequency, speed, lower prices etc.) over time to make quality of servce and line optimization matter. There could be many counters to the boredom effect of having nothing to do once the system is set up and make us feel that every era (steam, diesel, electric, high speed) is somewhat different.
Would someone know if it would be possible to mod something such as a rising running cost based on the age of the vehicle or is it buried in the source code?
Over a billion.. now ok, I make around 150 million per year. Have 9 billion in the bank.. but life isn't cheap.
Or easy.
Why penalise people for putting in the work?