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Seriously, the crafting system was a good step forward in offering sinks early on to prevent players from just flopping all their wealth into hydrocoins immediately. The problem though is it's limited thus making it only valid for a short period of time to a small range of resources.
What I'd like to see and have a feeling is coming as soon as next update is a major hydrosink in the form of a guild of some sort. If it's not a hydrosink, then it's a resource sink similar to crafting by making other items with the return of the workbench. Either one is a step in the right direction. Not a permanent solution, but it shouldn't have to be.
Part of the Hydroneer experience most players don't seem to realize as they haven't been along for the trip all 3 years is that restarting your save is something you do often. The content shouldn't be lengthened artificially for someone to use some 2.0 save for the rest of the games lifespan. All this does is make things feel drawn out and grindy af. I personally don't want to start a new save at some massive content update and spend 200 hours just getting to the meat and bones of it because of all the crapola I've done in prior updates getting in the way or bogging the experience down drastically. I like that feeling of "did the things, can call the quits til the next big update." I don't want to live on this game and this game alone. I like to just visit it and have my brain chemicals stimulated by shiny rock give stonk.
Also one thing most people who make this argument over the years fail to realize is there is no way to balance it. NONE! Increasing prices just means players will increase drill count to overcome it. That's not balance, that's just creating a gross gaming loop that pushes players with low specs out of wanting to play and encourages mindless grinding from those that stick around. The beauty of this game has always been it's simplistic and addictive nature without it ever feeling demanding. The most demanding aspect is always that first pail or two of handpan. That's how it should be.
Don't get me wrong, I want a hydrocoin sink of some sort, but I don't want a grind wall. I want it in the form of additional content that is meaningful; not price increases, sales tax, and so on. And I trust this is the direction they are heading. Just be patient and give it time. The game was massively overhauled and new systems are being added and tweaked to feel satisfying. Do they balance the game atm? No! But can they be used to do so in a manner that doesn't feel grindy, noninclusive, or out of touch with what makes this game great? Yes!
Personally I feel like the way the drill work is a bigger part of the problem than the hydrocoins. You can literally set up a system with some water filters and wrench throwers and generate infinite money with no maintenance to the system. The whole process needs to be more involved and I think drills need to destroy terrain again as stated at the end of my OP. This would make it so you have to frequently maintenance and expand your systems and that the amount a static system can generate is finite. After that all that would need to be added is a way to reset the plots for a high expense so running out of dirt does not end your save.
I 100% agree pipes should be crafted not bought along with other tiered tools like shovels, rakes and pickaxes. This would also help put a dent in the balance problem. Even if an iron pipe only costs like 5 iron to make you are still going to spend several hundred iron on even a basic set up
I think the problem is the opposite. Not enough stuff is really about HydroCoin, in a way. The game wants to go to a different direction from other logistic games, where you normally build your own stuff yourself. Here, it's based on economy instead. I would be fine with that, if there was more stuff to be play around that, like having some competitors that could deliver stuff before you do, item price varying because of supply and demand, etc. If you go the traditional "Craft what you need", I feel like the game is going to lose its identity. At this point, you may just play one of the other 12 logistics games that have a lot more contents.
I don't like the tokens though, I think it's an easy way to build up artificial walls for the player so they don't rush to high tier directly, however it's also a trap. Are you going to add a new currency every new tier? Yeah, good luck having 5 different currencies, 3 of them being completely useless because it's lower tier. I think it makes more sense to have some kind of research. Invest into a company with your money, and they will develop new item from time to time. If you want to go faster, invest more money.
the more unattached objects you have the worse it gets. So combine those bars, put them in a chest. combine your gems etc.
I am not making a judgement, I am just providing some possible help.
firstly, yes, have NPCs come to you, have some sort of shop front or counter capacity, ideally something that can be shaped to your housing designs so people can feel like their shop front serves a purpose. however, if not so advanced, then maybe at least a queue point for each location where the NPCs can gather between certain times for their desires.
crafting your own equipment would be a great introducton, it's the whole reason people move to the icehelm location at all, but expanding that to include the capacity to construct your own pipes and even wires and logic pieces would allow for more ways to sink resources other than just printing money.
a greater variety of craftable items, both in jewlery, weapons and even equipment would allow for more resource sink and even option player progression and milestones. if tied in with the shopfront point above, this would give a player more reasons to be splitting bars, and crafting objects. with my current factory i can sell a single ring for more money than i will ever need to spend, but imagine if instead, contracts were brought to you at a set price (maybe some wobble room) and you had to fulfil their orders, suddenly that 1,000,000 weight bar of iron isn't so useful when your only going to get 200 coins max for a 100 weight iron dagger request, instead, if you want to maximise profits, you will now need to invest into the automation and logic systems.
i don't agree with OPs idea of taxes, i feel that this may slow the game too much and force you to remember bills which just seems more like a choir than a fun mechanic. instead i would favour towards a prestige system, where better equipment (or better contracts in the case above) would only come after a certain amount of sales.
a universal currency seems to make more sense than several different currencies but i understand that you don't want to give access to the best equipment right off the bat for anyone with a stable mining operation, so maybe some sort of respect system could be in place, you need to achieve so many contracts for smaller orders of tomatoes etc before you can unlock the higher tier farming or prospecting tools.
the current state of the game feels very much like you play a tutorial for the basics and then it's straight into printing money. let's face it, once you hit icehelm and start manufacturing more drills, even just the tier 1 stuff, the game quickly becomes a money printing system. at a bare basic, allow us some improvements around town, icehelm could easily become an entire underground town of it's own, with shops and the likes.
imagine getting requisition orders for x amount of iron, to be delivered to specific locations, and being rewarded with the visible change of that location, although this might also warrent the introduction or stone as a base resource, not that it wouldn't work alongside all the above points.
in summary, stop adding new factions, unify the currency, and give us more things to sink our resources, time and coins into... please
To me, the OP's suggestions are no more than an attempt to fix something that is not broken. For any and all questions such as "why dont we have A and B like in that other game?" the answer is - because its a different game. Hydroneer is a sandbox, even if it may not seem like it. You play it the way you find fun with the tools and toys provided.
I will run down his list briefly.
1. Raise the cost of All non-starter equipment 10-Fold.
There is absolutely no problem making any absurd amount of money rather quick, so you can buy anything even if it would be x10. This change will only hurt new players and casual players that have much less time to spend on the game.
2. Introduce Resource Syncs
Im pretty sure he meant to say Resource Sinks. Also there is literally a button now "remove all raw resources" lol. Jokes aside, thats a completely different game genre. There are plenty of games that have this gameplay loop at its core. Factorio, Dyson Sphere, Satisfactory, etc. Just to thow some big names.
3. Have a purpose for the items that are crafted.
That is already a game feature minus the "come to you" part.
4. DON'T FORCE PLAYERS TO GO LOOKING FOR PEOPLE/STALLS
Again, a game genre mixup. This is one of the tycoon-genre features where you deal with just a list of orders. The games examples will be anything from Gunsmith to Potioncraft and literally any tycoon'ish logistics simulator out there.
5. Have PROPERTY TAX!
First of all this serves no purpose due to the answer #1 anyway. But yet again a genre mish-mash. Any "sustain" subsystems are mostly prominent in survival genres and business simulators. It is essentially a Game-Over timer which a chill sandbox game clearly doesnt need.
6. Please, don't add a story-line.
At this point i think the author has completely lost it. I couldnt make heads or tails of what is he suggesting there, other than some hysterical unsatisfaction in general. Anyway, i actually dont mind if they add more unique questlines and rewards in the future. I like the kings quest.
So i guess im not thrilled about any of the OP's suggestions there. Such life, it happens.
I would very much welcome another faction, especially fishermans guild. And another token currency to go with it. And a whole new layer of fishing equipment and quests and such. I think the game is just getting better and better with every major update. What can you do?
PS: Jason strikes yet again. Same old dirt problems with a different twist. Sorry, couldnt help it. But if you really want a direct answer from Max to settle it once and for all, maybe try pinging him on discord or in one of his streams.
Would be fun to,
+ keep taking missions from a King which increases our nobility the harder the quests get.
+ an ongoing war (we don't participate), rare quests for high quality weapons/foods, success of battles reveals a portion of the playing map, failure weakens our positions, raises taxes, or even lose portions of playing map
+ build a shop and sell our goods, any sort of role playing, dangle that carrot to keep us going, this could be the stardew valley for miners!