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Clearly you're having difficulty with the game. Others did not have difficulty with the game. Something that you are attempting to do is not working for surviving and progressing the story. Others must have done something differently to allow them to succeed. Instead of insulting the game to vent your frustration like a clown, try something else.
You're on the forums, ask for advice. Look up let's play videos to see how other people are succeeding. Go through the in-game tutorials to see what mechanic you didn't understand properly that is causing you to fail.
If you looking for SimCity only you will be dissapointed at this stage.
this is not a survival game.
It's literaly a reskin of this concept:https://youtu.be/m7GAtSIy4-w?t=14
the only variance being that you get punished for doing good as well. too many resources? you cascade fail and die. too few poeple and the game refuses to let you find more? you cascade fail and die. There needs to be more than than just "run full tilt into the invisible barriers until the find the exact right path.
Refer to frost punk. If you let something get out of hand, it kills you. If however you are on top of every problem and have resources abundant, the game doesn't arbitrarily punish you for doing good by "resources failed to transfer". It's fÜking stupid that i have to follow the exact path the dev envisioned or you literally die. Might as well just reload every time my mouse wonders off "the golden path".
Contrary to popular belief, survival actualy has quite a bit of freedom in how you survive UNLIKE this game. just retitle it to a real time puzzle.
Did a lot of pain watching this. But he did finish it.
It is a survival game. But it's also a city management game. These are not mutually exclusive concepts.
Instead of trying to keep yourself alive you are, in effect, trying to keep your city alive. With the city being, for all intents and purposes, us the players.
You need to build a functioning city, as per a city management game (I'm not sure if there's anything more complex to city builder games than just that, the last time I played a Simcity game it came on a floppy disk
But you also need to manage resource income/output, overcome any obstacles, deal with any smaller problems that turn up and keep your "hp bar" (i.e. worker happiness and ship hull) from hitting zero, the same as any survival game.
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Yes, you have to keep hitting a few buttons in the right way to keep the game going, but that is true of every single game in existence (which is the whole point of the joke shown in that video you posted
I don't understand your argument about doing too well? What is your difficulty? You don't get punished for doing well, you win. That's the whole point of the game; do well at managing your survival and proceed through the story to win.
"Resources failed to transfer," is not a punishment; it's a warning. It tells you that your transport network is overloaded or not functioning properly. Two things that I'm aware of cause this: There was more material waiting to be moved last cycle that didn't get moved typically from long distance overworking the transports. Or a transport made the trip thus wasting throughput but couldn't unload at the stockpile because it was already too full or an accident occurred.
Either way, the issue lies with the design of your ship interior and the sector transfer settings you chose. Both of which Ixion gives you plenty of freedom to screw up. The warning should get you to focus on the problem.
The only two critical resources that are time critical and can cause a failure are food and alloy which boil down to crew health and Tiqqun health. So with a little bit of thought the obvious solution is to optimize your interior designs to facilitate the transport of those two resources. The other resources can take as long as they want to transfer and will even out eventually as long as the ship is still operating.
How you optimize is still entirely up to you, but a baseline level must be met to maintain the Tiqqun.
It's hardly a survival game because survival isnt even close to the objective. you just have find the arbitrary path the dev laid out via trial an error. It's closer to the joke in stanly parable than it will ever be to frost punk.
resource failed to transfer IS a punishment since it ONLY punishes you for being too good at resource gathering.
For reference, in frost punk a resource abundance is just that, abundance, but a resource abundance in ixiom for whatever fÜking reason punishes you with "transfer failed" as your logistics get clogged up by the FULLY AUTOMATED system that you the player have NO control over.
being punished for not doing the EXACT right thing is a puzzle game element, NOT a survival game element.
This is the first game I've ever played where you can actually be good in the "wrong way" because you uncontrollably lose unless you follow the preset path to the letter.
This is a perfect example of that 'resource management' side of survival games I mentioned.
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For a comment with only three sentences there's a astonishing amount to unpack here.
In every survival game with a story element survival in and of itself isn't the objective, it's the means by which you achieve said objectives.
It is called a survival game because in order to reach whatever these objectives are the "you" of the game needs to still be alive until the end.
Games like Subnautica, Don't Starve and (of course) Frostpunk are good examples.
Oh, and Frostpunk also comes with the mechanic of objectives you must do or you fail and need to reload/restart in its scenarios, yet that one doesn't count to you for some reason?
The only games where survival is the sole objective are the sandbox style survival games where there is literally nothing else to do in them until you get bored.
Games like 7 Days to Die and Frostpunk's endless mode are good examples.
Congratulations, you just described the basic idea behind any one game. Let alone a survival game.
All games have one thing that you need to do to not loose (technically including sandbox games, though it's a bit of an abstract concept in that case). Sometimes it's clear what it is and sometimes it's less so and requires the player to think for themselves. But in all cases if you don't do the thing, you don't get to win.
This just shows how much you don't understand the, very simple, joke in The Stanley Parable.
Of course it's like that, that's literally the joke
Figure out what the "thing" is.
Then either do the thing to win.
Or don't do the thing and don't get to win.
In frostpunk your resources teleport magically. In this game you have to make sure they have somewhere to go and to be used.
If you want to amass huge stockpiles of resources that's a fine way to play don't ♥♥♥♥♥ if you don't understand the game well enough to do it.
Survival games dont have one singular action by action path that is acceptable. Puzzle games do.
For reference, you can actually beat frost punk without ever using steam core tech. you can beat it without ever using hunting huts. you can beat it without ever taking a single refugee in. survival isnt your objective on ixion not because of the story but more because of the entire lack in allowable variance in situation. As soon as a problem presents itself it's already too late to solve it.
thats what makes this an @ssbackwards puzzle game. You arent trying to survive, your trying to find the exact build/event order the dev pre-envisioned cause deviating from that path results in auto-lose.
Then again I dont expect a "git guud" high horser like you to see that much.
you mention titles like subnautica and dont starve while completely side stepping how resource abundance is not only unpunished, but actualy ideal in those games, where as ixion turbopunishes you for daring to have more than what the devs pre-ordained for that particular time frame.