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Повідомити про проблему з перекладом
some of my own thoughts:
-resource richness should scale with distance to the entrance
-underground map could be larger
-ore collection from the outside could be better: allow me to build outposts and set up automated transport routes with haulers
-reoccurring contracts: make contracts that require me to deliver certain wares periodically
generally, a game about automation should allow more automation and less meaningless busy work. things i do should matter more then just get me the next brief injection of money, juggling a hand full or resources or prevent science waste for a few minutes.
and yes: the game is to slow. pause and 3x, thats all i ever use.
A second issue that has greatly risen up is my power demands on my solar system. i was doing fine for a long long time and now i need like 5x what i have already built. again real estate is an issue.
Contracts need to be searchable by item you wish to trade too. same with the market for buy/sell
Forgot to mention the most Important thing in this game....POWER WTF please fix it so we know what and how much to use as whats the point in all these batteries, they do absolutely Jack. you are always under powered no matter how many NRG or batteries you have and only get power in the day time from the only source... Solar LMAO its a Joke.
This game has so much potential but the overlooked basics are dragging it down.
Conveyor Belts:
I stand by what I said about the frustrations of how expensive belts are, but I realized that my initial feedback could come across as a little too negative despite my claim the game is good and has a lot of potential. So I want to start this post with a couple positives.
Disregarding the costs, whoever programmed the conveyor belts in this game did a fantastic job. In some ways it's better than Factorio's belts and even gives Dyson Sphere Program a run for its money when it comes to flexibility. I was especially impressed that you could actually run two down pipes overlapping parallel in-line and have them come out the ground with the correct resource. Most games I've tried to do this with including Factorio (It's been years since I played Factorio, so things might have changed) couldn't do that. Usually conflicting out. And Dyson Sphere Program (last time I played) didn't even bother trying undergound belts at all, opting instead to using stackable conveyor belts (Satisfactory does the same thing). So to see overlapping in-line underground belts/pipes working as the player intends really surprised and impressed me. To be honest, I found this on accident, because I was well trained by other games not overlap underground belts in parallel, I didn't realize I had accidentally done it until I was looking over one of my sections, noticed I had done it, and was shocked to see it working the way I had intended. Making me go, wow, I can do that in this game? Nice!
https://steamcommunity.com/id/ValhallasAshes/screenshot/2461864384097441237/
I also really liked the pass-through ports on things like refineries that allowed you to place machines right next to each other, that would in other games, completely block an output, but in this game, you can run a conveyor out a slag port and directly into the another machine sitting right up against it with no gap and have the slag "pass through" that machine or even multiple machines after until you hit the end of a row and have one outlet for all the machines slag outputs. I really like how this was implemented. The whole time playing I was wondering what that input was for. Now I know it's a slag pass-through port and it came in really handy.
https://steamcommunity.com/id/ValhallasAshes/screenshot/2461864384097441006/
I really am impressed by the conveyor belt implementation in this game. It actually ranks up there among the best implementations I've seen. Well done!
Music:
I just wanted to say, I really like the music in this game.
Expeditions:
I have to say, I'm really liking these. The discoveries. The pieces of story. Brings a lot of life to the moon (oddly enough).
Ok, now that I've said that, time to continue on with additional less glowing feedback.
Mobile Drilling Rig:
I finally managed to find and use the MDR and after having experimented with it, I am a little less concerned about running out resources. The MDR brings in a lot more resources than the starting nodes do, which is reassuring to an extent, but I do find it a bit limiting at the same time. I know this sounds weird so bare with me. The problem is there is no real flexibility in the system. How do I say this. It's like instead of using a scalpel, you're using a shotgun. Let me elaborate.
Take a look at the above image of the refinery stage of my factory. Notice how there's 5 multi-regoliths. This is what I was meaning about building a strong foundation. The way this was originally designed to be used, was to have one input of each resource rich regolith. In other words, Aluminum heavy regolith went in one input, silicon in another, iron got it's own and so did titanium. The fifth one in the middle was for misc input. Basically all the slag heavy rock wall crap was put in there by the drones. This basically ensured that the factory, even though it was always getting "mixed" regolith with widely varied concentrations, the output would always be a fairly even spread of the needed resources. The MDR breaks this. Totally. Now the nice thing about this setup was even though the MDR can't really be used in a way the ensures a full even spread of all needed resources, the factory doesn't really care what input comes from where, it will still refine and distribute correctly. The problem comes in the form of too much of one resource and not enough of another and if not watched, can cause the whole factory to stop when one input fills up too much.
So I scanned a lot of the area (really like this mechanic by the way) and picked a spot that gave a little bit of everything. I was basically getting about 16-20% of each resource and only about 33% slag. Not bad. First couple loads bringing in tons of regolith. I'm feeling pretty good and a lot of my concerns about resources were starting to ease. Then I saw it. After only a couple loads I'm already seeing the spot I'm mining losing color and going grey. My truck isn't even upgraded and is only on it's second load and already the resources are drying up.
Now here's my conundrum with this. It's bad enough that the MDR is a shotgun approach to resource gathering given the spread of resources. But now the same complaint I had about resources drying up in the cave is being repeated on the surface? So what's the next thing that goes through my head. Oh just build another 3 garages and 3 MDRs and have each one work in a different mineral rich area, responsible for a different resource. Solved right? No. Why? Because you CAN'T build another garage. Which means you only have one input and everything is only processed in the order it is received. So if your machinery breaks down because belts are clogged with iron, you can't just bring in a load of silicon down a different track because there is no alternative input. And because iron was fed first, your factory has to work through that regolith first before it can get to the other resources unless you start tearing down bins, rebuilding them and telling your drones not to fill it with the crap that's all over the ground. This is a terrible design choice. We need to have more control over our inputs. The way regolith is implemented right now, is a cool idea and does make sense from a mining point of view, but the factory simply doesn't have enough input control to make this system work long term. Eventually, it will clog up unless the player is always on ball watching the inputs at all times. You think slag is the only thing your factory can choke on? No, it can choke on anything given long enough with your attention focused elsewhere. I literally just had my factory shut down due to too much iron intake while I was focused elsewhere building an array of rare earth mineral refineries.
The bulk regolith input system needs further development to give more control to the player as to what, where and when regolith gets processed.
Money and Motivation:
Ok, this where I have to ask the big bad question. This the same question I always ask of every game of this type I play. What's my goal? What am I striving for? What's my motivation to continue with all this busy work? Because I can tell you, if it's just the contracts, that's not enough. If it's to just accumulate as much money as possible, that's not enough. And I sure as hell don't want this game's sandbox premise to simply be sitting in contracts all day sifting through offers to fill, just to increase a gold count. And honestly, I find it pretty immersion breaking that I can build my own factory equipment, storage containers, power generators, batteries and whole bunch of complicated crap, but for some reason, making a belt is beyond my capabilities requiring purchase with money. Like starting the game with the ability to build solar panels and batteries, but a bed is too complex a task without research. Or how a dining table (literally just a work surface on legs) is somehow too complicated for my poor wee brain to manage without going to school.
I get that you have a story campaign, and I do intend to play that and enjoy it. But the mode that's going to keep me coming back is the sandbox mode. The free form mode many of us play to chill and have fun. But we still have to have something "interesting" to aspire and work towards. In Factorio, that goal was to build a space ship to escape the planet. In Dyson Sphere Program it was to build a Dyson Sphere and now they have an additional layer of friction coming from an AI enemy. Anno 1800 managed to avoid needing a specific end goal, but that was because of the sheer breadth and variety of content on offer between multiple stories, quests, and always ever higher heights, challenges and complexities to explore. So I have to ask, when I'm done with the main story, what is going to be my driving force to play this game. It can be anything, but it needs to be compelling. Why am I here? Why am I on the moon? Why am I mining this rock and for what grander purpose? It can be anything, such as acquiring the resources needed to build an arcology on Earth or something. But if it's simply to get resources to fill contracts to fill your bank balance, it's not enough. That can be done at the very beginning of the game while having built nothing. And trawling through the contracts gets really boring, really fast. There needs to be something more. Something grand. And it needs to be something you have to advance through the manufacturing tiers to achieve. You've got the core concepts and gameplay. What you're missing is that driving force to keep people coming back.
I've really not been having any issues with power not working. Here's a screenshot of the power grid I have in my game. Looks overkill, but it works.
https://steamcommunity.com/id/ValhallasAshes/screenshot/2461864384097440802/