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Lets just take point 1. I tend to agree but not for the same reason. What it does is allow you to ignore the need for those resources until such time as you do need them and err like I did by not taking it seriously enough - so when it does become a problem it becomes a huge problem very quickly. If you need to pay more attention to this from the start it might well take time away from making money which is point 2. If you need to spend more time mining you will eat up your turns which means you will take longer and need more ore to cover this time and/or spend less time killing so you make less cash.
Point 2 says money is too easy and then point 4 says 150 is a lot of money? Which is it? If you raised the costs in point 4 it would be a sink for point 2 but also contradict point 4.
It's nowhere near as straight forward as these comments make it seem.
I don't have any answers and I also don't have a clue if those comments have any merit or not but I just wanted to add a different perspective before conclusions were jumped to.
There is neither a narrative (besides of antagonise Tau even more) nor a mechanical reason Credits should be a thing on Titan.
It won't really change that. It will just push you to open the camp screen earlier on, rather than forgetting about it after the tutorial section. Mining isn't something I suggest changing so we should still have enough to stay afloat. If you had to do some recycling at the very end of the camp tutorial section - that would probably make the player learn best. A bunch of people here engaged with that system for the first time when their elevator stopped working - hence the change that you can always go up, which is a band-aid fix, that bails out people who weren't paying attention (like me and maybe you too?).
I don't think point 2) will make you need more mining time. Like I said above - "Mining isn't something I suggest changing...". We get enough methane for the camp and a LOT of cellulose (or whatever the phytochemical was made from is called). We can even sell some, and I think that's great, as we have to balance it, and make sure we bring gathering tools to make enough.
NanoStones are easy money - I hope we can agree. We get so many of them that we can sell them for a big profit, as there is nothing else we can do with them, after we have made the belt modules we want. That kind of sucks as then there is less choice for you to make, you just always sell it.
Point 4 is about avoiding a noob trap, while compensating for the other 3 points. Inexperienced players will often go for these 150 credit research project, and hope to get some new cool gear, not realizing what they are investing in. Remember that they used to cost 30! It's a slow economic advantage, but if a new player invests in that research too heavily early on they will not have enough for gear. This way you save yourself a couple of angry negative reviews too :D
Have some faith. I know that it would suck if the game got ruined due to bad feedback, but we're here because we like it. I promise I thought about it for a while. I'm a game designer and coder myself, so it's not just random thoughts. Finally - the devs! They'll take the feedback and consider the effects themselves. You like the game I'd bet, so let's trust them :)
I think the problem is it's not clear what people should sell and save, because you don't know what materials are going to be needed later down the road. If someone is reading the tooltips, hopefully they at least learn they should sell the shards, but even stuff like iron, methane and the herbs can be sold early for a decent price. Especially because I think you get enough iron from recycling for the entire game. even if you just loot the town.
I was also hoarding my twigs and had about $6000 worth at the end of the game. I noticed each sold for $6 each, but if you spent money to recycle them into planks, you end up losing $4/twig because it costs $2 to recycle to 1 plank which now only sells for $2. This should definitely be looked at again since they can't be broken down to sell to town anymore.
I do also think you get way too much junk and loot from chests. By the end of the game I had over 100 medkits, like 30+ of each of the status effect reducing items like bandages/splints that I never crafted any medical items the whole game aside from a few anti nano.
For fun, I recycled all my junk at the end of the game and I had 8k+ machinery, electronics, plastic, and 15k+ fabric. I also had 20k refined iron, thousands of all the other refined ores and 2k of each mutant extract.
https://steamcommunity.com/sharedfiles/filedetails/?id=3197740656
If I sold/recycled everything I would have over 300k. I didn't want to wait the couple thousand turns, but here's a screenshot: