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thanks you so much! dont give up the idea and concept of the game is amazing, hope in future we get a good mix of balance !
I am not sure if it's too easy but I have no issues keeping my phytochemicals stocked up to the point that I can recycle 999 nanocellulose and basically forget about that resource for a loooooong time lol.
Fertilizer & fuel are more of an issue for me but I guess it's because I keep the lights on in the mines all the time and I am at b08-b09 levels now (still need to install dampeners in some power relays...).
I was also swimming in credits with about 26k at mine level 4. I think I maybe got 10k or so from selling to camp? I think it was a combination of completing most of the side quests and some good hauls.
I did much prefer the beginning where I had to make a choice on where to spend my money. I didn't have enough money to get everything and had to pick where to invest. Now, I can just buy everything like maxing out all the research and I'm breezing through.
why do you keep listening to people who do not actually interact with the game's systems just rush through it?
I research everything and upgrade everything and even with the massive increase of money, I am still ending up at near zero after each run down and up again even though - and maybe *because* I mine and collect everything I can.
completely disregard the opinions of these people. how on earth does it makes sense to pay 150 for researching a mushroom when I need to do it like 50 times to get to 100%?
if someone can get through the game without actually playing the game and making use of research, it is *not* an issue of economy.
from a logic perspective, I am playing this like someone who was in that situation in reality actually would play it:
I provide research for the whole camp. everything that can gets researched.
I collect all materials until my inventory is full and then return to base.
I *should* be rich. if I survive it. why be so obsessed with punishing that?
if someone tells you as "feedback" that they suddenly have 100k in the bank, they're playing the game like they did before. they contribute nothing except necessary recycling. they don't pick stuff up they do not already know they *need*.
even though in this scenario, the scientists should judge what is needed, not the guy going down to collect stuff.
if someone has so much cash, it means they never felt pressured to spend it. that means the game does not make people engage with the game's systems.
that's fine from a certain perspective. if someone wants to speedrun the game, let them. it's their loss.
but don't accept opinions on it being too easy.
your decision to scale monster difficulty always results in rewarding less playtime with more power.
it is like that in every game that does scaling of monsters. *every game*. Remnant, Dark Souls, Elder Scrolls series games and so on.
you're the most powerful and the most rich when you never buy armor (the games I named. not your game obviously), never craft anything, never engage with the game, but just rush through it.
that is the game you designed. if you do not know what the result is in all the other franchises that do this, ...
your issue is not one of economy. you made the right decision to increase rewards so those who *want* to craft and research can actually afford it.
those who tell you they're rich and the game's easy now are bullshitting you. the game was always easy if you play through it quick. otherwise people wouldn't have rushed through that and finished in a few hours even with the massive bugs that gave out no money and loot. why? cause that's the nature of a monster-scaling game design.
all speedrunners of Elden Ring, Dark Souls, Remnant 1&2 and so on go through in starter gear. they don't craft. they don't do quests if not 1000% necessary. they don't do anything but go from A to B.
nobody who did not speedrun could get far in the game before you rewarded recycling with a lot of money. now that you thankfully changed that, let those players play the game.
how is it a problem that people have money. everyone who never spends money has a lot of money.
you can choose to force these people to spend their cash on contributing to the settlement with some heavy handed balancing. but you'll likely just punish the rest of the player base again. how do you force someone running through Elden Ring on easy mode with rags and no armor? well... not have scaling monsters... but since that ship has sailed, maybe scale up the monster damage so they have to. but as I said, this affects the rest of players too. it may still be that monsters need a damage boost.
you could make research absolutely necessary to get armor and weapons. like tie the recipes to unlocked research. this is how a lot of games do it.
e.g. to build that combat armor, you need research level 30 or something on some plant or critter.
or you could entice people, maybe with achievements or some form of meta-progression, akin to the ID-Tag collection to spend money on something that helps their reincarnation, or that e.g. makes NPCs increase crafting and research speed.
or an expensive upgrade that makes an NPC (during their work hours) constantly research stuff , like an auto-research so people don't have to click so much. and the NPC could send you a mail or something with some "ideas" on what goodies could come from getting more samples from some plant, so that players *choose* to interact more with the game and get interested in using some bombs or fire arrows or whatever.
this could make those people who think they are rich spend all their cash on some system that others (who already are happy to click for research and play for a longer, completionist one time playthrough) won't be affected or get broke again.
2 birds with one stone