Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
But... you just describes frostpunk 1 also. Need food? place a hunters hut. Need housing? build a house. Need steel? place a mine. you were still placing down singular buildings. The main thing that influenced city planning was heating zones and booster buildings such as fighting arena, house of prayer, and watchtowers around houses or soup kitchens around places of work.
sawmills and gathering posts were the primary exception of this being pretty much the only recourse extraction building that didn't have access to an unlimited supply and needed to be in radius of something.
not saying there's nothing too this system or no such thing as city planning. Making sure steam hubs aren't to close to each other creating wasted space and potentially making you have to build another steam hub sooner and wasting more coal, making sure only housing is in the steam hub running 24/7 to save coal. and it was a bit of a game of jigsaw fitting every as much as you could into the radius of the generator most efficiently or in the radius of a steamhub especially when using things like coal thumpers.
FP2's city planning still revolves around hubs and heating. For example you need to build housing away from extraction districts in order to avoid them becoming polluted and increasing squalor, which increases that district's maintenance cost, but you may want to do that in order to have the housing district be in range of a heating hub making the homes warmer. (remember heating is not via a heat map anymore but by how stretched thin is the generator's heating is across the city.) You also want to make it that work districts are close to each other so they share a workforce and have decreased worker demand, or maybe you build an industrial district next to a cliff face in order to block winds and decrease heat demand. or having your far away workplaces have railhubs next to them to decrease the demand for workers in that district making yourself not as spread thin on workforce. so then you need to build our your districts making sure each of them is touching a central rail hub but because the rail hub is in the center you can't put down a central heating district increasing your cities heat demand and sure you could build one next to each one still but that still is a lot of coal demand increase and resources used in the construction. and if you don't meet heat demand people start to die in their homes and become more sick and tension increases as the previous captain had dealt with people dying of the cold years ago but now your causing people do die of cold again. your sick also then decrease workforce and too much sick also increases tension and increased tension lowers trust and if trust is too low you get voted out and lose. but tension also means people are more willing to act radical to force you to make changes such as protesting in a district and making demands of you while preventing people from working in that district. and sure you could send in the guards to break it up but breaking up a protest with violence only helps increase tension and there's the snowballing cascade effect right there.
then there were district buildings you could place down to boost them such as research institutions, advance coal mines, adding watchtowers, adding prisons, sawmills, mines, dense housing, ect. each coming with their own pro's and cons and some with active abilities such as the prison decreasing crime, increasing tension, and allowing you to recruit more guards by making the tougher inmates into your own city guards. which sounds both dystopian and awesome at the same time. and some of these buildings do cost steamcores and those can only be found in the frost land so it's not like steamcore management is gone.
you notice to oxymoron here right? Also, I highly doubt this game did start as a mobile game as Double 11 has already done that... kinda? The company hired a third party publisher and developer to make a mobile adaptation of FP1 called Frostpunk beyond the ice... it's not very good from what I've seen. standard mobile city builder with time gate mechanics that you have to wait like 5 hours for something to be done or you can pay for it to be done instantly. It's clearly a game focused on the Asian market trying to capitalize on them.
Comedy writers, take note: you should peruse this guy's posts for inspiration!
Don't think I don't notice those two numbers in your username, by the way. I know what you are.
Now why did i compare the Districts to being over sized Buildings? Because in the end they are. And the reason why i did this? IS because they are boring to use!.
every time you place a building. You know how vital that resource is. Specially if you play the game on harder mode. Where 1 wrong choice will doom your city. This game it dose not even matter. And they don't even look good.
Just a bunch of building spattered about a Blank empty texture. No penalization, no customization, and no choice in how to play. Hell sim city from 1989 least let you build your own roads. Which mind you in the beta were beyond ugly. As they skirted the edge of the hex.
dude i really don't care about the puzzle game aspect of it. Yes i saw that each district has positive and negatives. In the end it don't freaking matter as its a hex. You can only do this so many ways. As o you can have 6 districts touching it. or 5 or 4 or 3.....
Meanwhile in frostpunk i can make my cities a jumble mess.I can make them orderly. I can just spam out a bunch of guard towers. Or fill the entire map with churches. And as long as i have the resources to maintain said map. I can do it, as that is a real city builder.
This is a puzzle game. You have really no customization at all. And that is due to the limitations of the hexagon. Were playing with basic shapes hear people. its not that complicated of a topic.
Aka why i compared this to a mobile game. As in the end its a far simpler game. As unlike say something like Dawnmaker. Which is a city builder that uses hex. That is a card game rouge like. So your not really building a long term city you actual want to care about their.
Also don't even bring up the district upgrades. Their not buildings, their nothing but upgrades you can put down. They are also tied to the dumb political system. But really nothing is really needed to be said on that. Its a typical simple political system. You do something in game, this gives a + or - relationship with various groups. Prime example of this is the one trapper ranting how he hates you for Conversing with the enemy.
In the end that is not as meaningful as building up anything. As your not even going to see it. You could easily spot the mines back in frost punk. Their large towers looming over every building. This, like if you look at a building. their like 5 stories tall. also they look beyond jank. Like come on, why dose a industrial district need 30 water towers?
And just got to point this out. Its not an oxymoron as dude. We don't know what the actual story is. These are just events that happen. The devs literately said that the actual story isn't in the game yet. as they probably want to recreate something like the original story. that said they would be beyond dumb to you know, give the story away before the game launches...
That said i was just critiquing the events. As i thought they were kinda bad and ruined the dark and oppressive mood. With you know, Wrestling bears.. Which in a word should be a freaking tragedy. You know a polar bear 600 to 1700 pounds right. And this isn't even talking a bout the guy being bear chested. He should be dead like 20 minutes after walking out of the dam hut.
also lastly, you really don't think they wouldn't give it another shot. Mobile games are most profitable games out their. A single whale could provide a game over 10,000 to 2,000,000 dollars. True story look it up.
And in all honesty considering they already tried that. I have no reason not to think this wasn't attempt number 2. Thou thank you for confirming that fact. Dose not undermine your position at all.
O just to be clear on that. i didn't actual know they made a mobile game. This was just comparing frost punk 2 to one.
ANOTHER
DANG
ESSAY
I am not reading all that, lmao
anyways.
I didn't disagree that districts don't serve the same functions as buildings, they do. that was my point that I was making of that a food district and a hunting huts serve the same functional purpose. Take up space on a map, use up workers, and produce an output.
You act like somehow FP1 was more interesting with it's buildings. Build it to provide a purpose, set workforce, and forget about it until you need to change the workforce on the building or demolish it or turn it off. There isn't some grand goal of build a beautiful city it's just spam down a building out of necessity for that building, something that gets very tiring once you become recourse stable, because there honestly isn't much interest to it.
But I still don't get how removing the heatmap and radial grid makes this a mobile game? I mean does being hexagon just turn a game into a mobile game? does that just make civ, age of wonders, humankind, and other 4X games into mobile games? Hexagons are used because they are highly efficient at filling up space without wasting space.
Also... isn't having to be hyper specific about things with no room for difference very much like a puzzle game? like having to do things in a specific order or else you lose. because that sounds like a puzzle game.
so... which one is it. does planning buildings on how best to fit them into the range of steam hubs and homes near churches make for engaging city planning or is that just a stupid puzzle system of figuring out how to make the most fit into the range of it. there isn't exactly a high level of complexity to that, I just figure out how to jigsaw the most buildings into the space.
also, you can spam down a bunch of buildings and make a jumbled mess. you will lose the game if you do that but you can. Only time you can really do that is if you've won the recourse snowball and you're completely stable as a city at that point. so I mean if just spamming buildings in the end game makes frostpunk 1 some kind of grand representation of player expression in city building... alright.
I said it was an oxymoron because you said "Now we got a story about the parliament thinking schools are a waste of money. And arguing whether or not wrestling bears should be outlawed." which is why I called it an oxymoron of you saying that we don't know what the story is and then you giving a statement of what the story is, two contradictory statements, AKA an oxymoron.
and you are you building a longterm city in FP1? All the scenarios end around 40-50 days. unless you're playing endless but even then FP1's endless loses it's interest around day 40 because at that point you're recourse stable with no endgame story objective to complete. they're meant to last for at most 4 hours not like city skylines or sim city cities which are meant to last for hundreds of hours and you managing every little detail of them.
i mean, yeah it makes sense the mood is different. FP1 was a game about survival and FP2 is a game about building a future. I can't talk much on the mood of the game but it doesn't exactly feel like a sim city light heated thing. It still gets that feeling of moral grey while dividing parents by making your immigration policy only allow productive outsiders into the city and making all essentials be forced to be payed for and the hectic need for survival as you try to get enough resources to maintain and city as demand rises higher and higher from squalor, cold, increased population, and protests, or the hyper ♥♥♥♥♥♥ up stuff that game from the radical laws such as machinists becoming a borderline machine worshiping cult that refused to turn machines off even if they were crushing a man who got caught in them.
now the bear thing with the icebloods. yeah a polar bear would 100% kill a man, I have no doubt of it. I mean I've heard one theory that the bear, sense it's in the middle of the city being used for a support rally, was likely already captured, injured, malnourished, and simply being used as a political stunt. still, it's a weird thing.
also, you know their mobile game isn't done yet? it's only had an early access release earlier this year in select regions, so yeah. I doubt this is attempt number two, especially sense it's getting a ♥♥♥♥♥♥♥♥ PC release? with hardware requirements far pass that a phone could process.
Chess on the other hand is simpler due to the nature of chess. each chess piece has a limited amount of moves it can make. And regardless of how theoretically infinite the games could be. You can only play the game limited away as starcraft is a 3d game. Chess is constrained to the board.
Simply put, Hexagons is what makes the game simpler. It is what removes any kind of creativity. It is why this game is dull by comparison to frost punk. And it is something that would be fit for a mobile game. As their are plenty plenty of mobile games that give you some kind of customization. But it is typcialy very limited.
And comparing the game play of the original vs the squeal. You are very limited in what you can do. You can't fix this as this is an issue using a hexagon board for your map. Even the original which relied on a grid. Still was not constrained by it.
Now let me be very very clear on the heat map. Sense this is something you seem to not get. Removing mechanics makes game simpler. The heat map, was do or die in frost punk one. If you didn't understand that. You could easily lose the game in a few moments. As the cold is more deadly then anything else.
Thus removes this aspect of the game. as in all honesty they clearly simplified the heat system. to the point that for at least what i played. It really didn't matter. Blame lack of feedback on that. Maybe i would care about how i place my districts if i kept getting. People are freezing to death warnings.
Third i was referring to the events. Which are miny story's in themselves. Not the over arching plot. A video game can have more then 1 story line you know that right?
Next thing, coming from someone who had beaten the hardest maps. I still try to make a cool city. I play endless mode building the generator because i love challenge. And i build it until the city is chalk full. Or the game limits me out on buildings.
Look if you don't like building cities. Fine thats fine, But then why care that i do? Like i said before, your not going to change my opinion on this. The hexagon map is Ugly and going to be ugly. like don't even waste your breath trying to convince me otherwise. as to me i came to frostpunk to build the last city. But is till want it to actual look good.
Side note longest city i ever built was over 200 days. takes a long time to get all the dreadnoughts taking care of.
Last is the idea of building a future.... This is beyond dumb. Its been 30 years.. the snow has yet to stop. Their is no future, humanity is dying. Even if it stops snowing. IT will take Decades if not hundreds years for humanity to even reach a fraction their former glory.
And lastly, the idea of frostpunk mobile. Ya i think it is actual fully out. I see people giving reviews of it and what not. Regardless thou, the point was comparing frostpunk 2 to mobile city builders. Which is ironic as the mobile city builder i see hear. Actual has all the features of the previous game.
Regardless thou still feels like a mobile game to me. Super simple, dull graphics, boring game play and a lack of what truly made frost punk good. Which is sad because they kind revolutionized city builders. The Grid is the biggest issue for a city.. And yet they manage to fix this by just turning a square into a circle.
how everything is hexagons...and everything that was amazing about the game is gone.
O if your wondering why i only played 22 minutes of it. i attempted 3 cities, 2 of which crashed with no auto save. The third i ran out of money in the tutorial as it never told me that using the Flatting tool uses money. or that their was money to begin with. Blame that on the terrible ui or the lack of a good tutorial.
maybe he'll like it once it's out long enough he can follow a strategy guide
1. I explained this to you, the heating map is a system that has been replaced for a new system of heating. that's not removal that's replacement. and i'm not retyping everything I said above. Don't provide heat then people freeze to death and die, people get sick and can't work, and then everything snowballs downhill (pun intended) and everyone dies.
2. And this is what I mean by you need to stop trying to make bold claims about how the factions, settlement, food, medical, heating, and so many other systems work and why they are mechanically shallow. You, yourself, are right here admitting you never got past the tutorial, or half an hour of game play, the point in which all these systems are the most simple. Just accept the fact you don't like how building, heating, and the general vibe in the game.
3. I don't know what your PC specs are but I do somewhat feel you might wanna upgrade, like I've heard of performance issues in the beta but nothing this bad.
Like every 10 degrees is -1 heat. You want to stay at +5 heat. Reaching - heat means that your people will either get stick, or lose a limb. and of coarse you do this by controlling the generator level. as well as upgrading buildings to be better suited against the cold.
This is all gone, even the most iconic thing about the UI. The Gaint thermometer is gone. Replaced by a White UI on a white background. Kinda sad really. But yes this is why it is bad. you can stop asking dude. because this is the last time i am going to answer it. like if you don't get it, then is just your issue.
Dude, this is not bold clams. Frostpuk 2 is a simple video game. These are not tough concepts to understand. Noe dose it even deaft my point. As we know how everything works. Its a much simpler game. Like come on dude, you claim you didn't even play it. Yet your arguing you know more about the games system then someone who has..
like hell, the reason why i admit it is because that is the point. i am actually being honest hear. Because in the end i hated everything about this game before it even came out. as i saw it in the first trailer and realized. Wow this is not going to be a good game. and boy i was prove right.
And lastly, spects, Well i don't mind sharing it as my computer is more or less a monster when it comes down to it. 4080 with a 19 14900k and 64 gb of ram. all built around a custom water cooled system i built myself. But this is beyond the point of this. As o look if you haven't realized the game was delayed.
I don't think my computer was the issues hear. Most likely the game suffered from multiple technical faults and needed more time to be ironed out. As it really dose not take that long to make a new Ui. and hell i am not the only one that did this.
On the topic of why i didn't see that money was a thing. Blame it being something never addressed. not that it matters to me, i hated the game play to begin with. as sure i could have just waited for the what bonds to tick in. But i just didn''t want to do that. It is not like i waited to long to build a cook house and everyone just starved to death. No this was a minor inconvenience that i decided made the game not worth my time.
whelp, now i'm 100% convinced you're a troll. Yes their's a ♥♥♥♥♥♥♥ generator, with generator upgrades and overdrive mechanics.
granted it also appears to be impossible to blow up your city. As this guy couldn't do it.
https://www.youtube.com/watch?v=eN9i4B_RjJk
Only thing you get is making your people upset. guess the devs couldn't spring for the model exploding into flames and a game over screen. also before you say you couldn't do that in the original.
https://www.youtube.com/watch?v=_ZiBOEu5F4M
O on the topic of upgrades. Yes we all knew these buildings were going to get upgrades. no one were saying that this game lacked basic research functionality. issue is their is no way to control it. So the upgrades are just an upgrades. You can't dumb down the heat to save on coal. Not that it even matters.
The shift to districts is more or less just a change in scale, it's still 'build housing to house people, build resource building to collect resource' except now if you think about it, we have Upgrades on those buildings that are more modular and variable instead of just coal thumper>coal thumper x2.
We have adjacency bonuses too, and we get a new expansive policy system replacement with 8 parties, so 8 trees rather than 2.
I'm excited personally, calling it a phone game is a vast and gross oversimplification just as much as your claiming they did, which they did not.
And mind you, they could have took the concept of Frost punk 1. And did something akin to say City skylines. doubling the size of the city. But still giving you more control over how your city is built. Or giving you multiple cities to micro manage and build off of.
That said frostpunk 2 is a simplification. Take for example heating in frost punk. Heating is done threw the heating zone. this mechanic forces you to build around your steam hubs or try to condense everything around the steam core.
This is gone, its pretty much connect this to that and get this buff. You are in no real way constrained. Mind you this dose not even talk about how this mechanic now makes no sense. As the steam hub was pretty much a giant space heater. the idea that if you make a line of a district. And this district touches the hex with this. It somehow actual make that part of the city warmer.
In the end the thou i really don't care about the politics system. It is just a bar you have to appears. And mind you this is not just a critique of frostpunk. This is critique of almost every single freaking political system in video games. Hell they even has the options you always find in these types of things.
Until they make one that actual has you dealing with political figures. where your not interacting with the political party but instead the people in charge of it. as those are the only ones who actual matter.
Granted, this isn't even talking about the fact that. I was a god in the previous game. I was the emperor of the new world in the previous game. All of that is gone and now i am some poor sap being ♥♥♥♥♥♥♥ at because i decided to befreindly with people group A don't like.
Regardless thou, the game is very simple. As just to belabor a point. As the heating system in Forster showed how dangerous the cold is. Even something as chilly is enough to kill your entire city if you don't have the proper healthcare setup. Now all the nuance and creativity is gone. As you said, its either warm or cold. No longer can i just build a bunch of health care centers and pray that is enough to keep everyone from dying.
Thus, in the end its a simpler game. From the simpler graphics, the simpler Game play and the simpler mechanics. Still if you enjoy that, more power to you. But your really not going to change my mind. Nor a good portion of this community.
As in the end, this really isn't a city builder anymore.