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The crafting system feels underutilised. Like you said, the only important structure to craft is oxygen rings. Letting us craft portable recyclers similar to the ones we have in our base would be amazing. It would give us more depth to the crafting system besides just oxygen rings, and it would fix the issue of constantly needing to trek back to base.
There actually is a gauge on the back of the Scrap Vac that displays how full it currently is. It would have been nice if this was mentioned somewhere in-game. I noticed it entirely by accident.
One thing that really throws me is that you're... encouraged to not do stuff with the loddles? Like Dave explicitly says they are a distraction from the real job, and that holds true since over time things get dirty again. I wish that the core of the game was more around raising and rehabilitating the loddles. The original Kickstarter talks about having to take them in and raise them before they can be released again, and having to do that - or being more encouraged to do it - over the course of the game may have made the back and forth from cleaning to base work better since when you came back to base you would then raise the loddles up.
The goop regeneration rate actually does decrease with each biome you clean, but it's not a very noticeable difference in the current build, so we'll be adjusting that a bit!
We'll also be implementing a "biome protection period" that will start whenever a biome has been 100% cleaned. During this period, no litter or goop will respawn in that biome. We're hoping this will give players more time to explore other biomes without worrying about older locations becoming quickly re-contaminated. This period will reactivate each time a biome is brought to 100% clean.
Our main intent behind the re-contamination was to avoid trivializing the concept of cleaning our own oceans, as we didn't want to portray such an big environmental task as a "one and done" thing. We also wanted to encourage people to revisit biomes, sort of like how you need to clean up a fish tank every once and a while. Lastly, we added litter respawning because otherwise there'd be a chance for someone to accidentally use all of their resources on bombs or loddle toys, effectively locking them out of crucial upgrades required to progress through the game.
That was our intent, but we totally understand how the current balance of things can be frustrating and/or unsatisfying! In addition to the biome protection period, we'll also be making the following changes:
• Litter and goop will have their respawn rates reduced across the board.
• Litter and goop will no longer respawn in the areas outside of biomes.
• Loddles with the cleaning ability will be able to clear the goop off of goopy loddles that are nearby. The same goes for Purifying Bombs and the Water Purifier structure.
Anyway, that was an overly long explanation of the whole re-contamination system, but we see and understand all the comments about its current place in the game, so I just wanted to be fully transparent about our thought process!
Regarding the inventory, we're looking closely at this and seeing what we can do to reduce the amount of early-game litter that appears in late-game areas, so hopefully your inventory won't get clogged up so fast with tiny things like soda cans and glass bottles. Beyond that, we'll be looking at inventory expansions (either as an upgrade or just a baseline increase).
And regarding everything else mentioned in this thread, we've jotted it all down and we'll be looking to improve all of these things in future updates! Thanks again for all of this thoughtful criticism, and for choosing to play Loddlenaut. Regardless of what changes we end up making, threads like this will help us make the overall experience even better for more people <3