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Coop also causes balance issues, I can see it not being as pronounced in slime rancher due to the nature of the game. But I can also see it wrecking havoc on some stuff the devs put in place.
What harm would adding 2 player do? Literally nothing, because those who dislike the idea can just not play multiplayer, and those of us that really want to play with friends could ALSO enjoy the game.
It's a literal win-win, and everyone gets to play the way they want to play.
When looked in the shorter term, we've got dev time and resources being factored into the equation. Which does mean any investment into multiplayer does take away something from somewhere else... which ties directly into monomi's official word on the statement of focusing their resources on the singleplayer experience.
Within that shorter term, because of the fact we only have finite resources, you'll be sacraficing something somewhere. And that leads to somebody losing out on something. Turning the 'win-win' into a 'win-lose'.
Can this be organized into a fashion that minimizes the sacrifice in question? Yes. Which is why many games who do eventually come to add this when it wasn't initially in the plans do so when the development otherwise goes into a lull period. Like after a full release. As that's a time when resources typically are more flexible...
So what harm does it do? In the end the biggest damage done is consumption of development resources that the devs have already decided to allocate to other things...
They never once said that they had "major plans" for coop. You made that up or you misunderstood something.
There's a mod for slime rancher 1 to enable co-op, and it is a little janky in places but overall it works great and it's a fun experience. I'm hoping for similar for slime rancher 2 if not native support.
People want coop for this game, period.
No reasoning will change it.
(I just purchased SR2, and hasn't finished SR1 and enjoyed more coop mod (altho bugged) than singleplayer)
Yes it might be a headache of codding to make sure everything works perfectly, or even remotely. Mostly slimes synch. And sheer abundance of those interactions with domesticated slimes. But idk.
-make players home a separate loading instance and made players load into those simultaniously instead of being open world-ish interaction.
-if needed, make non-host player unable to move slimes in home-base, just feed them.
-overall focus on 2 things for coop partner:
1. being able to experience story alongside host
2. helping with collecting wild slimes and their plorts + food
-make custom items only pickable by host and increase his special items inventory
-allow remote player to be able to teleport to host
it will be acceptable for game to be unbalanced in coop, because coop itself will improve experience of exploring/gathering a lot and people can simply play as they want.
For host and single-player sure, polish it.
Then see which version is gaining more popularity and maybe focus development onto that.
White-knight'ing the devs simply because singleplayer games are A LOT easier to code isn't exactly helpfull for players.
And at the end of the day if Devs themselves aren't going to shift their mind into coop it's just waste of time to argue here, while notifying them that's it's wanted feature is actually beneficial for the game.
And singleplayer SR is fun, but I wouldn't name it "well crafted singleplayer experience". Dare to compare it to hell... Genshin?
Im not here to roast indie dev, comparing to aaa.
Slime rancher storytelling is really simplistic so core is vibing. Thus coop would make it more lively.
SR2 seems to try to create everything better, but tbf it's unneccesarry work. Subnautica 2 remade it's original by adding newfeeling. SR2 so far made me more confused and unawed than anything. No wonder people wait for coop.
SO if anything, community stop bothering people asking for coop.
And devs create them a custom sub-forum named "unlikely coop discussion" and "players ideas" so they don't spam your general related sub-forum.