New Cycle

New Cycle

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The pace of New Cycle
For those who like to play slower, the pace of the game is very fast, in the scenario near the sea, I ran out of wood before reaching the research point that allows you to build the roads and as I had no wood for a long time, I could not build the lumberjacks in the other provinces either.
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Showing 1-7 of 7 comments
kirisaki  [developer] Apr 9 @ 1:20am 
Originally posted by Camoes:
For those who like to play slower, the pace of the game is very fast, in the scenario near the sea, I ran out of wood before reaching the research point that allows you to build the roads and as I had no wood for a long time, I could not build the lumberjacks in the other provinces either.

Hello,

Thanks for the feedback. Behind the scenes, we keep ironing out the balancing issues. Hopefully, when we release the full game, you will have much more refined version of New Cycle.

Best regards,
Ahmet
Camoes Apr 9 @ 2:55am 
Kirisaki, obrigado for fast feedback!
It's the early access game I've played the most, and sometimes I get lost just admiring the game's aesthetics. I think the research happens a little quickly, but nothing that takes away from the pleasure of playing!
And it's good to know that you are paying attention to the Steam community!!

Dias positivos, Ahmet!!
Originally posted by kirisaki:
Originally posted by Camoes:
For those who like to play slower, the pace of the game is very fast, in the scenario near the sea, I ran out of wood before reaching the research point that allows you to build the roads and as I had no wood for a long time, I could not build the lumberjacks in the other provinces either.

Hello,

Thanks for the feedback. Behind the scenes, we keep ironing out the balancing issues. Hopefully, when we release the full game, you will have much more refined version of New Cycle.

Best regards,
Ahmet


Thanks for listening to player feedback.

I, too, think the gameplay pace of New Cycle is rushed at this point. In my mind, if you are literally starting a settlement from scratch with almost nothing in the way of resources, you're not going to be going from timber harvesting and lumber production to full on mining and forging in a few weeks or even months. It would seem more likely that your fledgling settlement would go from timber to masonry and then metallurgy over a span of years instead of having all three occur in a compressed timeline. In that same vein, electricity production needs to be moved much further down the timeline. You shouldn't need electricity to forge hand tools or create basic medicine and mead. Blacksmiths were plying their trade for thousands of real world years just by the light of the forge and the sun as were apothecaries and breweries, for example.
Last edited by Keeper Usiel; Apr 10 @ 6:46am
Camoes Apr 11 @ 12:29pm 
Hi Keeper, each game must have a singular research tree, sometimes the logical evolution make a game boring...
Originally posted by Camoes:
Hi Keeper, each game must have a singular research tree, sometimes the logical evolution make a game boring...

Sure, but both the order and when technologies are unlocked can be adjusted. Given the subject matter and the objectives, I don't think there is any harm in re-evaluating how the fledgling settlement the player is expected to found and make flourish progresses.

As it stands right now, my impression is that the intent of the developers is to rush you toward the end as quickly as possible. Which makes the act of building and guiding your settlement less enjoyable as there is no time to actually enjoy the milestones your settlement has hit.
Originally posted by Keeper Usiel:
Originally posted by Camoes:
Hi Keeper, each game must have a singular research tree, sometimes the logical evolution make a game boring...

Sure, but both the order and when technologies are unlocked can be adjusted. Given the subject matter and the objectives, I don't think there is any harm in re-evaluating how the fledgling settlement the player is expected to found and make flourish progresses.

As it stands right now, my impression is that the intent of the developers is to rush you toward the end as quickly as possible. Which makes the act of building and guiding your settlement less enjoyable as there is no time to actually enjoy the milestones your settlement has hit.


There IS the "sandbox" version available where a player CAN build one's Empire with no pressure at all concerning IMPENDING DOOM!

And there are others who would just LOVE to see "war" in the game IMHO just makes for to be NO ONE gets "spared" from the IMPENDING DOOM!.....LOL

And then? Others who might explore the task/s of creating their own game where they can set it up any way they wish and run it up the flagpole and see how many salute it!....ROFL!
Camoes Apr 14 @ 3:08pm 
Originally posted by Keeper Usiel:
Originally posted by Camoes:
Hi Keeper, each game must have a singular research tree, sometimes the logical evolution make a game boring...

Sure, but both the order and when technologies are unlocked can be adjusted. Given the subject matter and the objectives, I don't think there is any harm in re-evaluating how the fledgling settlement the player is expected to found and make flourish progresses.

As it stands right now, my impression is that the intent of the developers is to rush you toward the end as quickly as possible. Which makes the act of building and guiding your settlement less enjoyable as there is no time to actually enjoy the milestones your settlement has hit.
Keeper I feel the same way, too fast, no time to think about the organization of the city.
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