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What I'd really like is a map feature. A minimap and a large map.
I agree that the other interruptions you mention are quite annoying though. If they must play an animation to celebrate a rocket launch please let it be in the corner of the screen. Control should never be wrestled away from the player. Beyond the tutorial we certainly don't need interruptions instructing us to build an office, launch soup, etc.
The other gameplay interruption I dislike right now is the UFO. It seems to add nothing but breaking my flow, eliminating the reward for delivering soup, making it a huge chore. It's depressing when it shows up rather than exciting.
If this is a rubber-band handicap system I would much rather have more difficult waves of enemies attack the base, that's action packed and doesn't break the soup-shipping rewards.
Omnicast, Xiupan, Clone - thanks for taking the time to write the feedback. This is quite a lengthy list of *ahem* grievances! ;-) Let me try to go through them bit by bit.
1. Hint interruptions
This is an unintended side effect of us getting the game ready for all of the conventions for the past couple of months. I don't know if the first rocket graphic will go away just yet, but I will definitely try to get a fix for the tutorial pauses into the next update.
2. Day changes
We talked a lot about this last week (thanks in no small part to your post here) and have a few changes in the works. The days aren't going away - everyone wants to keep the cycle and there are coding issues with the way the world runs that would cause problems if the days just continued. We're testing ways to lessen the break in momentum between days, though. Look for changes to that, and time display, in upcoming updates.
3. Upgrade descriptions
Noted!
4. Dual screens
This would be a cool options, but it's definitely pretty low in priority for us.
5. Bindable keys
This could come in polish. No promises, though.
-------------
1a. Weather
This was in our original plan with the seasons. At the moment, it's been shifted to low priority, but it could make its way back in after retail launch.
2a. Plants
The plants actually do spread seeds. If you ever find a pocket of oxygen with plants after playing for a couple days, you'll notice that there are quite a few plants there. The rate for plants outside of the oxygen is slower for game balance purposes.
3a. Tier / Research
The research menu will be changed to reflect this in the future. Great minds think alike!
4a. Soup production
- More buildings and components to soup production are coming. Water is a great idea, though!
- Cross corridor, along with other corridor sizes is in design.
- Online co-op is coming next Spring!
- Attacking rivals will probably be part of the combat update.
- more plants and animals? YES. There's a new - and dangerous - pumpkin in the latest update.
- Tier 2 soup was in an earlier version of NNG (when it was PJ Inc) it's very likely that we'll see some form of these eventually.
----------------------------
whew!
Will add that to the list of community requests!
Yeah, the PAPP has got to go. It needs a serious overhaul.
Should be user adjustable and be out of the way as possible. Thing of the Stock Market Channels they have a bar at the bottom showing all the ups and downs along with the tags. I think the regular news channels do the same... hmm.
Now can we get some sorta chicken like animal? I want some chickens... that lay eggs... or giant lizard would work too. Mmm lizard egg soup.
1: Factory Refitting. When I hold down Ctrl, there are four slots. Only two I've seen in use. I'd like to reques that the third (when in a factory) will clear the recipe (if there is one) and open up a menu with all the discovered recipes if not.
2: Corridor Reconstruction. I've often built long verical shafts, only to have to use a hundred and one struts to keep it up while I replaced one part of a corridor with another. Basically, the idea is that if I build another corridor piece on top of an existing one, it will cost nothing, but act as if the corridor was destroyed and rebuilt with the new piece--all in one action. This extends to replacing corridors with soup factories (or rockets, storage, etc) if there is enough room for one.
3: Automation Planning. This will be an option for advanced players and comes in multiple parts.
C&C configuration: Any C&C robot can be configured (possibly by pressing c while holding) to only go to certain factories (and locations, if needed) and to only pick up certain ingredients. The C&C only walk between the furthest reaches of the path given. C&C can also be banned from picking up certain (or all) ingredients or from picking up certain (or all) soups. If locked to a set of factories, this will be configured such that the C&C will only pick up ingredients which those factories use, but not the soup it produces (unless locked to a Rocket, which will not count in the roaming area mentioned above).
Robot Configuration: All robots which directly handle ingredients will be configurable.
C&C: Can be set to take ingredients directly to any other robot, assuming they're reachable. This is another option which can be set instead of the above. (Can also accept ingredients the same way.)
Ben: See C&C. Won't be able to accept ingredients, though.
Both robots which throw ingredients up and down corridors: Can choose what floor if there're more. Can also select C&Cs instead to send ingredients to whichever one needs them.
4: Defense Tower Refueling. Exactly what it says on the tin.
GIVE ALL THE FEEDBACK!I am happy to see the start of auto farming in the game and am having a lot of fun launching all the rockets a day. I too would like to see a map in the game as well as T2 rockets as I find that I can’t build enough rockets in the space provided, I would like to go up not out.
So I have been playing on Unba and Pomelyk.
Unba is nice but as underwater bases don’t seem that feasible and building a corridor down into the water was way too much resources for my liking I ended up doing default grass+sunflower approach which was a little disappointing as it worked.
I love Pomelyk, those floating islands posed a unique challenge of getting around and having low amounts of land to farm on. The ground level is perhaps a tad far down as it is some effort to build your way back up once you accidently fall off but enjoyable none the less. After blowing up most of the sky land to make room for rockets despite trying to be cautious of the hive areas the hives all ended up not returning around the day 20 mark.
Thoughts
1. Don’t like dog kennels. As you can’t connect a corridor up or down means you need C&C’s to automate it but require a jimmy to stop them going too far and interfere with farming area. Its side panels reduce vitality and the whole thing ends up feeling and looking a tad messy. Requires a lot to upgrade points to get running (Dog/Jimmy/Freddy). I was hoping to just throw the items up with a Freddy.
Alternately I would like to see a shepherding dog bot.
2. Ingredients on the ground/in transit disappear when day is though. This is the only thing that bothers me about the day cycle. This concerns me as over time it could break farms as the dog would not be able to replant before the day is though thus reducing the plants in the area. I would like to see that items on the ground that can be planted at the end of a day are planted like they would be if alone during the day.
For ingredients that are transit though vertical corridors get lost. That means lost soup! LOST SOUP PROFIT! MAKES ME SAD!
3. Pumpkin’s out roll Arthur’s attack. Some defensive robot when It can’t even take on local wide life, little irritating.
4. Underwater base doesn’t seem to be possible. Water can get trapped in vertical corridors. Would like to see an airlock corridor section to allow for water not to fill corridors.
5. Falling objects in water has a nasty habit of horrifically lowering the water level.
6. Hives will occasionally spawn inside my base. Which is concerning as I am not sure if a destroyed hive will ever reappear…they all disappear in the end T_T.
http://steamcommunity.com/sharedfiles/filedetails/?id=332822982
http://steamcommunity.com/sharedfiles/filedetails/?id=332763282
6. Glad to see that there is now a bit of variety of combinations in the enemy waves but seems to break back down into an irritating onslaught after about 20 days.
7. Like modifications to vehicles but pogo still sinks to the bottom of water and gets stuck…hopping around having fun and them BAM at the bottom of a puddle.
8. What dictates when you will get a package of technology/how much tech will be in that box? Also when you start a new round the boxes from the last round will be empty. =(
9. Just like ladders get blown up when building over them are built I would like the same to happen with girders.
10. You can combo off enemy soups so I presume vise versa as well. Seems a bit odd but amusing.
http://steamcommunity.com/sharedfiles/filedetails/?id=332823122
http://steamcommunity.com/sharedfiles/filedetails/?id=332763961
11. Glad to see that the score board changed from days to a score but a little bit sad to see that the base slide show thing has disappeared. It was fascinating to see how other people designed their base even if it did take shots from them wondering around the world occasionally.
12. Did you do something to way girders can be placed?
13. The way the structural integrity code is weird. While removing/replacing a soup machine parts of the base that were not connected to it would start falling.
14. Would it be worth making a pinned Feedback/FAQ/Frequently given Feedback (FGF) thread as freeplay mode and PAPP come up a lot despite being discussed before.
15. A “Come help me” button that would throw a timed arrow on screen, like the death arrow, to the coop player’s location.
Bugs
1. Game keeps crashing!! A lot! EVERYDAY! As well as huge drop in FPS! Why you break game?!? D= =P
2. Dogs don’t farm sunflowers? Dogs have a weird habit of getting stuck while planting (or something) and just start jumping around on the spot.
3. If damaged while eating you don’t gain health and food disappears.
4. Girders destroy water super-fast as well as t-shape corridors but a bit slower.
5. Thin layer of water will remain on top of buildings after the water has lowered.
6. Entities disappearing even faster than before.
7. Death arrow doesn’t disappear after returning to death location.
8. Multiple dogs can dig up a single plant to produce all~ the resources.
EDIT: More thoughts! More BUGS!
@King5327 I agree with 1, 2, and 4. 3 Was kinda confusing, but I think it'd be similar to filtering where stuff goes so it's more efficient?
For number 4 this could be done with a building that spawns a drone which heads to the various turrets and reloads them. For shot turrets it could take 1 second per ammo reloaded and for missile turrets it could take 2 seconds per ammo reloaded.
An empty shot turret would take 30 seconds to fully reload. While reloading the turret can still shoot. The Ammo Drone can only carry 10 ammo. When the 10 ammo is fully spent it needs to go back to the base to reload. Shot turrets take 1 ammo per shot. Missile turret takes 2 ammo per missile. Something like this.
@Shougat It feels like your post highly derails from this discussion. You really lost me. This discussion is more about ingame features that disrupt gameplay, how to improves them, and a few suggestions. I don't understand why you posted bugs here.
Shougat:
1. Dog Kennels aren't required. If left to its own devices, Ben takes the ingredients to the nearest part of the base.
2. The day cycle should be modified in favor of having all upgrades done at the control centre, as well as the histograms. The only thing the cycle should do is passively take you back to the control centre and give you your pay.
3. I agree that ben should be fixed to harvest [whatever that noodle plant that grows from the roof is] and oxygen flowers better. Also, there should be a special farm-bot which is like ben but only works inside a chain of farm block (see my previous post).
---
Beside all that...
1: Popups should be off to the side and not pause the game. This includes the first rocket launch.
2: There should be a repair bot which heals buildings slowly, costs a lot and is only useful for bases with weak defenses. (Note: no money cost associated with this) This ties in to both my automation part earlier, as well as my corridor refitting part.
3: If it was unclear, refitting a damaged corridor costs the full corridor price in matter (though if it's repaired, it's free), but heals it fully as well. I often find myself spending a lot of time with struts to make my repairs very cheap. This should simplify that.
We're taking all of the feedback you posted into consideration. You'll notice that in the latest build we got rid of the automatic warp back to base at the end of the day. Please let us know what you think about the changes.
I don't think the days will disappear, as there's a strong desire among some of the team to keep that structure. If you have any ideas for working with that structure, please let us know!