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I can agree with all of this post.
Phosphorus does indeed seem to be missing (so far)
Coming from TT myself a good couple of years playing.
Iv'e stuck nearly 20hrs into the demo in 2 days.
TTW, a half decent 5/10 (so far)
Old school TT still wins hands down.
I LOVE the old TT, enough to buy it twice and hopefully soon a 3rd. played the crap out of it on xbox, then bought it for my ps4/ps5 and played the crap out of it again. now that i finally have a pc, imma buy it again. But all the frustrations aside (probably just because im missing something simple) I can say it has some ideas i LOVE. Mining in TT was a pain. Im sure the block counts differ from console to pc but it just felt a bit finicky if you were going large scale. So the ability to setup silos and "automate" that way is a welcome feature. The building itself is a bit infuriating though. building on the tech is fine but building on the base is a bit claustrophobic. In order to mitigate that, you need to build a large base. But then you have to drive around to line up the camera so you can see to add in a large space. Id like to see a free cam setup exclusive to base building maybe.
But on some of your points... I totally agree. Even in my short time (and the hour and a halfish videos iv seen), blocks are poorly shaped. Yea, TT threw out basic GSO blocks like they were nothing. But now I kinda miss them. The blocks that I have accumulated are all oddly shaped and difficult to use in a compact build. Which I feel necessary given the current base building being claustrophobic. Bigger tech = now I gotta make/rearrange my base to make it bigger just to see what I'm doing. I do appreciate the idea they are going for with the reactor points and battery load. Otherwise like in TT, 5 minutes of collecting lasers and GSO blocks and you could have a competent late game tech with just a stupid amount of basic GSO lasers doing stupid damage. But then again, i dont feel like EVERY block needs to tap into the reactor level. Maybe they can sidestep that odd choice with a weight/wheel limit too? Like you can make the tech as big and complex as you want... But you better have enough wheels of a better quality to compensate. THEN have added functional parts take on the reactor.
Then there is the traversal. The action itself is okay, although id like to see a steerable/non steerable variant make a comeback because sometimes I just want to build a basic FWS vehicle. Sometimes having all wheels steering made things difficult to predict or control. And the starter wheels.... i get that they aren't supposed to be super on performance but wow. Maybe my logic is off, but I would imagine having 8 powered wheels would mean a steeper hill would be easier than in a 4 powered wheel tech. I know traction is still an arguable issue, but it felt the same to me. Still couldn't get up moderate inclines. Maybe its because I'm still early and haven't gotten any better cabs or reactor parts?
And the manufacturing.... Yea the mechanics are good on paper but finicky in execution. Partly because of what you said about conduits being difficult to read, the lack of the ability to chose how much you want made, but also the UI is kinda bad. IDK if its just me but it seems too small. Like aside from the buttons not being intuitive, I can hardly even see them. Between the poor choice of text/background colors and tiny/muddy print, it took me a while to even realize that "V" was to turn on/off power to my generator. and i couldnt for the life of me see what the keys were for stacking and moving items in menus. I figured out that CTRL + click was move all type but i couldnt get/see how to just do one stack. I the only one with that issue? maybe its clearer on a monitor up close but on my decent 65" tv its the ONLY text iv noticed to come out extremely poorly. Either way, im giving it another try with fresh eyes later to work out some of my previously mentioned issues.
All that complaining aside, I think it has potential. Im SUPER excited to see the progress made in TTW as it will most likely be in my cart when it is ready. It has some solid foundations to build upon and seems (so far) to take what made TT good but added things like a revamped manufacturing and manual aiming to make it better. And then made it super pretty. I liked the "cartoonish" style of TT but this realistic look is a very welcome addition.
Other bits...
The conduit system needs a rework. Make them only pull resources when requested by a fabricator or refinery. Also needs splitter/merger pieces as the t-junction doesn't fulfill both roles as it is now.
Let players queue up a set amount of resources, or better yet, give the ability to maintain a specified number of any given resource. Less tedium managing refined vs unrefined resources is a good thing.
I'm giving the dev team the benefit of the doubt that the only "quests" we have are tutorial things and launching resources into space. Hoping there's plans for much more.
As others have said, building is a chore due to very limited attach points on, well, everything. We need access to early filler blocks that have APs on all sides.
I do like the reactor system and bonuses for attaching blocks to specific things (e.g. batteries, weapon mounts, etc). I'd like it a lot more if the above issue was resolved since placing things to take full advantage can be an exercise in frustration.
The game needs a scrapper to break down extras of parts you don't want or need for resources. Lasering them after dropping them on the ground, then depositing the resources into the silo, then unclogging the refinery for the umpteenth time...
Maybe I just want TerraTech 2, and not whatever this is shaping up to be.
Just so all my feedback isn't negative, I do like the look of the game. It's gorgeous and runs well on my machine, with a few UE engine error crashes over the 8ish hours I've played so far.
If there is a way to store these please enlighten me because I accidentally crafted a 2nd tech yard base part and I'd love to be able to get rid of it.
Had an enemy tech coming sniffing around my base when I was full on redesigning my tech, accidentally picked first the tech yard block, then the cab of the tech, leaving me with a tech that was made up of one basic wheel alone, that I was jumping around with space bar to get to the tech yard again so I had access to my parts again, because it wouldn't move as it were missing the cab...
Yeah that makes sense, but what if I want to replace all my 2x2 platform with 4x4s? Where can I store the extra 2x2s?