TerraTech Worlds
Some Demo Feedback
So ran through the demo, I'm assuming that the launch request for Phosphorus is a deadend for the time being? Or maybe I've missed something somewhere. Anyway, enjoyed, will definitely be getting this down the road. So just leaving a few thoughts.

1) Need block sinks - Too many useless blocks accumulating. Whether it's through direct selling or breaking down for components, something will need to be implemented in the future. A side effect is that all the early enemy techs are just tedious, since they give exactly zero value for defeating them, but respawn anyway. Speaking of too many blocks...
2) Too many useless blocks - This was an issue in TTO, particularly with the GSO. For too many blocks, the only reason to use them is that you simply don't have anything else available. Wheels are big offenders in this demo - Between the uneven terrain, steep slopes, and water fording, small wheels are just something you put up with. In fact, for me, the traction balance pretty much dictated that only off-road wheels got used in the end. Maybe new biomes will change that in the future, but that's how it is in this demo.
3) Connector Blocks - They're weirdly-shaped, with arbitrary connection points. There's no logical reason, it inflates blockcount and inventory bloat, it's just tedious to try to work around the options to find a piece that happens to connect how you need it, and since they connect nowhere else, this just makes it easier for techs to fall apart with one lucky shot. TTO's setup - universal early blocks, with the limited-connection blocks being offered by other factions in exchange for more durability or weight reduction was actually a better way, gameplay-wise. The current system is not a gameplay-positive, and will frustrate builders, especially newcomers.
3a) On a related note, the Off-Road 2M wheel? Why the limited connection points? No other wheel has this, and if you don't connect directly to a modifying frame piece, you don't get the reactor point discount. Except the connection point is likely facing away from you, so you don't even realize it until afterwards when your reactor points are too high. So you have to go unhook each wheel, trying to figure out which one isn't getting a connection bonus... why?
4) Reactor Points - All blocks consume reactor points. While I realize making non-functional blocks free would lead to giant block dreadnoughts becoming the meta, the current system forces you to avoid anything that's not essential. Maybe a reduction in reactor point, with a meaningful increase in weight?
5) Consumables - While I'm all in favour of consumables, since the lack thereof was a problem for TTO, some attention will need to be placed on their cost. Especially reactor fuel - horrible, horrible return for the gold required. Also, a display in the corner would be a good QoL feature to remind players how much ammo they have (or don't).
6) Conduits - Those arrows need to be more visible. Maybe even subtly animated? I banged my head on the wall a long time, unable to figure out why goods weren't getting moved around, until I finally realized there were tiny arrows on those conduit pieces. The game's building scale means the conduit pieces are really tiny as you build, it's easy to miss the arrows. You WILL have confusion from new players on this point.
7) Manufacturing orders - Right now, you can either measure out the ingredients for the exact number of blocks you want, or simply have them built forever. But when you're hooking up things via conduit, you have to sit there and wait, then turn the machine off manually so you don't drain all your resources building one thing to exhaustion. A "Request for X", with a "Build" button would alleviate this.
8) Power distribution - Having to constantly turn machines on and off is annoying, since they use full power even at idle. Unfortunately, the only options are "Always Max" carbon burning, or solar/wind. And like any other base builder, when you have infinite power generation for a fixed cost (solar/wind) the optimal solution becomes "throw resources at it", and you may as well just triple the cost of floor panels for the same effect. I realize this is a demo, but there will need to be some gameplay and decision making for the power mechanic to be anything but a generic timesink.
9) A minor thing, but the on/off switches for machines are a little unintuitive. What does "Machine ON" mean? Is the machine presently on, or will that button turn the machine on? A graphic switch would be nice little QoL improvement.
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Сообщения 1621 из 21
maybe the weather like lighting storm tone down too or an option to tone it down or off
i'm stuck just trying to find lithium. i don't think i'll be buying this game or even continuing with the demo. it's just too punishing. not to mention the tractor beam is pure ass.
atm feels unplayable, too wonky...
good thing they are not releasing it tomorrow, i guess :D
To add to this: Lightning storms.
I love lightning, it looks cool and COULD be an awesome mechanic, but having it literally target directly where the player is at pretty much all times? not so fun. My first hour was spent being destroyed by lightning far too often. I didnt even know you could avoid it using a tree until I read about it on Reddit while trying to figure out where to get lithium and gold. Maybe reduce the frequency of lightning strikes, or have it strike the tallest object first.

The "lighting rod" block should only be for getting usable electricity from lightning, otherwise lightning should target the tallest object within a decently sized area. I shouldnt have to huddle up pretty much against a lightning rod tower just to avoid being struck by lightning while I update my build as the storm passes by.
The mobile lightning rod makes you invulnerable for lightning during building, even if a few isn't caught by the base lightning rods, they dink harmlessly on the mobile lightning rod when in build mode.
Yeah, I couldn't find a Tractor Beam either. got stuck
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Дата создания: 3 фев. 2024 г. в 14:05
Сообщений: 21