Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
I did, thank you. :)
There was no mention made of the T/D ratio in either the OP or reply, so I was hoping someone could address that point specifically. Plus, this isn't a gradual decay from all-10 rated games, this is an inability since early mid-game to reach those levels and the game hasn't been going long enough for the decay problem you mentioned, so it's likely a different issue.
https://gamedevtycoon.fandom.com/wiki/Game_Development_Based_on_Experience/1.6.11
I love the game but I hold the Time Stone, and I went forward in time and saw the EndGame lol. Already unlocked 100%. Replaying it with or without Pirate Mode, will not bring me new entertaining experience. Really hope the upgrades, tech unlocks, skills leveling up, will go on forever without flat-lining. I want to keep playing the same attempt until 100yr for fun. But, hehehehee, I confirmed with Dr Strange too; unless there's updates to ensure that kind of playability...
Thanks for the link, although the article says it doesn't cover making high rating games. Still, it had some good general info! One thing it did mention was never dropping a slider below 20% which I'd been doing regularly, so I'll see if keeping a minimum value of 20% helps.
As for 100 years' worth of tech upgrades and such, that's certainly possible. From an actual game design standpoint, the only practical limit on tech trees in a modern game is the developers' imaginations; you no longer need to economize on content, and in a game this simply built (relatively speaking), there's a lot of open room. So it all comes down to creating that content. Now, that can be done the hard way - dreaming up and writing down ten thousand upgrade options - or procedurally, establishing rules for the game to create upgrades. Doing it by hand provides better quality at the expense of a lot of time, while doing it procedurally offers long-range expandability on the cheap at the expense of quality. Like it is in the game, developing one is really a game of trade-offs. :)