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Mind you one of the patch notes says they addressed the issue. I started one of these building sites before said patch, but the other one was started during expedition, which was after the patch, and still bugged out.
Not the first and not the last time they say 'we fixed it!' while in reality, they did not.
There are only 2 ways to fix this permanently. One is a universal unchanging location in all settlements where you turn in construction materials. Like for example in the overseers office. Or 2 allow the overseer to cancel any construction project at any time and allow them to choose another construction project.
I for one dont need this whole fake construction time gate they put in place for building constructions. When you choose your building project it should give you the complete list of needed materials at the beginning of the construction. Then once you give said materials you will need to wait the allotted hour for it to complete and you are done. Making you check back multiple times for the same construction project doesnt really accomplish anything other than being annoying.
This reliance of time gated activities has been on the rise lately with hello games. Time is not a progression mechanic, its a tool. Using it to bar completion of a task of which you are prepared for is not a fun mechanic. It just extends the amount of time you must spend waiting on the game. This would make sense if our actions could impact the multiplayer aspect of the game. Seeing as how nothing but community goals impact the entire community, I can see no reason for non farming activities to have a false time gate.
Only annoyance that is gained not a sense of accomplishment when waiting on a game mechanic.
I see no reason for any time gated activities. Examples being construction computers at bases, waiting on living ship components to "mature", 3 to 5 hour minimum wait time for fleet piracy opportunities, and any farming that has plants mature time over 4 hours of real world time etc...
It seems so :( . Yes its being used as a play mechanic, but it should be used as a tool to curb monetary progression, not story/content.
Yes you can make some money with a Settlement I imagine. But nothing compared to a proper farm and/or fleet build. Settlements do not seem to me to be much about making credits, but more of like a sim. But the Sim timers are in all the wrong places.
The timers if being used correctly as a tool would only gate when new content is metered into the game. So instead of looking forward to being able to build a new structure tomorrow or get a new citizen tomorrow, we are waiting on short increments of an hour to finish building one portion of one project at a minimum of 3 times. Essentially gluing you to one location. A location that you cannot edit or interact with in any way accept when feeding materials into a construction box.
Its a 3 hour process of not really being able to do anything meaningful or explore. Which is what this game is supposed to be about. instead you are tethered to settlement so you can efficiently feed the next set of items into the construction box.
Its a poor design on a game that is supposed to be a single player sandbox with some light multiplayer interactivity. Its like putting time gates into Minecraft vanilla. It just doesnt really work for much of the game.