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There are a few downsides. Employees stop working. Plants stop growing. And to my knowledge, dealers stop dealing. Also you can't keep selling to customers if they've already bought off you, and that applies for free samples too.
I think it should allow you to do housekeeping and maintenance tasks, but prevent you from doing anything beyond that. I think laundry businesses should stop progressing.
Adding a separate mode to address this problem seems unnecessary.
All of that is a non-concern when you consider housekeeping is literally over half the game, especially during the early phases of the game
In fact it straight up invalidates certain items. Why bother spending more on better soil when I have infinite time at the end of the day to refill pots? Why bother with an auto-water system as well? Why bother with the faster package station when I can just save all my product I've produced past what I'm immediately selling and do it all at 4am when time stops?
I think that people who enjoy having that housekeeping time at the end of the day being zero opportunity cost should be allowed to keep it that way, but a separate mode where time actually matters is absolutely needed.
Maybe you just don't understand because you don't have experience with traditional farming sims Stardew that I previously mentioned or Harvest Moon, but I'd expect most fans of the genre who played those games would agree
As you progress further, housekeeping becomes less of a concern. Around mid-game I was definitely doing a lot of it, but after getting employees it became less of an issue.
I think the main way to address the problem is by making days longer. It would allow you to continue selling to new customers while giving you more time to maintain your stuff. Customers who've you've already sold to remain unaffected, you'll still have to wait until tomorrow to sell to them.
Because refilling pots over and over gets really boring and you'll want a way to automate that.
They're basically useless except in early game, since employees don't use them and they already have their own water pots. Same for soil dispensers.
The argument you're making is basically "why buy this thing that makes x quicker, when I can do it slower and without progressing the game". You've answered your own question. But the fact that you're doing all your stuff at 4AM in my mind means that the days are too short, so that's the issue.
Again, progression stopping at 4AM exists for you to finish up with what you need to do to make the next day more profitable. You shouldn't spend all your time at 4AM because if you are, you're doing something wrong, though as I said, the early to mid-game kind of forces you into that, which is not ideal. I understand the problem and agree it's a problem but my solution doesn't create a new game mode, which is harder for the dev to maintain.
Well at least you now understand and agree that it is an issue that needs to be addressed, in your first post you acted as if it was a complete non-issue.
In normal tycoon games, especially farming sims, time/cost opportunity is 90% of the difficulty curve of the game, removing that and allowing half of everything to be done with a clock stopped at the end of a day removes or at the very least trivializes the normal struggle of not having enough time to get things done and having to make a tough choice.
I don't think I've ever had a situation where I didn't have enough time to get something done in game before sleeping so far, and making the days longer and giving me more time to do stuff definitely doesn't solve that problem, if anything it would make a currently easy game even easier.
The tiredness meter would tick down at a constant rate and could be reupped in full by sleeping (which would advance the time by 8 hours) or partially by chugging energy drinks. If the tiredness gets all the way to 0, you will fall asleep right where you are and the time will advance by 8 hours (unless it happens in a patrol route, then you have a chance of waking up in a nice, cozy cell ;))
At least that's how I would do it. Hopefully I can afford the game eventually, for now I will just watch gameplays, play the demo and suggest stuff when I think it might be of use.
//edit: Also I disagree with it being a separate mode, it would be just fine if implemented into the main game.
I like most of these ideas with the addition of a punishment for trying to abuse substances to stay awake for too long past the point where you should have gone to sleep. Like your character just crashes on the spot after 4+ days of staying awake on nothing but caffeine and other things, with some sort of escalation up to that point
The only thing I don't like is the part where you say the current game state shouldn't be it's own separate mode. If not an entirely separate mode it should be in the options menu or at the very least a debug/console command, there's no reason to fully take away the current game state if other people like it how it is. Some people just want to play a casual game with no difficulty, I can understand and respect that
A way to counter that problem, will be that NPC have soft / fix times time slots, where they want/ able to do business.
I don't like it when the game tells me in which pace to play. A little bit is ok (like the deals, which have a time limit), but I don't wanna check my clock every 5 minutes.
I guess I wouldn't mind if the time just kept going after 4AM, but I don't mind it the way it is now either.
A challenge that I thought of was special requests. A customer requests a strain with very specific effects and won't take alternatives. Also a specific amount. The special request then pays accordingly in xp and money. Imo, that's far better than some urgency time limit stuff.
At the very least, I don't think there is any real penalty to turning down drug deals. I don't know how deep the addiction mechanic goes, or if not selling to people for a period of time will cause their relationship with you to decline, not that it would be difficult to recover anyway.
Honestly though, the only things I have really done thus far after 4 am hits is buy ingredients and do mixes. You could argue that since you can automate this I shouldn't be allowed to do this for as long as I want, and I might agree but there would also be no feasible way to keep up with it during the day unless you spent several full days doing nothing but mixing.
Perhaps the time management is a little too lenient, but core mechanics need to be reworked, or more QoL (purchasable/unlockable even) should be implemented. The dev probably has plans to change it, the game is early access after all.
Dear god do not implement stamina or exhaustion. It has no place in this game.
Relax pal, I'm advocating for and it would be simple enough to add an option to keep the game as is without these things. Just because you don't like something that is a standard part of the farming sim genre doesn't mean it shouldn't be added, and if there's an option for you to keep things how you like it you have no right to complain
Relax bruh, I know options are a thing and I also know most the time developers do not actually add options to disable things. Go ahead, dispute that.
Literal parrot lol.
"Dear god do not implement stamina or exhaustion. It has no place in this game."
Doesn't really seem like that, or more likely that you don't care what anyone but you wants, especially when the potential to make it a toggle-able in an options menu was previously discussed within this very thread
Like most games of this genre let players adjust how long a day is, it could be 5 minutes or an hour.
Scum and Rust lets you enable/disable nakedness ...
Space Engineers lets you enable/disable airtightness, weather, lightning damages, thrust damages and much more ...
No Man's Sky lets you enable/disable and change damage, costs, recharges and all sorts on the fly
Lots of game lets you enable/disable creative mode
For me it seem like a ton of developers add options to disable and change things....