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you got 40 hours out of the first release of the game, you got value, and you're gonna get more when dude adds content at this extreme end. Them achievements aren't tuned for current version of the game, cause then they'll be invalid once dude adds additional stuff on top.
Money are pointless. In early / mid game, you spend money on upgrading your production so you can get more money. But at the end game, there is no goal, so its just pointless.
Most hated part about this whole thing for me is having to deal with... dealers. They sell for about 5-9k each day, but as soon as you make enough product in time, you end up having those running around with full inventory of coke / meth blocks. I'd say it would be cool if we could have some sort of "export". Like a new type of distribution where you have to place a huge chunk of your product somewhere on the map for a massive price.
Property / cars are also useless. Like we have 40k mustang as the most expensive vehicle, yet why do I buy it in the first place if the Golden Skateboard is just better for any task?
I also hate the fact that botanists cannot use water / soil thingies and do that stuff manually.
It would be also cool to have some sort of rivalry. When we first arrive at the city, our RV is blown up with a message that implies we have to stay low and expect danger. But there is no dagnder, besider a few coppers here and there that could be easely avoided.
I enjoy games like factorio and the ilk where you're fiddling to get exact ratios and perfect efficiency, so I got a lot of time out of what already exists. I enjoy giving myself superpowers with weed and bouncing across the map to do deliveries. There's a lot there already for what is essentially an alpha product. Tyler seems a relatively new dev, he makes some (no offence) amateur mistakes. He also is quick to fix the issues that he can fix quickly and is clearly putting a lot of hours into trying to give us the best product that he can. A product that we paid very little for. I've certainly gotten my money's worth five times over even if it never progressed beyond this.
I'm also the sort of person who can get fun out of self-imposed limitations, like a weed-only run I did for a while, or playing around with pretending I can't just smack every cop with a machete twice and take them out, or stop them from shooting me by crossing into and out of their arrest radius. I dunno, man, play it like a D&D campaign where minmaxing yourself into a god isn't maybe the best approach.
I'm not nolifing this like I was at the start, but I still fire it up for a little bit most days and mess around. I'm interested to see what it turns into.
First of all, that's not what I said. This is what I said:
It is what the cool kids would call, a hypothetical. I'm putting you in the position of endgame Schedule 1 that I am describing. That regardless of how you got to this position, whether through grinding and experimentation or by looking up the best mixes, you will end up at the same place. This is such an inconsequential line in my post yet it's the one you decided to focus on for some reason instead of my genuine criticisms with the game.
Second of all, even if that is what I did, or what anybody did, who are you the judge them? This is a game about selling illegal substances to people, maxing out their addictions so you can price gouge them. There are people who have gotten to a million net worth purely off of gambling without interacting with the core mechanics of the game at all. It's a silly single player simulator game. What does it matter how someone chooses to play it?
Third of all, to reiterate on my first post, even if you didn't use the optimal mix to get to the endgame, you will still end up at this point in the game. You will still be running around making sure your workers are well-stocked to continue your operations, you will still be running around collecting product to distribute to your dealers and then you gotta either figure out when to sell your product throughout the day or wait until 4AM and drag out the night to get it done.
Come on bruh
>claims it's not a waaah post
>Proceeds to cry for 14 paragraphs about how an unfinished early access game released less than a month ago is *shockingly* unfinished
Must be a child making this post...
They could add any number of new things to do that you'll still end up at some point or another with "nothing more to do".
And we already have a lot of things coming in the future to expand on the game, like shrooms, probably a map expansion, gang wars etc.
Your solution to this problem doesn't really solve it though. Customers being able to buy more product from you actually accelerates the issue. You'll be able to reach $10M faster, but you're still doing the same thing over and over. The learning curve is steep in the early game, especially when moving from weed to meth and the amount of freedom that it gives you. An additional learning curve in the mid to late game would be necessary, something to keep it challenging and mix in a bit of that chaos that we all experienced in the first 20 or so hours of the game.
Also, the stuff you buy in the mid-late game should be more expensive. Barn and Docks should be obtained much further into the game, Docks especially. I also think the area difference between Bungalow and Barn is huge, and the difference between Barn and Docks is not. Once you have the Barn you can scale your production to the extent as to make anything in the game obtainable in a short amount of time, with very little reason to buy the Docks. Add another property between Bungalow and Barn. Existing properties, businesses, equipment and items should be more expensive, and there should be more items we can buy, with more upgrades for each.