Abiotic Factor

Abiotic Factor

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Mrs. Brisby May 25, 2024 @ 1:23pm
Bunch of QoL stuff
-More transport roads. Office sector is full of ladders, stairs, difficult section of the road etc.
I have my main base at the office sector level 3 security checpoint (room with a coffee machine, food and soda machines, an injured scientist and charging station) opposite the entrance to the manufacturing sector and it is both pain to visit manufactruing sector and Cascade labs.
When I go to manufacturing sector, I either need to use elevator everytime, which rotates at 90 degreece and makes me rotate my vehicle as well.... everytime (Simply replacing the elevator with a regular ramp would be better) or I should fight against a glitchy beam that meets on the upper tier of the hall with a crane. due to the low suspension of the forklift, it cannot drive through this beam, although it should be able to do so))
When I go to Cascade lab sector, it turns into a real pain to ride to the shortcut bridge due to a big amount of stairs and complex geometry.

-IS-0042 (The lost dog) should be a real thing. Like, we are able to take away the painting from the chamber and we have a lot of painting in general, should they interact?

-Using a plug strip to extend the wire is a bit of a crutch. Instead of a long wire, we sometimes get a series of extension cords connected to each other. You can use tech scrap to extend wires.. Ok, this one was really non-obvious

-Hammer alternative mode can destroy furniture... But it gives away no resources, even if you broke a container. I basically erased from reality a crate, full of materials, by misclicking it with a hammer lol. Maybe this should be reworked?

-The Cascade laboratory is a VERY dificult place to navigate in compared to other 2 areas. Office hase really unique and memorable places, eventhough the place is pretty branched. The manufacture sector is a bunch of big halls separated by passages. Pretty easy to navigate. The Cascade lab surely has some memorable places, like an aquarium or a large elevator in the containment area, but overwise it is just a really intuitive set of corridors and rooms; I could often confuse the first floor (kizz cola machine) and the second floor (room with lasers) especially. More different colors and indirect signs could help.

-IS-0091 is anoying af in the end-game. For a solo player especially. Mb there should be a way to geti rid of him? for example, as from SCP-106? Smthg like re-containmenation

-Character creation is a bit.. Unbalanced? First, you can either chose to get a few free skill levels. that you can farm easily right after you start playing, by giving away a few points of character traits which are used to get PERMANENT BUFFS you won't be able to get anyhow. So the Trainee is the best choice basically as he has the biggest amount of trait points. Alright, about traits: first aid certificate give you... 5 bandages for 3 points??? What? You can literally craft these in first 30 secodns of the game I belive lol, why no tot pick the agrdener trait instead, which will permanently boost all your farming xp in 2 times? And there is much more examples like that.

-it would be nice if the cart could drive onto the trolley, because there is enough space for the trolleys to fit it, but the invisible wall prevents it from being driven onto it

Aw well, Im tired >_<
Last edited by Mrs. Brisby; May 26, 2024 @ 1:57am
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Showing 1-8 of 8 comments
Fennec May 25, 2024 @ 6:43pm 
Originally posted by Cheetah w/ Sparks:
-Using a plug strip to extend the wire is a bit of a crutch. Instead of a long wire, we sometimes get a series of extension cords connected to each other.
You can use tech scrap to extend wires. You just click the wall or floor or ceiling where you want to place a wire extension, unless you're specifically trying to extend in different directions. That's when you use a plug strip.
DuckieMcduck May 25, 2024 @ 7:48pm 
I doubt they'll ever be able to balance the quirk section because it's heavily inspired off Project Zomboid and that game never managed to balance it either.

Look at it instead as a way to create challenge and roleplay direction rather than a balancing puzzle to solve. Lead Belly/Decathlon/Squishy Brain for instance, are completely insane picks because you basically don't need a water infrastructure and will level up most abilities very fast.
Mrs. Brisby May 26, 2024 @ 1:07am 
Originally posted by Fennec:
Originally posted by Cheetah w/ Sparks:
-Using a plug strip to extend the wire is a bit of a crutch. Instead of a long wire, we sometimes get a series of extension cords connected to each other.
You can use tech scrap to extend wires. You just click the wall or floor or ceiling where you want to place a wire extension, unless you're specifically trying to extend in different directions. That's when you use a plug strip.
Wait, really? Damn, and how would I learn that? xD
Mrs. Brisby May 26, 2024 @ 1:47am 
Originally posted by DuckieMcduck:
I doubt they'll ever be able to balance the quirk section because it's heavily inspired off Project Zomboid and that game never managed to balance it either.

Look at it instead as a way to create challenge and roleplay direction rather than a balancing puzzle to solve. Lead Belly/Decathlon/Squishy Brain for instance, are completely insane picks because you basically don't need a water infrastructure and will level up most abilities very fast.
I mean, Project Zomboid is not the only game with quirk system; any old school RPG/ immersive sim has traits system; it's just rarely seen these days (instead of that we usually get fallout 4 :D). Examples close to me include games such as Vampire: the masquerade - bloodlines or Arcanum.

Yes, they are inperfect too, ofc; but my eyes bassically bleed when I see a choice between permanent x2 farming exp and 5 bandages, both for 3 trait points, like, whaaaat?! You can craft those 5 bandages in the first 2 minutes of the game (+I walked through with anemia trait making me bleed much often and I barely used bandages anyways) and choose a cool unique bonus which would stay with you forever.
Last edited by Mrs. Brisby; May 26, 2024 @ 1:51am
arnaudovw May 26, 2024 @ 9:23am 
nice
Coda May 30, 2024 @ 9:37am 
Originally posted by Cheetah w/ Sparks:
-More transport roads. Office sector is full of ladders, stairs, difficult section of the road etc.
I have my main base at the office sector level 3 security checpoint (room with a coffee machine, food and soda machines, an injured scientist and charging station) opposite the entrance to the manufacturing sector and it is both pain to visit manufactruing sector and Cascade labs.
When I go to manufacturing sector, I either need to use elevator everytime, which rotates at 90 degreece and makes me rotate my vehicle as well.... everytime (Simply replacing the elevator with a regular ramp would be better) or I should fight against a glitchy beam that meets on the upper tier of the hall with a crane. due to the low suspension of the forklift, it cannot drive through this beam, although it should be able to do so))
When I go to Cascade lab sector, it turns into a real pain to ride to the shortcut bridge due to a big amount of stairs and complex geometry.

Honestly.. this one is just kind of on you, you chose to put your base there - the security checkpoint on level 2 looks like a great base location at first, but as you say, the connections to other areas aren't so great.

I ended up sticking with the security break room/kitchen by the cafeteria on level 1 as my base for the entire thing - it has loads of space, pretty easy access roads to both manufacturing and the labs that don't require using elevators, as well as tram access to all locations, easy access to water, and convenient toilets and a charging station until you learn to make your own. Also the recently added hand cart recall button in the lobby makes it super easy to transport stuff home, you can teleport back and just summon the cart to you.
Mrs. Brisby May 31, 2024 @ 12:48am 
Originally posted by Coda:
Originally posted by Cheetah w/ Sparks:
-More transport roads. Office sector is full of ladders, stairs, difficult section of the road etc.
I have my main base at the office sector level 3 security checpoint (room with a coffee machine, food and soda machines, an injured scientist and charging station) opposite the entrance to the manufacturing sector and it is both pain to visit manufactruing sector and Cascade labs.
When I go to manufacturing sector, I either need to use elevator everytime, which rotates at 90 degreece and makes me rotate my vehicle as well.... everytime (Simply replacing the elevator with a regular ramp would be better) or I should fight against a glitchy beam that meets on the upper tier of the hall with a crane. due to the low suspension of the forklift, it cannot drive through this beam, although it should be able to do so))
When I go to Cascade lab sector, it turns into a real pain to ride to the shortcut bridge due to a big amount of stairs and complex geometry.

Honestly.. this one is just kind of on you, you chose to put your base there - the security checkpoint on level 2 looks like a great base location at first, but as you say, the connections to other areas aren't so great.

I ended up sticking with the security break room/kitchen by the cafeteria on level 1 as my base for the entire thing - it has loads of space, pretty easy access roads to both manufacturing and the labs that don't require using elevators, as well as tram access to all locations, easy access to water, and convenient toilets and a charging station until you learn to make your own. Also the recently added hand cart recall button in the lobby makes it super easy to transport stuff home, you can teleport back and just summon the cart to you.

You should try cafeteria in the data farm location; stove + cold milkshake thing, good road to both manufacture and labs, a free security robot near by to farm.

But anyways, I mean bad roads ruin some places as possible houses. Simple pathing rework (remove the elevator, fix stairs) would make traveling not so painful. People should not use same few locations as the main base.
salty boye May 31, 2024 @ 5:17am 
Originally posted by Cheetah w/ Sparks:
-More transport roads. Office sector is full of ladders, stairs, difficult section of the road etc.
I have my main base at the office sector level 3 security checpoint (room with a coffee machine, food and soda machines, an injured scientist and charging station) opposite the entrance to the manufacturing sector and it is both pain to visit manufactruing sector and Cascade labs.
When I go to manufacturing sector, I either need to use elevator everytime, which rotates at 90 degreece and makes me rotate my vehicle as well.... everytime (Simply replacing the elevator with a regular ramp would be better) or I should fight against a glitchy beam that meets on the upper tier of the hall with a crane. due to the low suspension of the forklift, it cannot drive through this beam, although it should be able to do so))
When I go to Cascade lab sector, it turns into a real pain to ride to the shortcut bridge due to a big amount of stairs and complex geometry.

I think the game is much more geared towards having a few smaller bases, rather than one big base. I often ran back to my closest base to dump loot. Whenever I needed something from the old base, I'd grab some spare unique things from the closest base to bring to the other and vice versa, making sure I can craft most things wherever. That's still a pain, admittedly, but it's a lot better than having to run for two minutes both ways to drop off a tiny inventory's worth of stuff.

Originally posted by Cheetah w/ Sparks:
-IS-0091 is anoying af in the end-game. For a solo player especially. Mb there should be a way to geti rid of him? for example, as from SCP-106? Smthg like re-containmenation

SPOILERS(?): You can get an x-ray tower to keep your base safe, and if you press "use" on a thing right next to where you have to deposit four Leyak Essences, you can get an x-ray flashlight that almost completely nullifies IS-0091 as a threat (at the cost of an inventory or hotbar slot and needing to make sure the thing is charged all the time). Recontainment would still be a cool idea, though.

Originally posted by Cheetah w/ Sparks:
-Character creation is a bit.. Unbalanced? First, you can either chose to get a few free skill levels. that you can farm easily right after you start playing, by giving away a few points of character traits which are used to get PERMANENT BUFFS you won't be able to get anyhow. So the Trainee is the best choice basically as he has the biggest amount of trait points. Alright, about traits: first aid certificate give you... 5 bandages for 3 points??? What? You can literally craft these in first 30 secodns of the game I belive lol, why no tot pick the agrdener trait instead, which will permanently boost all your farming xp in 2 times? And there is much more examples like that.

Just wanna say that I have the thoughts, here!
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Date Posted: May 25, 2024 @ 1:23pm
Posts: 8