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Warp Tech is ... well, it kind of depends. You can get it relatively fast, and with things like Gilded Ginger being added for a reason to go back to the desert (Gold Gordo baby), and some more future stuff involving another giant warp gate, it makes having teleporters very nice, especially now that day cycles have dramatically increased in speed. Do I absolutely need them, especially now that my ranch is basically complete (minus some decour)? Well, probably not - but for the occasional time I might need some science resources or something (usually for decorations) from a place that I'd have to run a ways to otherwise, I'm certainly glad I have them. Even having one leading between the docks and the ranch house can cut a lot of time out of some back and forth runs. So...the convenience is very nice even late game.
I didn't even consider at what point the upgrade would unlock or how, I think this is probably a good point though.
It might also be worth discussing when we each individually experience a point where we start to really feel like we might need a fifth slot. For me personally, it was around the ruins that it became less of a fanciful wish and more of a real gripe that I just sort of live with. There became too many things for me to worry about ferrying around the map at that point from slime science resources to treasure pods to all the basic things, plus the echoes in the ruins that I had to start planning specific trips for.
Also, on the topic of various resources, and I've seen this idea show up before, but: How does everyone feel about having separate hotbars instead of just one more inventory slot? Basically, something you can switch between just by hitting one of the number keys or C and V on the keyboard respectively? Either having one for slimes/plorts, one for food, and one for resources, or being able to assign 3 differently does create more a minecraft-like playstyle where you only have access to what's on your hotbar at that time, but minecraft as a game was balanced around this and I am not personally sure if SR really would work with it. It would create some convenience, but possibly get rid of the circuit planning that does make up part of the game's offered strategy which I do think needs to exist - even if it needs to be made a little lesser by giving us more space somehow.
One thing I would like is the ability to carry the same item in another slot. If I fill slot 1 with 100 plorts but there's 100 more, I'd like to be able to put those into slot 2.
This is where you ♥♥♥♥♥♥ up.
Its annoying during those tiems you explore new areas and not having teleporters then you collect new slimes you don't have and suddenly come across a gordo. This kinda forces you to go bakc tot he farm and return (which can be a long trip). And the worst case is when then the chcikens you need were all eaten by the slimes and you returned and can't feed them. I guess thats just a thing of some inconvinience.
Maybe a mixed container as 5 would be cool which kinda needs to selected and this container cna store up to 50 random items but you need to deal with the fac that you cannot select dedicated things in this container to shoot, instead it will randomly throw them out.
This is especially a thing in the desert when you suddenly meet 4 new slimes and the new carrots and chicken there and waling into the desert is quite some trip.
Maybe if we could shoot things into portals and they appear on the other side, that would be cool.
Going out to get the echos out in particular is a pain because then you're left with no room to carry anything.
Personally not a gamebreaker or really that big a negative for me but I can fully see why people get frustrated with the limit.
That said, I HIGHLY recommend making the refinery link and the market link ASAP. Those are the warp tech that will really ease inventory issues. Unlike other warp tech, these two can be picked up as often as you like, so one of each is all you need. Rather than run back and forth from the market board, send the plorts to the market from right next to the corral. Resources from treasure pods or extractors are out of your inventory in seconds, and you keep right on going. Food and slimes become the only continued headaches, and those are much easier to manage.
I'm actually planning to try a "Slime Ranger" run, see if I can manage getting most - or even all -
of my plorts from the wild. It'll be slower going, but I'm pretty sure it's doable. (Well, except I'll need incinerators if I want fire plorts.) That'll really be where inventory issues show up!
The 4 we have is nice at the beginning and yes, managing the inventory is kind of the game buuuut if you need a day just to do your farming (and then start again cause they plort more) it becomes tedious and less fun.
This game is first and foremost a game to relax, it has no fixed goal and you can explore and watch slimes.
Its not that relaxing to think and think and rethink and then leave something behind anyway.
Maybe a mid-tier (opening all farm expansions, collected alls slimes or so) upgrade would be fine.
Treasure pods especially, I just straight up do not open them unless I'm content to open one at a time. I am terrified of science resources despawning.
Also every survival game in existence (including wilderness, a game that takes weight into account for inventory and is basically so hellbent on realism it can get pedantic and insufferable) has taught me about inventory management, so I kinda just assumed for the longest time it was a game mechanic to balance inventory as well. I only bring it up now and only suggest 1 or 2 extra slots, or a separate inventory for science resources, because I think somewhere along the way, an imbalance was created in resource diversity and slots available.
Also, I think adding a separate slot for water was a good idea since early on you had to dedicate one of your 4 inventory slots to it. Believe me when I tell you this was a real pain.
Find some resources, swap to tech view, pop link, shoot them in, pick link up and move on.