Nainstalovat Steam
přihlásit se
|
jazyk
简体中文 (Zjednodušená čínština)
繁體中文 (Tradiční čínština)
日本語 (Japonština)
한국어 (Korejština)
ไทย (Thajština)
български (Bulharština)
Dansk (Dánština)
Deutsch (Němčina)
English (Angličtina)
Español-España (Evropská španělština)
Español-Latinoamérica (Latin. španělština)
Ελληνικά (Řečtina)
Français (Francouzština)
Italiano (Italština)
Bahasa Indonesia (Indonéština)
Magyar (Maďarština)
Nederlands (Nizozemština)
Norsk (Norština)
Polski (Polština)
Português (Evropská portugalština)
Português-Brasil (Brazilská portugalština)
Română (Rumunština)
Русский (Ruština)
Suomi (Finština)
Svenska (Švédština)
Türkçe (Turečtina)
Tiếng Việt (Vietnamština)
Українська (Ukrajinština)
Nahlásit problém s překladem
It's just, as a Boss of the Mine, i just want to collect full buckets and miners moss, fine process the gold and keep the mine running. Like repairing and refueling. And not sit in the excavator all the time. Or is it just me? :)
will not be added , not on road map, too much dev work.. yaddah yaddah .
totally agree: great game for a few hours. once you have seen all equuipment, you get bored way too fast unless digging holes and seeing numbers increase really relaxes you.
I've already stopped playing it for a variety of reasons, but mostly because it is not challenging enough. But, I'll keep checking to see what they add in hopes that the game becomes more interesting (and playable) in the future.
To the OP, yes, the so-called "workers" are very uninteresting and have zero feel of being real. They are simply background processes that provide free gold with no realistic interaction or management. That whole area needs some realism...
+1
Yeah, the "workers system" should be erased from the game.
I am an old timer and worked for many years as an earthwork contractor before I retired. I think much of the conversations in this thread are suggesting pretty much one thing and its not multiplayer.
One of the most interesting things about earthwork is that any project can be approached a varity of ways, finding the best one is to me the most interesting. But I have never had just one person on a project working all the equipment needed there... So, how to make this more compelling and would it actually be possible for this development team to do it?
If it were possible I would not add a multiplayer to this game for one basic reason. If I wanted to have a mine and purchased this game for that reason, why would I go be an equipment operator on someone else's game? Me personally, I wouldn't. Some might... but wouldn't it be better IF...
The game supported active NPC players who could be hired to run non-critical equipment. I will need to define what I mean by critical equipment first... that would be peices like the excavator who's operator decides where the cut is being made, how deep its going and along what path its going to take. This could also be the dozer. Non-critical equipment would be equipment to load trucks such as the loader and the trucks themselves. Trucks could be programed to move between a loading point and the drop point at the washplant.
Now, what else would be needed would be the ability to add multiple trucks to the parcel and of course add multiple workers to those trucks, because if you for example start working close to the washplant, as you work out further into the parcel keeping the plant efficient would mean adding multiple trucks at some point.
Now is this possible to do? probably... Is it going to happen in this game? I don't think so... I am not a programmer but it might be similar to adding multiplayer to the game and for that reason probably not, but one can always hope. Maybe in Gold Rush the Game 2?
I agree and good observations. Having NPCs that were actually visible in-game would be a large project that I would not expect in a game at this level and price-point. At best, they might only be as interactive as we saw in "Euro Truck" (which was also pretty unrealistic).
The Workers (in whatever state) would be the least of my "nice-to-haves" for this game. Given that the game is all about the mining-process, I expect that things outside of that to maintain my interest may not come. But, I have it shelved (for now) and will stay tuned-in.
Use all the extra space and leftover processing from deleting everything else, and focus on the mining operations at the claim and giving the user more of a sense that they are running a real mine and a claim. Workers should be NPC's that can carry out easy tasks, and can get sick, or have hangovers, show up late, break equipment, etc. For broken parts on machines and equipment, it should take time to get them delivered, and you should have to have a mechanic fix the issues, just like in the real world.
I really think if this can be achieved, for the next version of the game, or the sequel, if there is one, the game will be a hit, and there will be nothing else out there to compete with it at all. The creators/owners of that game, would make a killing off of it. The reason I say this, is because until I realized that the big washplant and just running dirt was all of the game, I was totally into MINING at my claim, and getting MY MINING company up to rich status, and I think that is what everyone wants to play the game for. What i mean is I didn't care how much crappy coding or problems with the game I had to go through to go get the parts i needed, restarting the game 15 times in a row, cause the truck got stuck outside the claim, none of it mattered because I was getting MY MINE going. Being able to feel like you are actually miningfor gold, is totally the coolest part of this game, and all the other stuff town/issues just takes away from that experience, in my opinion.
the whole shop interaction is neat, but a simple shop interface with items list, order totals etc would also totally suffice.
same with the heavy equipment and smelting interactions. where´s the added game value of having to drive around only to have the machinery still show up magically on the lot ?
during the whole development they should have concentrated much , much more on the actual claim itself, plus making it more about the actual management of that claim.
like splitting up the claim in cuts / areas to work, ordering workers to be responsible for those areas, delegating menial taska to other workers, etc etc.
so that the player can concentrate of the real important aspects: like fixing machinery, doing the actual gold washing and such, prospecting the claim and deciding on where the next cut has to be.. managing personnel etc.
also, we have games out that have MUCH more going on in them. much better graphics , much more interactions with environement, and still they have NPC´s in them that do stuff.
almost no other game doesn´t have any kind of NPC and the most basic AI behavior in it.
so if people are still saying "it´s too much effort" or such... well. no.
it´s just that the effort of the devs went into aspects of the game that add no real value to the game at all.
most of it (town, shops, driving around etc. ) is just fluff that covers up the fact that the actual mining stuff is simply boring - and it should not be. there are ways to fix it, but the path that has been taken by the devs was chosen liong before and I fear it was the wrong one.
I don´t think anyone expects photorealistic look and feel or real smart AI Behavior. we are just looking for ...some resemblance of life and that the claim becomes a bustling enterprise.
and like stated before: most games with AI have some kind of waypoint system in place.
so if we could set up the claim in an aerial view and define area 1 as cut to work on, area 2 as drop off area) ...where would be the problem to have a truck just drive back and forth between those two points ?
that - or something similar or even remotely like that - would improve gameplay by the factor of 1000.
I think the whole $1 equipment is for testing gear to see if you need/want it in your main save. plus I guess to get to learn how it works as well.
I do that with farm sim. Have a save with plenty of money via a "cheat" just to try stuff and make sure it does what i want it to do etc.