Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
10 hours of experience is absolutely progress, but you are really underestimating the time it takes to develop a decent craft in Stormworks. My last 150 hours in Stormworks have all been dedicated to building a single craft: an early game tri/quadcopter. Granted, that single craft is the product of a dozen test builds of varying completion as well as developing and refining all of the microcontrollers, and I am still not at a point I would consider finished. And it's just a small craft.
The key to truly enjoying the game is the microcontroller. It is the biggest factor in a craft being usable. It keeps a hydrofoil stable, allows a quad copter to be flyable, consolidates data into a usable form, and manages the inner workings of your craft. But, and it's a big but: you have to take the time to learn how to build them, and 10 hours is just a drop in the bucket.
Set a goal for yourself: build a starter boat with a stable driving speed of 25+ m/s on flat water and 15+ m/s in moderate waves, the ability to idle/reverse/cruise, a range of 50+ km on 1000 liters of fuel, room for 6 passengers, a bed, and a stock of medical and firefighting equipment. That simple sounding goal will take you 50-100 hours of looping through learning, building, and testing.
Yes, I realize your whole argument is that these times sound unreasonable, but that is honestly why most of us love this game: it rewards the time and effort you put into learning the game and developing your creations.
https://steamcommunity.com/sharedfiles/filedetails/?id=2087537058
So you could explain that after spending 10 hours trying to learn the game, you're not making progress and it's just causing frustration so you'd like a refund because its obviously not what you bought it for.
Alternatively, if you want to keep at it I'd recommend binging on MrNJersey's tutorial videos on Youtube. I almost quit playing because I was insanely frustrated and overwhelmed at how many different systems are at play even on a simple boat, but then I found his channel and started building along while watching which helped understand the mechanics a lot.
I finally managed to make my boat work, by throwing more power and parts everywhere. Now it drains really fast, so I can't idle with the engines and lights on to see what I'm doing. And I have reloaded my vehicle so much that I don't have money for equipment to do anything in the campaign now. guess I'll start over.
Those tutorials didn't really help me either. I just experimented until it finally worked, and used some other's microcontrollers. So now that the boat works, at least I haven't wasted my money now. I could actually play the game.
Yeah just keep going with it, it's going to take more hours to figure things out but it's pretty worth it when you do.
Use creative mode (custom mode) until you know what you are doing a bit more. That way you won't have to worry about money etc and you can view in 3rd person and other things that are useful for creation.
The community is very helpful if you post questions in the boards so, sorry that you couldn't get your refund but maybe you'll have fun if you do decide to stick with it.
As for me, I've basically lost all but two of my vehicles due to the massive amounts of rebalances done over the past year and a half. That was almost 500hrs worth of work gone.
I want to get back into this game, but I want to make sure that if I start any new projects that I can count on them (and the ideas I've put into them) to still work after some time has passed. I find it hard to catalog a system that works if I know that it quite possibly won't work in the future.
What is the point of making things so convoluted from the get-go though? Why does the 4 dial instrument panel require some weird electronic magicry to work? The helm has 6 hotkey things floating off it to connect to but you can't just simple connect straight to the instrument cluster. Just, why? It should be as simple as connect x output to only 1 of 4 inputs on the panel. KISS principle. Keep It Simple Stupid.
That would also help when things break from updates. If it's already simple, it may not break, or will be easy to fix.
But it took me almost 500hours to get to where I'm at now, and even then I still have to make the vast majority of my creations features manually controlled as all that automatic stuff (auto throttle, auto doors, autopilot..etc) is still completely beyond me. I have not figured out the composite logic at all though, and at the rate I'm at I probably won't.
Don't get me wrong though. The advanced logic system allows for some incredible creations......I'm not able to make them, but they're still cool. But watching people explain it makes me feel like I damn near need a college degree to use any of it.
For example, say you have a few microcontrollers on the same craft that all use GPS X, GPS Y, linear speed, altitude, and compass heading. That's 5 inputs per microcontroller. If you have three microcontrollers all using this data, that's 15 blocks and 15 weight just for those inputs. But, if you feed those 5 inputs into a 5 channel composite signal, you can now feed those into a microcontroller through a single input. That cuts your space and weight needs by 40% in the example, and if you move a sensor, you need only reconnect one line instead of three.