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It's a matter of resources too. Like I avoided commissions that used stuff from ruins (like tampering liquid), or stuff that I had to buy (like pigments).
I just had to quit a commission, because it took 5 days for me to finish the bridge components, then after laying them, it was another 2 days before they opened the second ruins.
I don't mind using the components from the ruins, but I need to have them on hand. As to needing to buy things, I make plenty of money selling stone, sand, and minerals. The pigments can be produced at your workshop, but many of the items needed by that machine are a pain-in-the-rumproast to collect. I end-up letting the Civil Corp get them for me. It's worth it to me, sometimes.
But honestly I do not mind that commissions do not always follow the progress of the character, making it feel a bit more realistic, as in the whole Portia is not fully revolving around the main character.
The problem there is that it is still acting like it is following the 'progress' of the character, or rather the progress the populace assume the character is making. Right from the start, the character is simply expected not just to become a freelance contractor but to compete on equal terms with pre-established businesses.
Major projects are not announced publicly but rather the Mayor asks to speak to you specifically. The pressure is there and made clear repeatedly. Even if there are no direct penalties for not complying, there is always that pressure and expectation.
Also, I'm avoiding the dates and gifts this time, because I get sick and tired of going back and forth between the wiki and the game. Make a game playable without having to constantly consult an outside source. I'm not sure why that's too much to ask now-a-days. It's nice to submerge yourself in the game, which you cannot do by constantly having to run to the wiki to look things up.
I now going back to my workshop to check things. Is that something I could conceivably make in the very foreseeable future? If not, I leave it.
It really would be cool, though, if there were either a mechanism to see what something requires in-game, or to have commission requests limited to things that you are capable of filling within the time period. If a section of the land or ruin is not yet open, it's not likely to open-up within 5 days. Alternatively, I have a chance to build a given device, or upgrade one, within 5 days, theoretically.
Plus in game you are expected to craft pretty much everything from scratch. There is no supply chain whatsoever and yet contract expectations seem to ignore that.
The expectations of the townsfolk are definitely NOT 'more like real life' and the game gives essentially no clues as to what people like, etc.
I have started new player, when she went to the commission center, I would ( I'm on pc ) check wiki of what it takes to make whatever, okay, and if I remember correctly - if player has all to make it.
You could of reload that day, unless you did a lot.
You didn't bother reading the thread, I see.
I honestly do not really mentally keep track of what I do, but due to my really relaxed and slow play style, I take quite a long to unlock the amber island / hazardous ruins 2 too.
Checking the wiki says Linen rugs are an A rank commission item, so the game really just has a specific set of items that are asked depending the rank of the commission.
Seems commissions were ranked depending how hard it would be to create the item, but only after you have access up to the desert, because Pot of Asteria is a B rank commission and you still need to have reached the point in the game where you have access to the desert.
"We need 3 gears"
"Ok, good luck with that."
That was what happened to me. I got a task for something that needed snake skin. I didn't know it needed snake skin. I didn't have access to the desert, and was far from being able to gain it.