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In 7.2 (or 7.3?) we had exactly that, and it's one of those things that look good on paper, but players bluntly rejected. Nobody ended up using the efficiency slider, as it was cheaper and "easier" (between quotes as it doesn't apply to my weird way of thinking) to have more buildings instead of one at 200% efficiency.
Some of that was theorycrafted here: https://steamcommunity.com/app/671440/discussions/0/1736595131055257424/
Thank you for the fast reply. Honestly, I can't find in the link you provided the information I was lookign for. Is there not only the discussion about the efficiency how it is now? or what exactly changed to the actual release?
Sorry, I have played the game this weekend the first time so I don't know what was earlier in the game :) It's a pitty that people didn't appreciate it, if it was already implemented like I suggested :(
What I see: you can research "efficiency" and then go till 200% per building (that's what now is in the game). Here is the point as explained: I think, this is not efficiency but more a bost (more output, but higher price per piece).
Currently ingame 200% Efficency is double upkeep and half (-50%) the production time.
That means it's double the production not 1.5 as you mentioned.
That also means it's the same cost per piece as 100%
Less production gain vs upkeep increase is what Alex meant when he said we had that before.
As for your suggestion itself (splitting it into two mechanics)
Sounds nice but maybe a little more confusing for some players.
Basically what we have now is the same idea but "always balanced" if it was done as your suggestion.
The topic Alex linked discusses some special case about farms and gatherers where increasing efficiency have a different effect than increasing fields. Related but discusses a more specific case.
Oh, you changed it, that explains things. When it was first introduced, there was a penalty, but last game I played, there seemed to be no penalty so I thought I was losing my mind. I guess I missed that in the release notes.
The problem is that the current implementation is also problematic because what happens is you just set everything to 200 once you have it, there's no reason not to. The idea of tweaking the efficiency of a factory is good, especially to help synchronize the production of items at different rates. But I think there needs to be some penalty.
I might recommend that when you unlock higher efficiency, you do not automatically get it for a factory. But you can instead upgrade the max efficiency of the factory via further investment, 25% at a time. It might be cheaper to upgrade a factory than to buy a second factory, but it should not be free. Once you upgrade a factory it should not have a penalty, as now. But it isn't just a slider you set for free, you must invest into a specific factory to be more efficient.
I think that would make the efficiency slider still get used, while making it more strategic about where you invest, because upgrading every factory to support 200% would no longer be a no-brainer.
Thank you for your explanation. You are right, there was a missunderstanding from my side.
At the moment, there is no penalty, you can just produce twice and pay twice the upkeep (it is linear). I'll correct it on my first post, yo nobody gets confused