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In real life if you can't afford to live in a mansion you don't ask a builder and PAY construction cost to tear down a house and rebuild a brand new crap home. You sell the house and move to a cheaper house and let somebody else who can afford it move in. Or you just let the house deteriorate over time and repair to a better status when you do come up with the money.
It's just absolutely ridiculous as soon as a tier 3 house got finished construction it gets torn down again right after and paying DOUBLE construction cost to bring it back down.
I think the thing that blows my mind is this is release 1.0 and the game has been in early access this long and NOBODY has made a fuss or an issue about this broken mechanic??
I didn't play EA long enough to see this late end game mechanic issue. Was this new to 1.0 ?
I tried this. And it didn't work. "hopefully" did not pan out.
I even promoted the villagers living in those homes to be citizens too.
like I said. WORST game mechanic that makes it no fun.
I lived streamed the entire thing so you can actually watch my VOD on twitch.
Will be posting this on my YouTube channel as well soon when I get a chance to cut up the long 16hrs up
The game wants players hands off until it's critical and then we have to step in and fix the broken AI and mechanics for this through some convoluted band-aids? Hell no.
The issue is the lag time between the things getting flagged and the actions occurring, or something in how the game recognizes the need to change and when it actually kicks off the change. This is also visible if you have a villager who for a half second apparently get's stuck on an completely open building for some reason and you get the warning they are blocked, and you see them going through the route they were already supposed to do. Especially bad when literally zero has changed on the map, no new material or building changes, and this randomly pops up when all entrances/exits from a building are white, not red.
This also shows if you ever have the loop where villagers decide their house is too far away, then it's not, then it is, then it's not, then it is, etc. Warning flags/messages pop up but when you pause and check the villager screen within a second there are zero villagers showing as a warning or flagged as an issue.
The timings are off basically and need to be tweaked still. I guess we're now seeing a large enough player size putting the game through the paces to show all these issues that people probably got used to and had a work around or ignored before during EA.
Yes. I agree that players should haven't to micro manage this.
Yes!! Glad i'm not the only one having this problem and realizing the bad design mechanic choices here.
I mean up until this point the game is fantastic minus the crashes. It can get you excited and happy giving good reviews cuz 12 hours will pass and you're satisfied and then BAM, everything comes crashing down and goes down the toilet.
After they deal with the crashes, this NEEDS to be addressed ASAP.
Not only do you LOSE your investments (building cost and paying for the promotions), you MUST pay MORE resources just to go down while also having homeless people with no happy bonuses.
You LOSE an entire building for a period of time since the tier 3 house is being deleted and a new tier 2 is being constructed AND you have to PAY another investment of materials.
Also why are they patrolling in groups? Makes no sense to employ four of them when they all follow the exact same route.
OMG. YES. I was complaining about that patrol pathing issue too. I can get you patrol in groups of 2s for the buddy system idea. BUT when you got like 4-6-8 guys assigned, they're walking around in ONE big group.
Setting up multiple towers doesn't help. They need to have each tower be it's own PAINT path. Similar to Farming each having their own Paint Path. And then assign patrolmen to the towers individually.
This is another example of really bad design choice and not sure why its overlooked.
I have two separate forts and the coverage is just taking too long to reach both forts even with tons of watchmen and patrolmen.
Exactly! I was sure I have missed how to do that because all groups from all four towers I have started patrolling in the same district instead the ones where their tower is. Turns out no, I'm not the one who is dumb here, it's the game.
At the moment I have 250 villagers and I'm at a total brick wall. All my ressources get spent on this upgrading and downgrading, I can't do anything else but crisis management. And the worst thing is sitting there and watching it all go to ♥♥♥♥ again and again and you can do nothing about it because you can't tell your dozen or so patrolmen to do their fricking job for once. Then a whole district goes into lower density, people complain, expensive citizens leave, more houses downgrade, and by the time you have spent thousands of planks and tools and money to get them all up again and get more villagers to man all the jobs they have left your patrolmen decide to skip this district again.
I want either to be able to really micromanage them by setting routes and assigning individual patrolmen to an area or I want that damn game to not actively sabotage my village over and over.
This isn't fun. This is just frustrating at this point.