Mercury Fallen

Mercury Fallen

 This topic has been pinned, so it's probably important
Nitrous Butterfly  [developer] Jul 9 @ 7:28am
Update 25 :: New Horizons Feedback Survey
Survey Time! The New Horizons Update was recently released and I would love to hear your thoughts. Click below for the latest Mercury Fallen feedback survey.

https://www.surveymonkey.com/r/PDXSRZG
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Showing 1-10 of 10 comments
I filled in the survey.

I realise MF is still in early Access but I want to add that the game feels severely lacking in immersion and choices.

It takes way too long to establish even basic things; the problem being that you have walls of tech and research and chains of things needing something else just to establish basic things (like cooked food production for example, or sleeping/rest/recreation areas.)

What is needed imho is a more stepped process in terms of required things, so that there are (possibly temporary) or smaller things you can do along the way towards major goals. At present its all about aiming for the thing you need but it takes so many other things just to get there, and in the meantime there is nothing to solve the problems.

The EMG generator idea, for example is s good example of what I'm talking about; it's a temporary solution until you get something better. More of that kind of thinking needs to happen.

Food for example; more variety of fruits and salad-type things that can be eaten raw, and portable cookers with limited use.

Rest/Recreation; Simple sleeping bags/survival bags/bunk beds/inflatable mattress/ that does not need special flooring (that provides only half the comfort rating of full stuff later on).

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Another major problem is the current unequal distribution of skills across the colonists/robots. At the start of a game nearly always there is one good colonist who has high skills in everything and the others are mediocre to bad. This means you end up overloading the one good colonist with ALL important tasks. A better distribution of skill sets is needed, so that all colonists are good at at least 1 necessary task.

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As a suggestion: an underground tram/conveyor system for delivering goods and people over long distances, particularly for the large underground maps.
Also want to add: MF could be a good game, there is potential here. I would like to see it work.
Nitrous Butterfly  [developer] Jul 11 @ 4:36am 
@it starts at the end Thanks for the additional feedback/suggestions. Very good to hear what people like and what they don't. Additional control over starting conditions/colonists is something that is on the to-do list.
all good points (It starts at the end) but my biggest problem right now is the game freeze when i been playing for a long time. i put in like a 100hrs in and it sucks cuz i really like the game. i kn it's early act. but it sucks when u put so much time in and the it gets stuck like that. i started a new game since the update that is suppose to fix that problem and still having that same problem. if nothing else plzzzz fix this. you guys got something good here and i love it go on to full finished game. and i also did the survey. PEACE OUT
Nitrous Butterfly  [developer] Jul 13 @ 8:57am 
Originally posted by j.scruggs:
all good points (It starts at the end) but my biggest problem right now is the game freeze when i been playing for a long time. i put in like a 100hrs in and it sucks cuz i really like the game. i kn it's early act. but it sucks when u put so much time in and the it gets stuck like that. i started a new game since the update that is suppose to fix that problem and still having that same problem. if nothing else plzzzz fix this. you guys got something good here and i love it go on to full finished game. and i also did the survey. PEACE OUT
Thanks for the feedback on the survey. Is the game freezing during play or failing to load? There is a patch coming out shortly to address a load game crash issue. If you are experiencing freeze ups during play, please send a bug report detailing the issue with relevant save files (if available).

Save Game Location/Bug Reporting Info:
http://www.mercuryfallen.com/bug-reports/
MadMorbius Jul 14 @ 12:41pm 
Love the concept, and you've been super receptive/responsive so that helps. My biggest issue/concern is that once you get to a certain point, there's really nothing to do. Once you're on the surface and have a mine or two, resources aren't really a problem. So how do you get some longevity here? Some of the roadmap ideas will help...I'd love to see the ability to build new bases (back to Dungeon Keeper mode) in other biomes that provide access to different resources/techs, with a mid-game goal of establishing trade routes between them where forced collaboration is needed to progress to broader goals. For instance, maybe with an ultimate goal of re-establishing communications with Earth and perhaps space travel. It's been 400 years right? Imagine things have changed + relativity? Lots of interesting options to explore there.

Imagine scraping by in your mineral-rich colony, loaded with ores but struggling to produce food. Inversely, there's another biome that has rich agricultural opportunity but no ores...you can only start thriving once you connect them and develop the connections/economy to exploit it fully. So your exploration phase is to find those biomes, then transport to send the materials needed to get started, choose who will form the new colony, etc...colonies to empires.
Nitrous Butterfly  [developer] Jul 14 @ 2:15pm 
Originally posted by MadMorbius:
Love the concept, and you've been super receptive/responsive so that helps. My biggest issue/concern is that once you get to a certain point, there's really nothing to do. Once you're on the surface and have a mine or two, resources aren't really a problem. So how do you get some longevity here? Some of the roadmap ideas will help...I'd love to see the ability to build new bases (back to Dungeon Keeper mode) in other biomes that provide access to different resources/techs, with a mid-game goal of establishing trade routes between them where forced collaboration is needed to progress to broader goals. For instance, maybe with an ultimate goal of re-establishing communications with Earth and perhaps space travel. It's been 400 years right? Imagine things have changed + relativity? Lots of interesting options to explore there.

Imagine scraping by in your mineral-rich colony, loaded with ores but struggling to produce food. Inversely, there's another biome that has rich agricultural opportunity but no ores...you can only start thriving once you connect them and develop the connections/economy to exploit it fully. So your exploration phase is to find those biomes, then transport to send the materials needed to get started, choose who will form the new colony, etc...colonies to empires.
Thanks for the great feedback. Surface side content is something that is being expanded upon. Additional underground facilities will most likely not happen, but addition surface construction and expansion is in development. There is also a primary campaign that will be added to provide more direction as well as more story/lore. Thanks for the feedback and I'm certainly open to suggestions. :)
Originally posted by MadMorbius:
Love the concept, and you've been super receptive/responsive so that helps. My biggest issue/concern is that once you get to a certain point, there's really nothing to do. Once you're on the surface and have a mine or two, resources aren't really a problem. So how do you get some longevity here? Some of the roadmap ideas will help...I'd love to see the ability to build new bases (back to Dungeon Keeper mode) in other biomes that provide access to different resources/techs, with a mid-game goal of establishing trade routes between them where forced collaboration is needed to progress to broader goals. For instance, maybe with an ultimate goal of re-establishing communications with Earth and perhaps space travel. It's been 400 years right? Imagine things have changed + relativity? Lots of interesting options to explore there.

Imagine scraping by in your mineral-rich colony, loaded with ores but struggling to produce food. Inversely, there's another biome that has rich agricultural opportunity but no ores...you can only start thriving once you connect them and develop the connections/economy to exploit it fully. So your exploration phase is to find those biomes, then transport to send the materials needed to get started, choose who will form the new colony, etc...colonies to empires.

I like this a lot.
Did survey
So just wanted to also expand that resources are very limited in underground and if you dont know what your doing you will pretty much "fail" and need to restart. I made a series on youtube that shows how to have best start witch i think shows the major issue of underground resources being limited forcing a "one way" to start. I got use to it so its just a "inconvenience" for me now.
Love the game so much after that, as once your on surface you can get more materials. That said i am worried with the mining overhaul that is coming as you are limited in colonist and worker bots till almost mid to late game and having them go surface side on top of there underground jobs,in my opinion, would just turn this game to a time/waiting game. The concept of limited top side resources is not the problem but would add specific robots and what not just for the surface mining "game play"
Like maybe have the "Communication Table" control 2-3 (with possible upgrades for more) surface bots for the surface mining witch need a colonist at the station. Think that would be more balanced.
Cant wait to see where this game goes as so far apart some stuff like mentioned above i am loving the game.
Keep up the great work yall :steamhappy:
Nitrous Butterfly  [developer] Aug 31 @ 6:52pm 
Originally posted by savjazz21:
Did survey
So just wanted to also expand that resources are very limited in underground and if you dont know what your doing you will pretty much "fail" and need to restart. I made a series on youtube that shows how to have best start witch i think shows the major issue of underground resources being limited forcing a "one way" to start. I got use to it so its just a "inconvenience" for me now.
Love the game so much after that, as once your on surface you can get more materials. That said i am worried with the mining overhaul that is coming as you are limited in colonist and worker bots till almost mid to late game and having them go surface side on top of there underground jobs,in my opinion, would just turn this game to a time/waiting game. The concept of limited top side resources is not the problem but would add specific robots and what not just for the surface mining "game play"
Like maybe have the "Communication Table" control 2-3 (with possible upgrades for more) surface bots for the surface mining witch need a colonist at the station. Think that would be more balanced.
Cant wait to see where this game goes as so far apart some stuff like mentioned above i am loving the game.
Keep up the great work yall :steamhappy:
Thanks for the great feedback. Always good to know where people may encounter issues. Certainly some interesting ideas. :)
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