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Αναφορά προβλήματος μετάφρασης
That, combined with the fact that:
1. Now there are potentially harmful food recipes with no way to ban the drifters from making (unless you specialize your fish sticks each to a single craft, which takes up too much of the already extremely limited space)
and 2. The fish washer is HUGE, has 3 (or was it 4? i forget) separate recipes, and therefore needs to either be micromanaged or you need to build 1 workshop per recipe in order to have the drifters craft the item when they have the fish in stock.
...well, if I'm being honest, this is the first time I've played an EA game that was more fun before the updates.
Don't get me wrong; it's not that I don't think that the additions are bad (I do think that research is much improved, scouting was a needed feature, the electricity mechanic is interesting, and that idea of pollution/sickness can be a good addition), but they're coming at the expense of QoL and balance changes. That, combined with not considering stopgap mechanics to help make stable patches playable (ie. Why You Shouldn't Have Taken Out The Fish Sticks, Even Temporarily) makes it extremely hard to enjoy playing the game for long enough to give meaningful feedback.
In terms of the pollution mechanic itself, a few things to consider that might help make it a challenge rather than a frustration:
1. Add research for pollution medicine (reduces pollution when taken) that's cheaper to research than fish washers (completely gets rid of pollution) and easier/cheaper to make, that way players start off by having to manage pollution and its consequences, instead of just being a victim to losing their drifters at set intervals.
2. Instead of being triggered by a pre-determined constant, the illness should be a random chance, with the probability starting at 0% until X amount, and then increasing as the amount of pollution in a drifter increases. That means that drifters should get sick at different times, even when their numerical pollution amount is the same.
And, devs, please for the love of little green apples, before you add any more buildings with a bunch of unique recipes, can you make it so that players can use a single workshop to repeatedly craft multiple recipes? (Also, that probably means there needs to be a way to set the priority for recipes, so the player can ensure that they have enough of a vital material before the drifter begins producing a less-necessary item.) Believe me, the more content you add to the game, the more necessary that QoL change will become.
I doubt I will be trying this for long. It's just awful.
I think my main point or concern here is that the game should be challenging throughout the game, one way or another, but it should not be hard in the beginning and then boring afterwards. And the fact that you really have to speedily try to research, build and gather a lot of basic stuff to survive in the beginning is not really fun. It definitely needs some balancing.
But just to be clear: I like the game and see a lot of potential. As it currently stands though, I think it needs tweaking and possibly some rethinking.
Edit:
One thing that comes to my mind is that there could be fewer resources on the map, making it more important to think about where you should move your ship. On the other hand most buildings should cost less than the do now. Also resources: A sushi roll needs 3 algae? A plank needs 3 wood? The Unbottler needs 50 energy? And not every basic building should be locked behind research, that is quite tedious too. I think that the player should only research the more advanced stuff.
There is not enough food options early on to allow you to avoid it. If nothing else it should have schools of fish that are not polluted and the matching drying recipes/structures.
The other thing I thought I noticed (and I could be wrong because I had actually logged off when I thought of this and have not checked) is that you eat in the morning yeah? So you sleep, there's a chunk of time gone, then wake up and eat so you are down for the day, and then you heal and sleep for the night. So it isn't just the time spent in bed ill but the 2 nights as well that the worker is down for. If you ate in the evening and spent some of the night recovering from the illness it might not be such a downer.
Is there some medication? Cure? Anything in game you can do to mitigate it? I get that it's less of an issue later on but it's extremely punishing early on when you don't have a clue what you are doing.
Pollution should be later in the game and only in 'industrial' maps where there are maybe oil slicks drifting out of ruins or wrecked tankers that will pollute schools of fish that spawn in their slick. Later on when you can research some sort of hospital or treatment for it so it isn't so crippling. I only have the unbottler and not the washing station but even that just makes the production of dried fish take twice as long without actually adding anything but difficulty to it.
It's not game breaking as it is. It's an unnecessary annoyance. I think I have enough built now and a good enough idea of what I am doing to survive even with this pollution but it just seems a poor concept to toss at new players in an already difficult situation.
A knock-on effect of this is that moving to the top-tier recipes feels unrewarding now. It used to be that top tier foods were more efficient and delivered more actual food per ingredient than lower tier. That's gone now; all food is worth "1" and only the pollution content changes. So now we have the top tier recipes delivering less pollution than lower tier. Since I completely stopped noticing or caring about pollution after 5 minutes, getting the Food Truck and the top recipes that came with it fell so completely and utterly "meh".
And this is my point precisely. What does it add to the game? Nothing.
You obviously know your way around the game but if you take it from the perspective of a new player it is just grief that doesn't add any value.
As a part of the larger picture that may be coming in the future it might very well be a good thing. But as it is now it isn't. It does prove that the mechanics work so it's a good field test but it really needed something positive at some point in the process to be added as well to make having it obviously worthwhile. If that comes later then so be it.
There really needs to be clean fishing spots and polluted ones so that with a modest amount of effort you can nullify it's effect. Having every single spot polluted sucks. There should be sunken oil tankers that release huge oil slicks and any fish that spawn in that slick are polluted, but they also need to be caught faster and/or provide more nutritional value once cleaned as compensation for the extra handling. Maybe the oil can be used for something so it can be a viable source of fuel earlier in the game before you process plastic for oil.
Once you get 4 or more crew then having one drop a shift isn't a big deal. If you are struggling for food and water then it becomes a fair irritant to have one fall over with no possible chance of avoiding it. You either willingly eat bad food and get sick or starve. The whole concept needs to be fleshed out more. It works I guess. It does what it was designed to do. I just don't see the point of it as it is now.
I hope there is more to come with pollution. I thought I saw the 'eel-ectricity' update and expected to catch electric eels as a power source but I missed that completely in my play through. Not sure what I interpreted, missed, or straight up read wrong with that. Did the entirety of that update go live?