Flotsam
Ishimuro 21 JUL 2024 a las 18:28
Unsinkable 2, kidding just Feedback/Rant
It is a funny building/surviving game that misses a few things, the most important thing? Depth, in multiple ways.
But just start the journey, at the beginning i was slightly confused by the fact that i run into some storage issues (way later i discovered the option to discard items straight from a storage, is that written somewhere?), a missing priority system and the handling of production limits. A priority system and even if its just "on/off" would, at least for me, fix many things, as sometimes the AI just ignores tasks if there are to many, like filling the dry racks or feeding your birds. As for the production limits, not sure why there is no "limit up to" option right at every producer, like the game utilizes with power generation, for producer of the same item you could set different storage levels and not just limit the overall amount. (As a sidenote, one of my "Animal chow crafters" wasn't limited by product, i just limited it to one storage, so it pilled up to 200 products inside (i stopped it there) unable to store, well i guess storing 10-20 items at a producer is fine but 100s?).
Right at the start i also got stuck at some landmarks, unable to continue, had to reload as nothing helped to unstuck, there should be some "unstuck" ability by the game to prevent that.
Traveling further into the game, i went for the 1 storage 1 item option with endless production per producer, limited by the management tab. Thats another issue that is already at the forums here, production chain repeating isnt a thing. I expected it to be "set up up to 10 items at the queue and hit repeat"...nope, you either queue 10 items each time (at later stages that is a mess) or just go for 1 product...guess what, ofc i had multiple of the same producers because of that. While we are at multiple producers, the broodstock icons at fish farms dont switch if you click em one after another, only if you deselect inbetween it shows the right ones. Another issue is the Fishing Chair, multiple of em share 1 daily limit, while im ok with that as it equals the load for most time of the game, i have to disable other chars if i just want 1 workforce wasted to it, also i have no idea why the limit jumps around (from 17 to 10 or back, why the slider is at the middle with limit 17 and if i move it nothing changes, if i set a daily limit, it should stay, otherwise that slider just could be removed and we limit it with the management tab).
It was also around that time i noticed that double right click at the map locates you at the spot and makes it way easier to find POIs without scolling around, only thing i would wish, if i double rightclick at the map, just go straight into zoom above the POI, i dont want to hit M or scroll in to achieve that.
Step by step the city grew, some specialists joined and ... yeah specialists? Beside unlocking stuff they add nothing, unlocking these stuff couldve been added just to the research tree. The botanist the only one with skill points at botany, noone else is able to level that? I guess that stat doesnt impact anything, otherwise unlocking the botanist should also unlock the botany skill to be lvled. The architect unlocks the option to finaly go wild with your city, still lacks features, like a mass upgrade for pathways (btw why is there no dropdown if i want to lvl up plastic? Why do i have to do each step one by one to lvl it up? And if i have to do it step by step, why does the item info window close with each click at upgrade?). The parks are nice, but we cant change the keybinding for rotation. The better houses are a good step, wouldve expected way more options to upgrade buildings, things like the huge drying rack and the large storage should also be behind em. That gets me to the Engineer, same there but done better, all these electro upgrades from burning wood are behind em, would even add the oil and solar. The biggest issue there? The game is missing pre engineer stuff, we have wind animations and even use a Mill, but no Sails? No wind powered producers, no wind powered powergeneration? Well, still better than the Doctor...at my game there was no need for em, noone ever got sick, like, was that whole thing removed from the game? Whats the point surviving at a polluted world then? Ok way worse is the Chef, i already got one to lvl 10 and adding em just did nothing, more annoying even that the Chef doesnt even have the moral boost at cooking...

Well that leaves me at the endgame, the city is self-sufficient, i just can leave it alone now.

Issues beside the already written:
Filter resources bugged out, didnt show the filter options, was back after a reload (also, why not allow to hide resource icons on their own, removing a whole type isnt wanted most of the time)
Boats circle around the city, either needs a better pathfinding or the option that boats can dock at ANY empty mooring point
Seaweed Grower should never stop with "Production limit reached" they just grow to max and wait for harvest, also add the use of seeds back, kinda like each full grow there is a 10% chance a new seed is needed, otherwise remove the seed at all or add it to the medic.
Parks and fields should count like pathways and have the option to build around em, if thats to much, at least allow pathways to interact with em.
Allow preselect at fields, like it is at fish farms, i select what to plant, if the stuff is free it gets done.
School, handle that like a producer, we select the peps and how many lvl we want em up. Not just reading 1 book and then we have to interact again.
Drifter Moral shouldnt only increase if they level up, rather should it also rise if we add another skill point, as that could lead to a crew without any spend levels just to keep em happy, balance the base lower so the player feels the impact of a skillpoint and rather will lvl them up than keep em bare.
Drifter Diets could need a option to set a "eat that if your fav food isnt there" (selecting a go-to-food). Unticking every other food is just player clickwork. (Or a option like: if your food isnt there, eat the lowest available/ eat the food with the highest available amount)
Producer management could need a "set all to" or "set to allocated storage"
Survival Guide, Buildings, Resources...and stuff could need a sorting from a to z (no idea why "Flounder" is listed after "Bird Chow" and followed by "Books")
Plastic Walkway has -1 beauty, tiled and grassy +1, also they have weight that isnt listed.
General setting if new storages should start with "all" or "none", cause i dont want that storage filled with random crap right after it finishes.

Back to the depth, as we float around there is so much stuff and no interaction? Like the already noted wind, thats a resource complete ignored, the sunken landscape, also ignored, no nets, no diving, the animals, beside the birds, nothing, the water has no current that drifts you around (together with the wind), oh and the research points just pile up, no endless research.
Expected: Surviving at a sunken world, thrown around by storms, drifted into polluted waters, attacked by sea dwellers. Thats all stuff that forces you to seek resources, to repair and maintain, current it looks like a demo version, where we play at the save shore to get ready for the real game ... but as the tutorial never starts, we cant leave the area.
Over the years the game got new features, like a new specialist here and there with some content, instead of developing the existing gameplay. But thats not just a issue here, within that building/surviving area it seems like a overall issue that the devs dont get a core gameplay loop done. Like having a game with a goal/endgame and then starting to improve it with more features, instead they just improve the start of the game with more and more content without ever touching the endgame ... but maybe thats just my expectation that isnt met.

If you played a similar game before there is no challenge, a bit planing, working around missing gameplay features and done, it is nice to have QoL like the birds, but what for? I barely need em if there is no challenge to survive, cause nothing challenges you.
(Heck even if you watch the steam trailer for the game it has some features which are missing ingame, like a sail and nets, multi person ships)

Oh well, nvm, there is a challenge: try to not get stuck with the already big city.

Was fun to play, at least at 50% off it doesnt feel like wasted money, will keep it as screensaver, that wave movement has something relaxing.
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MrMacavity 28 JUL 2024 a las 2:16 
The production limit thing, not sure if you have found this yet, but there is a way to set that. In the icon on bottom with items you can set any number from default infinite to say 20-50 max.

Also there is a way to manually toggle on/off most buildings if you click the building and click the light-bulb on the building menu to enable/disable it.
Now not all buildings respect the production limiter, but most do.

Hope this helps a bit.
Ishimuro 24 FEB a las 8:26 
9e2:
-priority system is added, thanks! (still it doesnt save the set prioritys, you have to set them anew at game load)
-being able to turn the desalinator off so it doesnt produce pollution is also nice to have
-rework of the fishing chair is nice, but it misses a option for polluted fish (or enable the producing management to limit it), currently it looks like you can block em with storage capacity...not sure if it does work if blocked by 1 sort of fish
-thanks for adding back pollution, maybe think about using the "fish" washer early on to help with ppl coated in pollution
-reworked seaweed grower, now it just grows to full and waits to be collected, thanks (still im kinda sad to have the seeds removed, but maybe it could get a buff later on with some "bird nutrition" :D)
-parks (plaza) now count as walkways, you can build stuff at them and also start walkways thats a amazing change!
-drifter moral now gets lower the higher they lvl, so you are forced to fill more and more needs for your drifters to keep them happy, thats a good change to prevent ppl just keeping their drifters unleveled so they are happy
-walkways now have their stats shown
-storage able to set filters during build, prevent drifters to dump random stuff

new stuff:
- the weight system could need something usefull early on (before the engineer) like sail (something with low impact but needy in boat space) or kinda like the drifter power generator or oars
- the city map could either use 1 big pathway or and thats more likely the "empty" city block (blockers) should block better, currently i either get stuck and "bounce" around to get free, as a result i can bypass these blockers with a bit of wiggling, making them useless, i guess citys should be good for tiny ships or force you to go around and just take short detours to the center
-with the food recipes, the new "junks" and the new "tools" you have more stuff produced at 1 workplace, it would rly be nice to be able to endless produce the current set work queue, so the endless production toggle, that currently just adds new items of the choosen product to the queue, just would work as a queue repeater, the first in line would be checked if it is produceable (materials available, storage limit reached) if not it is moved to the end of the queue, the other option would be, to be able to enable endless at multiple products, so if enabled it just makes sure to keep 1 of the product at queue
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