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翻訳の問題を報告
1. The area I spawned in lacked biomass and I had to travel too far to get enough early game which really slowed me down. I'd like more of the plants to give a biomass option (like the flowers) as currently they are just there for looks.
2. I was able to customize my character BEFORE unlocking the option in the research tree. I was also able to build a few items that I should not have been able to build. From the information screen it also mentioned a primitive smelter that I was never able to build. I realize these are probably just bugs that need to be worked through before release but you may want to double check these things.
3. Tutorial needs to do a better job explaining how electric flows through the foundations. I just unlocked the high voltage electric so haven't tried to figure out how that is going to work at all but it sounds like there will be multiple high and low electrical grids which may be confusing and need an in depth tutorial.
4. I feel like the tech tree needs a lot of work still for two reasons:
1. Some things need to be placed in a different order (example: doors are way to early compared to walls)
2. It's not deep enough. I know this is a demo but if this is as far as the tech tree goes then the game will be over pretty quickly. There needs to be more items to unlock and more depth added to the game. So far the different ores are very limited so my thought is that this will be expanded in the future, at least this is my hope.
5. The lack of life in the world leaves it feeling empty and boring. There needs to be life to investigate, fight and harvest. I found myself quite bored while waiting for more science packs to be produced.
What I didn't like is the small tech tree, pretty lifeless world and very small autofilling limits for the machines (only 3 to 6 items) while their inventory can hold so much more.
And as the world is highly modifiable I would say that vertical conveyors are a must for this game. And I mean 90 degrees vertical not the sloped ones.
Basicallly I think the game is extremely promising but still a lot of things to do to make it competitive with the main games in genre like Factorio or Satisfactory
I really liked the fact you can build blocks in the air without support though, really cool feature more voxel games need, and the early low voltage electric through blocks was brilliant.
Others have pointed this out, but the game really lacks it's identity, right now it is not much more than a s******ctory clone with minecraft blocks, and the logo looks like green fortnite.
Just hope you'll make it more Minecraft than Satisfactory. Would be awesome to combine building with adventures, changind the location and mining. Now it feels a bit like a demo of Satisfactory, but Im sure you gonna make it special. Good luck, Paradox!
You had something that could have became huge and you turned it into a lame ugly uninteresting heavy ressource usage crap.
Remove complexity in a factory game... seriously? Who thought that would be a good idea...
Removing assets that were usefull and well designed ... i suspect to release them as DLC in a bit...
This seemed pretty straightforward to me, any foundations which are connected contiguously form a single low-voltage grid and it doesn't matter where on that any generators/consumers are located. High voltage power lets you have multiple discrete low voltage grids which are linked together via transformers, so you can still have centralised power generation without needing to join your entire base together with foundations, and each one just draws as much power as it needs from the main high voltage grid.
maybe it is already mentioned, but
* I would like to have faster/easier way to switch between in/out for machines and up/down for conveyor belts (sorry if it already implemented)
* maybe it is only demo, but there is a lack of motivation for player to extend factory/build more, maybe closest example is tiers from Satisfactory where you need to produce certain amount of goods before unlocking certain machines (in Factorio there are bitters around to eat you)
If no mouse bindings can be included then scroll up on mouse wheel should go up (1>2>3) not down (3-2-1) and visa versa on hot bars. RMB for exiting menus (when clicked outside of the menu itself).
If the player puts down a foundation block in a narrow passage underground, when the character does the little auto jump (if you are stood in the new block position) you no clip through into the abyss.
Mining drones mine when their station is full. Should they not stop when this is the case, or if it has been the case for 30 seconds for example? Otherwise they are mining a resource and seemingly dropping it in to the void, continuously. I understand you can turn them off individually, but the whole point of a factory and tech is to automate stuff whilst being increasingly efficient so ideally they should stop when the supply is full then restart when maybe the container empties ~25%.
The previous point creates this point which is running out of resources to mine within a short period of time. On my second play through I've put 16 drone miner stations on both xenoferrite and technum in order to keep up with high demand and have everything automated. After a few hours of use each process fills up my overflow containers and then back fills the conveyors, then the smelters etc which is great. But because the miners keep mining the resources that are no longer needed in such high demand it seemingly wastes the last half of the entire resource node. I've now run out of resources on this save, although I assume there will be more nodes with the full release?
I've absolutely fallen in love with the game and have put in 16 hours without thinking in a few days, but I'm worried about the long term prospects. There isn't much left to research according to the current locked options, so I'm wondering what will drive me to keep playing? As I said I got completely hooked figuring out assembly line configurations and how everything works for 15 hours but now I've done that what am I working towards? I see there is some off world stuff which I guess is the end game objective in some way, but its not far down the tech tree and given how quick you can research late game I'm thinking it's only a few hours away.
Unlike others I don't feel the need to add mobs to fight, but I do think there needs to be something in the world to interact with or even aim for (as in an objective). ie. areas that contain advanced resources, but you need to power up an ancient door to gain access. Or fellow space factory workers that live nearby than you can perhaps help by giving resources or whatever. ♥♥♥♥ ideas perhaps but hopefully you get my point. I feel as though I want to put hundreds of hours in to the game creating planet sized factories but I need stuff to keep me engaged or I'm going to quit at 20 hours.
I hope none of that comes across as too negative, I think you've created a wonderful game that could be truly great and just want to put my ideas across.
There are more nodes in the demo too, but they're usually very far (1 km or more away).