Jump to content

Recommended Posts

Steam tells me that I have played ONI for 62h at this point... I've really enjoyed it. Time to give some feedback.

THINGS I HOPE YOU WILL FIX

#1: Of those 62h, I have spent at least 10h just clicking the #9 to set a high construction project priority. We need a way to set a high priority to more than one object at a time, so the whole project get's done.

#2: All those water bottles everywhere that we can't sweep... Plz fix!

#3: The pipe/vent mechanic isn't quite right yet. Lot's of issues when you start to chain several machines to one another (like the AC). I had 5 AC one behind the other to get air from 30C to -15C, but they wouldn't work. All the pipes where good and power was on. I had to tear one down, rebuild it one tile further, move some of the pipes (same hookup, longer paths) and it eventually worked. Issues also arise when the pipe between two devices is only one tile long. I also had issues with simple systems when I have two pumps, one at each end of a system with buildings in the middle, and I try to turn one "on", and the other "off", but the liquid won't flow back in the direction of the "off" pump. Liquids just don't behave the way they should.

#4: Please make it so the cook doesn't leave food on the floor. He should put it in the fridge. Same for harvesting. I wasted a lot of time just telling them to pick up the most important thing in the game.

#5: I once had a pile of +150 Wheat Grain go bad in a locker, all at once (even tough it wasn't all the same age). Very frustrating. I still don't know why it happened. You can't put it in the fridge, because it's a seed, not an edible.

#6: I've had an issue with duplicants who express excessive stress with an insatiable appetite. They get stuck in they're loop of eating (which I guess is the point) but there is nothing I can do to get them out of it. They stop sleeping for days on end and just go on with their eating animation. The only way to snap them out of it has been to break the tile they are standing on.

#6: There are small issues with pathfinding. In one instance, I had a suffocating duplicant that would climb a ledge to get to a ladder out of a CO2 pit, but then turn around and step back down to head to a 2nd ladder she calculated was now closer, only to realize the first one was closer after all and climb the ledge again, and so on. I had to intervene to break the loop. When my cursor hovered over the confused duplicant, I could see the white path line switching for left to right to left again.

#7: You probably already know this but the clothing system, for tracking clothing items in inventory and putting them on your guys, it's broken (or not yet functional).

#8: Heat and the exchange of heat behave in a strange way that's hard to understand. I had snow in the middle of my 40C base, on the ground, for 100+ days, and it never melted into a single drop of water (even with a space warmer next to it) or made the room a degree cooler. But I saw ice fall to the bottom (?) of a body of water and melt in a few days. 

#9: The mechanic behind air pressure is hard to understand. It doesn't behave the way you would expect. And you can't get any accurate information about what is going on, because there is no pressure map overlay or detailed numbered data when clicking a tile. It seems like every time I pump air into an area, that zone becomes over pressure in no time and the vent stops, even if there is a low pressure zone in the room bellow, and both are connected with Gas Permeable Tiles. I feels like gases behave like goo.

#10: Bleach Stone is way too rare and I never got to build a hand washing station. Is the hand washing station really that awesome?

#11: It's very hard to lock a door when duplicants keep walking through it while you wait for the guy with the job to lock it to get there. In one instance, it took me upwards of 12 attempts to get a door locked so as to stop them from taking water from a pool. It kept locking with a guy still inside. Please make it so you can lock doors instantaneously, without needing a duplicant to do it for you.

#12: Pipes suffering freezing damage from water freezing inside of them do not produce a message explaining what is going on.

#13: I don't like that mopping destroys water.

 

THINGS I HOPE GET ADDED

#1: When I reached the edge of the map, there was a wall and that was very disappointing. I was hoping there was a surface to the asteroid. Maybe I could build solar panels or a machine to start a new colony on a new asteroid with my top 3 guys. Kinda like in Don't Starve. I understand that making every map edge vacuum (outer space) would create coherence issues with gravity not pointing the right way. But maybe it's a very large asteroid with a molten core. So top is outside, bottom is molten lava and the sides just wrap around. That would be much nicer than a literal wall.

#2: We also need a way to empty pipes before demolition to avoid spills. Better pipe physics could fix this.

#3: We need a manual 3-way valve for pipes/vents so that we can change liquid/gas destination. There is no way to do this at present without debuilding and rebuilding.

#4: Duplicants should have hats. Hats should be a part of this game. They could be a way of giving a specialty to a duplicant. Hard-hat for builders (+X to faster building), Miner's hat for diggers, nurse hat for medical, chef hat for the cook... It would also make it easier to spot those specialists during play. 

#5: I would like to be able to tell a stressed duplicant to take a day off, without having to change his job assignations.

#6: I would like to be about to put duplicants on a schedule. A lot of time is wasted walking back from a job site because they forgot to eat and/or poop after getting up in the morning.

#7: I would like to be able to move a selected amount of food from one fridge/ration box to another one, without having to dump the whole content on the floor and micromanage the re-sweeping of that food.

#8: I would like duplicants to be able to crawl. I've seen many of them suffocate because a single head level tile was blocking the way out, even tough there was a one tile high opening. 

#9: I would like to be able to dig in a slope without duplicants having to then jump every step every time they go up or down that slope, which takes a very long time.

#10: More battle related content.

#11: Goals and treasures. Something more to do beyond just surviving.

#12: Something to make sweeping more efficient. At present, there is no motivation to sweep, outside of improving the decor for important rooms in the base.

#13: The Mess Table should not be assigned to only a single duplicant. It's very strange to have to build 20 to make sure everyone uses his, when all but one or two of them are used at a time.

#14: I'd like to have more building options for stress reduction, possibly buildings that require 2 or more duplicants to play together for it to be more effective. Maybe a hot-tub? Or ping-pong table.

#15: I would like to be able to bottle oxygen reserves and maybe give them to duplicants in space suits for those jobs in inhospitable environments.

#16: I would like to be able to flip buildings before placing them, so as to optimize the location of the connectors on that building. That would be most useful with the power transformer.

#17: It took me a long time to figure out how the power transformer works, especially which side is "in" and which is "out". There is no icon. The arrows on the graphics are difficult to see, especially in "power grid vision mode", which is the way the world is presented when placing a power transformer.

#18: I would like to have power/battery level information on the HUD.

#19: A mini-map would be useful once the base get's to a certain size.

 

THINGS I'M NOT SURE ABOUT

#1: Water behaves in a strange way... like goo. Maybe it's a design choice (low gravity environment)? Not sure if I dislike it. It give you more time to react when there is a leak. But I've had instances of big drops of water flowing in the air, or large water masses just refusing to flow.

#2: Should liquids in pipes be affected by gravity? Not sure... Would be more realistic, but also more complicated for both the designer and the player, with few extra fun.

#3: I don't understand why slime tiles are stable, but slime in material ball form emits pollution.

#4: I have not yet figured our what to do with chlorine, but I feel I should be able to use it to purify water somehow...

#5: I feel like water vapor should be a thing in this game...

#6: The map generating algorithm places strange rectangular patterns of tiles, usually sand, on the map.

#7: I could not figure out the when or how to use the medicine that I made with the apothecary.

#8: Research stations have no use and can be recycled after you have completed all the research, which is between day 10 and day 20.

#9: Starving duplicants have no trouble running in hamster wheels.

#10: The Hydrofan seems useless.

#11: You usually can't put a Gas Pipe Bridge over a gas pipe, if that tile also has a ladder on it (or maybe it's because I already have a power line and plumbing there?)... not sure if that's a feature?

Link to comment
Share on other sites

13 minutes ago, PlayingDead said:

THINGS I HOPE YOU WILL FIX

#1, there *is* a priority brush.  It is the upward pointing arrow at the lower right.  The issue is it pops up a TINY band of numbers, which you have to select.  I have no idea why they make this number band so tiny.  New players miss it all the time.

#2 In the next update water bottles will be able to be emptied at a specific station for doing that.

#3 Don't hold your breath on the general pipe mechanics changing.  Yes, extremely short paths are a bad idea.  And yes, having a line with pumps at both ends and consumers in the middle will confuse the sim.  Do not set up your systems like that.  It is easy to avoid.

#9 Slow gas dispersion is probably a permanent limitation of the sim.  You can only do so many updates a second before your processor bogs down.

#10 The wash station is currently very not-awesome.  But it and the entire disease mechanic will change in the next game update. 

#11 Ya, there needs to be a "do it now" command that forces the nearest dupe to drop whatever they're doing and do what you just told them to do. Maybe at a stress cost.

#13 Like #2, will be fixed in the next update.  Mopping will make bottles, which you will be able to empty with the new building.

1 hour ago, PlayingDead said:

THINGS I HOPE GET ADDED

#8 Actually I think it'd be even better if they just panicked and start digging/demolishing random tiles.

#12  I hear that having lots of loose debris around exacerbates lag, due to all the temperature exchanging going on.  Admittedly not what you want to be a primary motivator though.  Might help a little if some dupes had a 'fear of clutter' trait that greatly accelerated stress gain from mess.  Or maybe if they trip over debris sometimes.

#13 People suggest this a lot, but frankly it's just one tile, and it's part of the 'burden' of taking on more dupes - they take up space, they take more food, and breathe more oxygen.  I think of it this way - I like to eat at my desk, and I would not want other people eating at my desk, messing with my stuff, leaving their gross food debris around.  I'm honestly hoping that down the road dupes become even more demanding, perhaps wanting their own separate rooms, etc.  It's all just to warehouse-ey right now.  If they do eventually allow dupes to share tables, be prepared for those tables to take 2 or 3 tiles, I'd wager.

#14 ikr?

1 hour ago, PlayingDead said:

THINGS I'M NOT SURE ABOUT

#2 - Gravity-affected pipes would make things easier (fewer pumps needed).  Might also increase the burden on the processor?  If they allowed it, then maybe they should also require larger and larger pumps to pump water to higher and higher elevations (that or you stair-step your pumps).  I mean if it's more realism ya want...

#4 - Check out the last dev stream, where they talked about the new disease system.  You can bet that in the next big update, or soon thereafter, we will be using chlorine to kill disease.

#5 Steam is a thing that exists already.  If you mean humidity, eh.  Sounds to me like more processor load for questionable gameplay benefit.

#7 Ignore the current medicine system.  It is useless and unfinished, and the entire current disease system will be totally changed in the next big update.

#10 Ya, there's a few buildings that it's kind of hard to tell if Klei purposefully put them in to trip up new players with bad choices, or if they just haven't quite gotten them balanced yet.

#11 I've never heard of that problem.  You may want to elaborate if it's a consistent problem for you.

Link to comment
Share on other sites

Fixes:

#4, make your fridges where you store food to a high priority, if its high enough, they will always move food to storage once its made.

#5, actually you can, but its not displayed, but easiest is to store them in a cold area with no pollutant, or in an area with CO2, hydrogen or other inert gas.

#11, if its a mechanical door, use power and set the directions they are allowed to pass trough it, or not pass. it only consumes power if someone goes trough the door.

 

Added:

#1, bottom does have magma at some places. but yeah, some stuff on top would be nice, but remember its not yet finished.

#5, massage table pretty much serves this function, does use 240w though.

#7, could be done with priority settings of your fridges, stuff from a lower priority storage will be moved to a higher priority storage.

 

not sure:

11: i think its heavy wire you cant pass with gass bridge, i don't know why. i feel its weird. maybe a bug,

 

 

Link to comment
Share on other sites

Archived

This topic is now archived and is closed to further replies.

Please be aware that the content of this thread may be outdated and no longer applicable.

×
  • Create New...