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What will happen after the release?


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I think oxygen not included is the crown jewel klei has.

I think its the very best game.

Now they will release it from the early access version.

What will happen then? will it be developed by a good team like it was until now or will it be developed by just one or two trainees from now on?

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At this moment Don't Starve certainly takes the lead.

It feels more challenging, complete and satisfying. It has more lore, depth and Shipwreck and Hamlet introduces new content and mechanics. It`s gameplay is fun and addictive.

From the other side, Oxygen Not Included is interesting only first hour or so. 
After that you have no real challenges and progress become slow and boring. If you doing everything "right" very soon you have more than enough  oxygen, food and energy. Moral and illness isn`t problems at all, just forget about them. 75% of space exploration is waiting and it`s no fun at all.

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9 minutes ago, Eugeni said:

At this moment Don't Starve certainly takes the lead.

It feels more challenging, complete and satisfying. It has more lore, depth and Shipwreck and Hamlet introduces new content and mechanics. It`s gameplay is fun and addictive.

From the other side, Oxygen Not Included is interesting only first hour or so. 
After that you have no real challenges and progress become slow and boring. If you doing everything "right" very soon you have more than enough  oxygen, food and energy. Moral and illness isn`t problems at all, just forget about them. 75% of space exploration is waiting and it`s no fun at all.

Then why are you here?

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3 minutes ago, Yunru said:

Then why are you here?

Because i still hope for the best, and there is no real alternatives in niche of "surviving in physical-sandbox" games.

Of course i sometimes play Rimworld and Dwarf Fortress but they are something different.

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1 hour ago, Eugeni said:

Oxygen Not Included is interesting only first hour or so.

That`s dependent on the person. Some will enjoy it only until they achieve base stability then lose interest. Others will have a lot of fun with it over many weeks trying different builds and stuff. There`s definetly a lot to do in the game that`s not survival oriented. Also the disease and morale systems will still recieve some polish and balance. I hope they will make those more challenging and interesting to play around.

The game is really complicated when it comes to how much is going around at once. Much more than Don`t Starve. I don`t think they should move the development to a less experienced team. I also recall them saying a part of the team will be moved to dlc development so we know we are getting at least 1 piece of dlc for ONI.

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2 hours ago, Eugeni said:

From the other side, Oxygen Not Included is interesting only first hour or so. 

 

I did play Oxygen not included about 1000+ hours so.... (well maybe some of that time the game just ran on background its what steam says)

Also yes i agree the basegame does have a bit lack of replay value. For that i made my mod which has challenging mapchanges (scripts).

Besides thats Oni is still one of the best games i know.

 

2 hours ago, Eugeni said:

It feels more challenging, complete and satisfying. It has more lore, depth and Shipwreck and Hamlet introduces new content and mechanics. It`s gameplay is fun and addictive.

I don't like don't starve.

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5 hours ago, Eugeni said:

From the other side, Oxygen Not Included is interesting only first hour or so. 

Apparently I wasn't supposed to enjoy the 1000+ hours I've put into this game over the last two years.

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They have sold 1.5 Million. This game is timeless, so they can continue to sell. And they can push sales for a while by releasing DLCs, which they have already announced. 

Personally, I expect a slump after release for 2-3 months, because people at Klei may need a break. I don't see it going into long-term maintenance before end of 2019 and it may do that even later.

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Alright, to be clear i have 1,132 hrs on record since Agricultural Upgrade.
And when i say "interesting only first hour or so." i mean time from starting new colony. And i started a lot.

My typical session is about 300 cycles long. But last time i reach 702 and was really bored. I build hydrogen engine, refueled it, and explored two farthest planets. It took ages and, as experience, was worth absolutely nothing.

In Agricultural Upgrade game was really harsh: food, oxygen and heat was real problems (no ranching, no automation, no steam turbine - good old times). You have to feed dupes with dirt and when it runs out you lose. As DF says "Losing is fun", and nowadays it s hard to lose in ONI.

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4 hours ago, Eugeni said:

Alright, to be clear i have 1,132 hrs on record since Agricultural Upgrade.
And when i say "interesting only first hour or so." i mean time from starting new colony. And i started a lot.

My typical session is about 300 cycles long. But last time i reach 702 and was really bored. I build hydrogen engine, refueled it, and explored two farthest planets. It took ages and, as experience, was worth absolutely nothing.

In Agricultural Upgrade game was really harsh: food, oxygen and heat was real problems (no ranching, no automation, no steam turbine - good old times). You have to feed dupes with dirt and when it runs out you lose. As DF says "Losing is fun", and nowadays it s hard to lose in ONI.

It`s ok. You just enjoy the survival aspect of the game. After an hour or so (at x3 speed) an experienced player is beyond the survival part. You reach the construction and resource management part. Not everybody enjoys that. Those who do will play the game up to 1000+ cycles. Those who don`t will just start over.

The game was harder back then, true. But now it`s better suited for less experienced players and we will have an influx of those soon. Stuff like difficulty level could use some changes so it gets more challenging for more experienced of us. We don`t know yet what changes will come with release. Maybe the current bland and uninteresting systems will get more fun to manage.

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8 hours ago, Sasza22 said:

It`s ok. You just enjoy the survival aspect of the game. After an hour or so (at x3 speed) an experienced player is beyond the survival part. You reach the construction and resource management part. Not everybody enjoys that.

That is the beauty of a simulation game: It appeals to very different players. There is no "right" or "wrong" way to play, just ways that get you there and ones that do not. There is also the question of what you define as "survival". It can be getting oxygen and food solved for a longer time, or you can require a permanent solution and also add temperature.

Incidentally, you can do survival much slower as well or on a larger scale (e.g. take the first n dupes and then have _them_ survive, for variable values of n) or with other additional challenges.

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On 12/05/2019 at 7:47 AM, Eugeni said:

Oxygen Not Included is interesting only first hour or so. 
After that you have no real challenges and progress become slow and boring.

Creativity is something that can help a lot in the replayability value. Unfortunately it can't be purchased like a DLC.

I mean, look at Minecraft. It's a pop culture phenomenon and in literally 1 minute you can make a dirt house and plant a crop enough to live inside forever.

I like Don't Starve but the insane amount of stuff to be done in order to keep the character alive is overwhelming for me. Also, Don't Starve is 6 years old now and very well stablished in the market. It isn't fair to take it as the measure to look down to ONI which isn't officially born yet.

 

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I played Don't Starve back before RoG and it was quite easy to get sustainable and bored. Just a couple of replays to find out everything that kills you and a way to deal with it. Then with RoG it became not so easy (for me), as mechanics adding up together produced a lot of different combinations of misfortunes leading eventually to death, so that a lot of things needed to be monitored and adjusted to constantly. And then with Shipwrecked it's even more difficult (for me). So maybe for ONI more dangers will be added too later on, so that getting to a safe point takes more effort or even a continuous effort.

But then as stated above, for ONI it may be that easy sustainability is intended to allow players to focus on building elaborate things rather than keeping the colony alive all the time.

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On 5/13/2019 at 3:57 PM, miauly said:

But then as stated above, for ONI it may be that easy sustainability

There are ways to make surviving harder with mods.

One way is to generate harder maps, try the rock.

Its even possible to fill huge areas of a normal map with lava it will be very troublesome if you as example replace the water in the start biome with lava (if anyone requests it i would look if i can finish such a mod for the release).

An other idea for a mod would be to disable things ingame: The steam turbine, some of the plants, make critters near infertile so they only reproduce to keep the population.

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54 minutes ago, Rainbowdesign said:

There are ways to make surviving harder with mods.

Maybe rather than easy sustainability I actually meant achievable-for-an-average-player sustainability. In DS you are never sustainable, unless you are one of those people who play Wes in complete darkness while keeping up casual conversation with their viewers on Twitch. In ONI you can make a base to run completely unattended for at least couple dozens of cycles without that much effort, and this may be necessary in order to let people concentrate on new designs during actual play and not in debug mode only. Sometimes when I play late in the evening I find the base has run 10 cycles with me just staring at a new place on the map thinking what to do. And then by endgame people try to make things even more robust, so they can go hundreds full-sustainable, while complicated things get thought through and built. And you don't need to be anything extreme of a player for that, with all designs and tutorials posted out there and enough hours put into the game, anyone can get to the point of a fully sustainable base.

Simply changing starting conditions won't change that. With automation and fully determined world, once you are done you are done. Changing map generation will only mean that you get to spend more hours and mental efforts getting to sustainability, but not if it's reachable or not. To make it unreachable, new mechanics need to be introduced, random and incremental ones. I have no clue how much modding allows, but probably that's achievable. Although I myself don't see someone doing a mod-DLC for ONI "hounds and bosses" equivalent, but why not really.

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7 hours ago, miauly said:

I have no clue how much modding allows, but probably that's achievable.

You can do most things the devs can do.

If you want to have a base that does not work on its own make a suggestion what to change.

How about disable all buildings that generate power except the manual generator and coal. And disable automation.

I have no concept of what exactly  you want so you need to post a more detailed suggestion how to make sure the base does not run alone in the way you dont want it to run alone. If you want to have the ultimate micromanagement maybe best to remove the dupe ai and tell every dupe what exactly to do - however i would not like that kind of game...

 

Well i have a suggestion you might like: At some point of the game you migrate your dupes to a new map and start over in terms of buildings. I have planed this but modding is not on my high priority list right now.

You know the like in turn 500 Armageddon starts better have your rocket to other comets ready type of mod.

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