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Feedback from back when to [launch_testing]


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Love the game and very happy to see the latest expansion. Here is a list of bugs and feedback from playing the latest beta version.

 

-    Tubular achievement happens from dupe travel by any form.


-    Had an invisible salt plant.


-    My advanced science research got stuck needing water; had to destroy and rebuild for it to work again. This still happens on various structures rarely.


-    Require light for room but does not need to be lit. The room system is arbitrary and tedious.
        o  Two points on this.
            1) Rooms should have a maximum size shared by all.
            2) Most Machines should all require some form of lighting; suits should supply light to dupes.  Off topic but I think the dupes should also move slower if an area is not lit giving us the ability to increase speed more by creating lit corridors. 15% increase for lighting is a nice bonus.


-    Please make all the lore objects destroyable; so annoying to have indestructible light fixtures and tables in my way.

 

-    Getting submerged and broken object warnings from objects I did not place is very annoying.


-    Love that fact that there are different worlds now but maybe it should go from easiest to toughest with the players forced to achieve goals on previous worlds to unlock new worlds. I’m still hoping for a sandbox universe as well in where the players can take dupes and supplies on a rocket to another planet.


-    Ranching should have more choices on how to deal with population. I would like to set the dupes to slaughter animals when they reach a certain population to help streamline ranching as I wanted the meat but had to manually attack them especially because there seem to be no top tier recipes for eggs.


-    Electric grill is nice and all but shouldn’t we have a charcoal grill we could use instead of gas; taste better anyway.


-    The gas cooking station takes far too much natural gas.


-    Not enough meat and egg recipes.


-    Strange having plants, like the new bean plant, which consumes water but needs it exactly at the brink of freezing.


-    More ways to process materials; refining gasses and liquids that break pipes on their form changes is extremely frustrating. Maybe there is a way around it but without consulting the internet I have not figured it out after hundreds of hours playing.


-    More heating machines for cold worlds; perhaps makes some of the others variable hot or cold.


-    Higher volume pipes. Would be nice for larger volume pipe construction later in the research tiers as I find myself running sets of quad pipe systems all over causing massive CPU strain. And the air vent that allows more air to be outputted should be changed to require a stronger pump instead.


-    Still have no way to bottle liquids without creating an open pool. Water reservoirs should be trappable by duplicants.


-    The clothing system needs changing.  Must be automated by dupes in some way or put into a menu like hat assignment.


-    I would prefer the building system priority to clear once closed like everything else functions.


-    Building system periodically preselected material obsidian on me instead of previous material when opened.


-    Waters being unable to mix has become increasingly frustrating as water types have been expanded; some liquids that can be transformed by other similar liquids should be. One way to solve this problem would to add salt and pollution as a symptom of water; more pollution the grosser the color and whatever other effects that would need to go with it.


-    Germ system changes are still underwhelming.  I liked the old germ system and this one seems random and pointless. Haven’t used any of the medicine this time around but last time it was tough to understand and make work when the germ system was first updated.


-    Water sieve should get rid of germs or should add a machine that does. No longer heats liquid so functions well at its job now.


-    Constant temperature outputs on machines should not exist unless the difference has been transferred to something else.


-    Dupe suit checkpoint should have, either forced or as an option, to disallow dupes who do not have the trait to wear them; they move to slow if they do and is just a practice in tedium to assign dupes to doors.

 

- Playing without care packages is frustrating, but preferred, when most worlds seem to be missing many ingredients necessary to make the more complex foods. I would like to see a printer redesign in where it must be provided with materials and power to print something and care package system be items based on blueprint supplied by the user.

 

- Wheezleworts tear a hole in the fabric of spacetime and release at least, co2, chlorine, natural gas, and polluted oxygen; though these side effects are never stated. Started producing sour gas after I discovered it.

 

- Large power transformers now take 4k even though the best normal wire is 2k. Also even though I produce much more power then I use my batterys wont charge because the transformers take too much even though I am not using the power from many of the transformers.

 

- Sour gas has no display in pipes.

 

 

On 7/1/2019 at 5:08 PM, bumbaclad said:

-    Love that fact that there are different worlds now but maybe it should go from easiest to toughest with the players forced to achieve goals on previous worlds to unlock new worlds.

 

Thumbs down. If I need to reinstall the game for whatever reason, I don't want to have to grind through easy mode just to get to the thing I actually want to do. That's a game mechanic for shovelware that needs to pad playtime.

 

On 7/1/2019 at 5:08 PM, bumbaclad said:

-    Higher volume pipes. Would be nice for larger volume pipe construction later in the research tiers as I find myself running sets of quad pipe systems all over causing massive CPU strain. And the air vent that allows more air to be outputted should be changed to require a stronger pump instead.

 

Thumbs up.  High-capacity pipes and vents that block tiles the way heavy wires do would be ace, especially if there were beefier pumps to go with them.

1 hour ago, Lurve said:

Thumbs down. If I need to reinstall the game for whatever reason, I don't want to have to grind through easy mode just to get to the thing I actually want to do. That's a game mechanic for shovelware that needs to pad playtime.

Well hopefully they will have cloud saving at release. Gives people goals, which the game can certainly use. Personally I'm partial to a sandbox world in where I can leave my planet with a team but I think both should be implemented for the different personalities because both create goals.

Some features you are delaying until after release like one of the more recent changes to the building system that broke heavy watt wires in ladders. Though you reverted back you still intend to change it but not until after release. I think you should just delay again if your not ready.

On 7/1/2019 at 11:08 PM, bumbaclad said:

-    Love that fact that there are different worlds now but maybe it should go from easiest to toughest with the players forced to achieve goals on previous worlds to unlock new worlds. I’m still hoping for a sandbox universe as well in where the players can take dupes and supplies on a rocket to another planet.

No thanks on first one, I've never liked having to unlock difficulties.
Being able to take dupes to a new asteroid would be cool though. Especially if its very different from the things we know now. Meaning it should be DLC.

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