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Vulcanea not very hard either


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54 minutes ago, Aevum said:

 

 

I think the game would benefit a lot from having less "mundane" obstacles like the starving/suffocating/freezing/roasting. To counteract this I would like to see more exciting external threats to a base ranging from easy to deal with like an extrme Puft outbreak to potentially catastrophic like an alien attack.

 

I miss the threat of a Deerclops showing up to undo all the careful work I did.

 

Maybe an idea for future dlc. Or maybe I should just play more Stellaris.

The devs have said they sort of have the opposite opinion.  ONI is more about the threats of the player's own making while also trying to survive and thrive.  That's why those threats have been removed.  I'm actually a bit surprised that they made the crabs hostile in some circumstances.  That said, they might make a reappearance on certain maps as unique threats for them.

In the mean time, you can always give Dwarf Fortress or Rimworld a go.  Those games do have significant combat and invasion components of you defending your creations.  Rimworld has quite a deep combat system and significant tactical control when defending against raiders, insectoid monster hives, and killer robots.  DF doesn't let you control much, but there is a lot going on under the hood with it's sieges (usually goblins), cave monsters, procedural were beasts, and procedural megabeasts.

1 hour ago, DarkMaster13 said:

The devs have said they sort of have the opposite opinion.  ONI is more about the threats of the player's own making while also trying to survive and thrive.  That's why those threats have been removed. 

That is one of the things I like about this game: It is not driven by some external events, most things are of your own making. If Klei has that as a design goal, all the better. This also means it is not a concern to them that experiences players can survive on any of the current maps without too many problems. 

30 minutes ago, Gurgel said:

That is one of the things I like about this game: It is not driven by some external events, most things are of your own making. If Klei has that as a design goal, all the better. This also means it is not a concern to them that experiences players can survive on any of the current maps without too many problems. 

Indeed.  It does seem that for pretty much everyone, ONI will run it's course and you'll get bored of the game.  Infinite replayability is not a priority in this case, and that's fine.  You don't have to be able to play it until the end of time.  Hell, it already offers a lot more hours than most games even if it does eventually run out.  The new maps and traits will certainly help extend those hours though.

I recently made a Volcanea-without-abyssalite map mod, which I called Vesuvia:

https://github.com/facepalm/oni-extreme-worlds

It's a hell of a lot harder but completely survivable if you hustle.  You are going to lose half the map, though.  There won't be much left out there but sand, rock and steam.

Spoiler

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It's not super hard, but it's decidedly harder than many others.  Particularly if you've got a set of difficulty increasing modifiers (say, Geodormant, Volcanoes, Magma Channels).  It's still certainly doable, particularly for an experienced player, but you've got to keep in mind the base map difficulty needs to be "doable" by reasonably new players.

 

A common problem games like this have - where there's been a long "open beta/early access" period - is that the testers get very, very good at the game.  Both just from raw practice, and also because things have been added piecemeal over time.  It's a lot easier to learn just the new stuff every patch, vs. sitting down with a brand new game, so you tend to progress quickly over the early access period.

 

This is where challenges and alternative difficulty options (which we have) and things like the map modifiers come into play.  You can roll deliberately harder maps if you choose to, and newer players can avoid scarier looking options.  Ultimately, though, with a game like this that by design doesn't have random challenges (see: Rimworld Events), you're going to get to a point where the game doesn't have anything for you anymore.  Where you just find facing any of it's issues simple.  That's going to happen, and that's fine.  This is where mods come in!

While I understand the devs choice not to make it all about battles and fighting, I do think having more hostile/annoying critters would hardly be out of the question nor would it make it any more random/chaotic. I like being forced to revere the wildlife untill I understand their likes/dislikes. I mean, the hatch was originally a jerk and would try to bite your eyes out if you unburried it during the day; otherwise totally docille. I kinda liked having to be careful while exploring an unknown world. As is, most critters start off functionally tame; the  only difference between wild and tame critters is egg rate and wether or not they'll stay in cage. 

For instance a wild passive larva-like critter on volcana that eats igneous crock and poos lava. It minds it's own business, but It's irritating and one has to keep an eye on it as they build. It can't be killed or wrangled by the Lazer unless the critter is submerged under water/liquid. Should you choose to ranch it carefully, Taming one would allow you to feed it some other materials that then could be liquifyed (for ones creative side) on a small scale without having to be a physics major and setting up a rube Goldberg machine. If you wanted a large supply, you could build the difficult machine. I guess I've really liked the glossy dreckos. Ranching dreckos allows me to not have to go to the magna biome to get plastic for a looooong time. I like the variety and the option of being able to obtain a resource naturally and slowly with little effect to the environment or by technology/machine where it's quick, but hot n' dirty.

I dunno; I guess I think it's these sort of things that could add variety and flavor to the new astroids without changing the overall Dynamics/feel of the game.

I wonder if some of this could be solved by putting a difficulty slider on the asteroid, more than just survival/no sweat, increasing the disease/hunger/morale/stress options from 1-5.  Default has the dupes working 16 hour days, living on half rations, and demanding no amusement/cleanliness for 100+ cycles without a downside.  That would make a management sim far easier!

20 hours ago, DarkMaster13 said:

Indeed.  It does seem that for pretty much everyone, ONI will run it's course and you'll get bored of the game.  Infinite replayability is not a priority in this case, and that's fine.  You don't have to be able to play it until the end of time.  Hell, it already offers a lot more hours than most games even if it does eventually run out.  The new maps and traits will certainly help extend those hours though.

And that is absolutely fine with me. Currently I plan to play one map to the end on release and then we will see. Of there are interesting DLCs, they get one playthough as well. Considering the time I spend with ONI, the overall value for money is almost unprecedented.

On 7/14/2019 at 6:31 AM, Saturnus said:

Some ideas that could make the game harder.

Reverse the map with oil biome and magma biome at the top and change the neutronium in the magma biome to abyssalite. That would make it much harder to reach space because you have to deal with first hot oil, and then magma without space age materials.

On rime most POIs should be rolled as permanently on AETNs. Simply AETNs with a large enough internal hydrogen storage to last at least 1000 cycles making everything colder and colder.

Different maps should affect the chance of which geysers and POIs the map has. Slush geysers should be extremely rare on Vulcanea but much more common on Rime for example.

Greetings Saturnus!  You have sparked within me a great flood of ideas.  I'm thinking that KLEI could make all buildings buildable at 90* angles.  This would allow for the "core" to be to the left and space to be to the right, or vice versa.  Why not have the core above and space below?  As an asteroid has very little mass it would have an equally miniscule gravity value.  Though this may be beyond the gifted folks at KLEI to program (taunt intended) (lol) it would add quite a bit of strategy to any playthrough.  Which way is up/out?  That's a good question. 

4 hours ago, NGMZero said:

I started it with volcano activities, and random lava spawn, the base started to get cooked at cycle 35.

... abandoned save. it wasn't that far in lol.

You can do it!  Hold as much turf as you can, you just can't get greedy.  Don't fight Pele, you won't win.  If it looks like Pele's going to beat you to a geyser, back off, it's her geyser now.  You can have it back when you get the suits to take it.

3 hours ago, Lurve said:

You can do it!  Hold as much turf as you can, you just can't get greedy.  Don't fight Pele, you won't win.  If it looks like Pele's going to beat you to a geyser, back off, it's her geyser now.  You can have it back when you get the suits to take it.

I did get greedy, I'll give it a try playing defensive, thanks a lot.

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