Jump to content

Overall DLC feedback and future expectations


Recommended Posts

Personally, I really like the changes that DLC brings to the ONI. The game is more dynamic on multiple asteroids, space travel is more exciting, we face more challenges than before and some of them are nicely difficult enough not to ignore them. For me, DLC is the only way to play the game now, as it is better in all aspects than vanilla game. Good job guys!

I feel like we have all major changes in the DLC already in place and now we will just see some polish and details here and there (ofc I might be wrong here and I really wouldn't mind if we saw something more, big and unexpected). The DLC looks like having all items that are essential and required for it to be finished, and one could say it is soon time to release it.

Therefore, I decided to make this humble list of expectations I would love to see before that happens. For some items I see why KLEI didn't focus on them yet, but it would be a shame if they remained forgotten

Hope it will be helpfull!

Things that I expect to be added (and would be very surprised if they were ommited):

  • Temporal tear on the starmap with some unique interaction its here!
  • Meteor showers on more difficult asteroids - with meteors detectors ofc its here!
  • All starting asteroids from vanilla (work in progress)
  • Vanilla telescope that contains oxygen for duplicants here!
  • World traits

Things that would be greatly missed if not implemented, leaving some aspects corase and unfinished:

  • Sending automation signals between asteroids Its added, yay! :D
  • Radbolt bridge/joint plate building  we have the plate! :D
  • Radbolt application in everyday food/decor/recreation/medicine/etc (somebody said "popcorn"?)
  • Recharging and/or destroying depleted Rovers
  • Automation ports to signal when building needs no more radbolts
  • Gasgrass spawning in environment that allows it to thrive
  • Radiation lapms for mutated plants (+maybe germ desinfection)
  • Radiation rebalance (currently space and wheezeworts radiation have more application than the reactor itself)
  • Plugslug rebalance (possibly with some morphs)
  • Overall game rebalance (solar panels)
  • More recipes for Plant Meat
  • Rocket biomodule for easy egg/seed/critter transport
  • Rocket autopilot module
  • Easier filtering for mutated seed (not to feed them to pacus, etc)

Things that are not critical, but would feel like missed opportunity if ommited:

  • Disease severity rebalanced (with some options to choose how fast we want to die)
  • DLC-specific morphs for critters (radiation morphs or swamp morphs for pacus, etc)
  • Pilot training centrifuge machine restored
  • Spacemap asteroids more random (to enjoy exploration), yet ensuring all important things are there.
  • Radiation specific plant (leaving wheezeworts for cooling focus)
  • End-game airlock door built with visco gel that prevent gas movement even when open
  • Teleport gates, high-tach upgrade of transit tube system
  • Animal count in the inventory
  • New unique duplicants

...and some things that I would always enjoy to see more of:

  • More unique critters to be discovered in space
  • More plants
  • More new biomes
  • New recreation buildings
  • New decor items, furniture
  • New clothing options
  • Performance improvements
  • Things to personalize our bases and rooms - tiles, doors, walpapers, signs, lights, buildable POI items, etc - things with little or no effect, just for visual joy
  • More, more new new and more... always more ;)

I hope my list is not too demanding ;)

How do you think, is there anything else that could be put on this list? Did I miss anything?

1 hour ago, pether said:

Radbolt application in everyday food/decor/recreation/medicine/etc (somebody said "popcorn"?)

Medicine yes, food and decor make no sense. We have it involved in food with mutated plants thats about as far as it needs to go.

1 hour ago, pether said:

All starting asteroids from vanilla (at least for big maps)

So yes, I could see this for the big maps as a classic theme. For spaced out I think its more interesting if they make ones that are more unique to the dlc rather then just copy and paste the design from vanilla.

1 hour ago, pether said:

More unique critters to be discovered in space

I think for right now the game is ok on critters at least new ones. Yes we definitely need new morphs but completely new critters I think we are good. Beeta's, plug slugs, sweetles, and grubgrubs is enough. If they wanted to add more then that's their choice but I think it's fine for one dlc. Right now beeta's and gassy moo's can only be gotten through space travel. I could see them adding voles to a planet with meteors/regolith and I think 3 space critters in plenty.

1 hour ago, pether said:

Radiation specific plant (leaving wheezeworts for cooling focus)

I think the wheezewort is fine the way it is now. It reinforces their usefulness after their previous nerf in vanilla.

Everything else you said I agree with. Though I would probably move critter morphs through radiation to the "greatly missed if not implemented" area

 

 

1 hour ago, crbd115 said:

food and decor make no sense

some time ago somebody saw popcorn in game files, made out of sleet wheet and radiation, it makes a lot of sense. Also some radbolt fireworks would be for sure something duplicants would love to see.

2 hours ago, crbd115 said:

For spaced out I think its more interesting if they make ones that are more unique to the dlc rather then just copy and paste the design from vanilla.

Agreed for that. I just believe there might be some folks who liked vanilla asteroids more for some reason - and I see no reason to steal oasis and other asteroids from them.

2 hours ago, crbd115 said:

I think for right now the game is ok on critters at least new ones.

It is OK, agreed. But I would always love to see more of them added. And if they were, I would still love to see more and more of them in the future. Sure, we might feel like we don't need them, but we might just don't know we do. I mean - nobody ever said "hey, this game needs animals who plug to the power grid and generate power", but the plug slug is a great idea. Maybe potential new critters would be cool as well? But if KLEI doesn't have any cool idea maybe there is no need to force that...

Please no on meteor showers. They completely ruin the whole theme of the DLC in being able to use the surface extensively.

If meteors did occasionally come, I would expect them to have a lot of advance warning and be rare, providing mostly a source of metal ores.

2 hours ago, Nebbie said:

Please no on meteor showers. They completely ruin the whole theme of the DLC in being able to use the surface extensively.

If meteors did occasionally come, I would expect them to have a lot of advance warning and be rare, providing mostly a source of metal ores.

I mean I could see it if it was only on the volcanic planet, I think there should be at least one planetoid to utilize regolith and shove voles, and its supposed to be inhospitable.

Inspired by ideas in the other thread, I decided to add high-tech teleports (as an upgrade to the transit tube system). Also - I don't know how I missed another great idea, visco gel airlock doors...

Oh, and maybe I should split "missed opportunity" items and make separate "more!" category... As those work slightly different

Agree on basically everything, sans the following:

  • Solar Panels. This is a hot button topic in the community; most players appreciate being able to solve Power & Oxygen needs for a decent size base, being able to then move onto Space & Rocketry without first needing to complete Oil. However a vocal minority seem to have taken issue with the fact that Solar Panels exist and can be made out of the POIs that exist in Spaced Out. Getting a couple of "free" solar panels lets you move on to a different part of the game, namely Rocketry, leaving your existing starter base to run mostly automatic. This is a very good thing and I view the existence of three to four "free" Solar Panels an essential feature to enable Rocketry. This is especially true for the Space Out start and their overall tiny asteroid sizes.
  • Cross-Asteroid automation. This is not a necessary feature by any means, and should be minimally prioritized compared to enriching the core mechanics of Spaced Out. I would be surprised to see this at all.
  • Disease Severity. This has already been addressed with the intensity of Zombie Spores & Radiation. Dupe time is by far the most precious resource in the game, even a cycle of a dupe in hospital can be enough to break a base if the skills aren't distributed correctly. Maybe try playing on the harder difficulty for diseases?
  • Spacemap Asteroids more random. They're pretty damn random as is.
  • End-game airlock made with Visco-gel. It's called a Bottle Emptier. We do need a gas-proof airlock building, but one that comes around the same time as serious industry not at the very end of the game.
  • Teleport Gates. It would be nice to have buildable teleporters, but it would not serve to have a replacement for the already highly luxurious transit tube system.
21 minutes ago, JaxckLl said:

Cross-Asteroid automation. This is not a necessary feature by any means, and should be minimally prioritized compared to enriching the core mechanics of Spaced Out. I would be surprised to see this at all.

Well, that probably depends on one's playstyle. And agreed, previously that would be in lower-prio category. But with addition of interplanar payload launcher this is a MUST - what's the point of having logic port on launcher if you can't send request signal from other planets?

24 minutes ago, JaxckLl said:

Disease Severity. This has already been addressed with the intensity of Zombie Spores & Radiation. (...) Maybe try playing on the harder difficulty for diseases?

Please... radiation is currently toothless as a shinebug, you must try really hard to reach dangerous levels of it. Zombie spores are dangerous, agreed, but are super easy to avoid. Slimelung is the only one that can make dupes sick, but its effects are laughable. Yes, I played on hardest germ setting, but I found out that it is much easier and faster to ignore slimelung than cure it. Just ingore it, make some deodorants, plant some flowers with a nice scent and you are good...

Disease severity is one of the most common feedback, and you cannot deny that. Since we already got options for durability, maybe we could get something for this as well? I understand that it is harder to implement unique germ effects than multiply durability constant by a variable from options, but it would make me (and many, many other people) so happy!

32 minutes ago, JaxckLl said:

Spacemap Asteroids more random. They're pretty damn random as is.

Yes, I really like the spacemap. The only issue I got with it is that I know what asteroids I can expect, it is too predictable. On the other hand - I'd expect every game to have sources for all resources, so it cannot be full random. Its a hard topic to make it perfect...

35 minutes ago, JaxckLl said:

End-game airlock made with Visco-gel. It's called a Bottle Emptier. We do need a gas-proof airlock building, but one that comes around the same time as serious industry not at the very end of the game.

You cannot rotate visco gel barrier that you make with bottle emptier. Not to say - it isn't really satisfying end-game tech if you are using technologies unlocked at cycle 0 without any research... And the amount of micro management to make visco gel lock is terrible... Overall I find the gel really bad solution, and someone someday had this idea on this forum to make doors out of it - and it is a great idea! But you are right, something earlier would be nice as well!

On 6/23/2021 at 3:48 PM, JaxckLl said:

Agree on basically everything, sans the following:

  • Solar Panels. This is a hot button topic in the community; most players appreciate being able to solve Power & Oxygen needs for a decent size base, being able to then move onto Space & Rocketry without first needing to complete Oil. However a vocal minority seem to have taken issue with the fact that Solar Panels exist and can be made out of the POIs that exist in Spaced Out. Getting a couple of "free" solar panels lets you move on to a different part of the game, namely Rocketry, leaving your existing starter base to run mostly automatic. This is a very good thing and I view the existence of three to four "free" Solar Panels an essential feature to enable Rocketry. This is especially true for the Space Out start and their overall tiny asteroid sizes.
  • Cross-Asteroid automation. This is not a necessary feature by any means, and should be minimally prioritized compared to enriching the core mechanics of Spaced Out. I would be surprised to see this at all.
  • Disease Severity. This has already been addressed with the intensity of Zombie Spores & Radiation. Dupe time is by far the most precious resource in the game, even a cycle of a dupe in hospital can be enough to break a base if the skills aren't distributed correctly. Maybe try playing on the harder difficulty for diseases?
  • Spacemap Asteroids more random. They're pretty damn random as is.
  • End-game airlock made with Visco-gel. It's called a Bottle Emptier. We do need a gas-proof airlock building, but one that comes around the same time as serious industry not at the very end of the game.
  • Teleport Gates. It would be nice to have buildable teleporters, but it would not serve to have a replacement for the already highly luxurious transit tube system.

They removed virtually all the glass from POIs, which I think is a good change, but now solar is in a state of having to complete two researches that require nuclear before being able to have it, which is just a huge drag.
I don't like the current state of things where solar is delayed but ridiculous. It really does need to be scaled down I think, to smaller panels with less output and less space efficiency.

On 7/2/2021 at 12:21 PM, Nebbie said:

They removed virtually all the glass from POIs, which I think is a good change, but now solar is in a state of having to complete two researches that require nuclear before being able to have it, which is just a huge drag.
I don't like the current state of things where solar is delayed but ridiculous. It really does need to be scaled down I think, to smaller panels with less output and less space efficiency.

This I can get behind. The lack of easy & continuous power only makes the already unnecessarily fiddly process of setting up rocketry take even longer. It should not take 20 cycles to build & supply something that provides access to the rest of the game. Not when that same something can be done in just 1 or 2 in the base game.

I love meteors and germs because the game feels stale when nothing outside my control happens. I don't want it to be unpredictable, but I want external threats as well. It's what makes games like Rimworld fun in my opinion; not that I want ONI to be like Rimworld.

It'd also be cool if satellite dishes had another role and could beam input signals to other planets with satellite dishes that could be toggled to detect a corresponding signal

On 7/14/2021 at 1:10 AM, Squeegee said:

I love meteors and germs because the game feels stale when nothing outside my control happens. I don't want it to be unpredictable, but I want external threats as well. It's what makes games like Rimworld fun in my opinion; not that I want ONI to be like Rimworld.

It'd also be cool if satellite dishes had another role and could beam input signals to other planets with satellite dishes that could be toggled to detect a corresponding signal

+1 RAD

 Emergency threats would be awesome ! :excitement:

Satdishes would be cool...or some optical automation signal transmission between asteroids could per performed with

The Total RAD mega search and signal light

rad.gif

On 6/21/2021 at 10:53 PM, pether said:

Temporal tear on the starmap with some unique interaction

"task descriptions' make it sound like it will be openable (dump a lot of rads into something?), instead of being there from the start.

 

My personal disappointments with new dlc, or at least with 'swamp start': I researched every technology that does not require rocketry before breaching surface (and I did not use teleporter). Technologies do not appear to be gated behind exploration. The cold surface of the swamp start is fairly problematic since it makes you work for airlocks (no liquids that will work at -50C, so needs insulation and heating first) and has very little to offer.

19 minutes ago, AndreyKl said:

"task descriptions' make it sound like it will be openable (dump a lot of rads into something?), instead of being there from the start.

yeah, I can see that comming

20 minutes ago, AndreyKl said:

My personal disappointments with new dlc, or at least with 'swamp start': I researched every technology that does not require rocketry before breaching surface

Yeah, that's why I believe the radiation need some rebalance...

16 hours ago, AndreyKl said:

Technologies do not appear to be gated behind exploration.

Yeah technology itself isn`t but the stuff you want to build with the tech is. For example you can easily get the oil and plastic stuff researched but you can`t use it before getting to the oily planetoid. I wonder if it should remain like that.

16 hours ago, AndreyKl said:

The cold surface of the swamp start is fairly problematic since it makes you work for airlocks (no liquids that will work at -50C, so needs insulation and heating first)

Only if you care about the tiny amout of gas lost each time a dupe goes out. Also all staring planetoids have the super cold surface atm.

Just a thought of how you can give us meteor showers again is add "asteroid belt" area in the starmap that effects a few of the late game planets, and the planets in the asteroid belt would have meteor showers back giving us a sustainable source of regolith again. its been on my mind since the DLC launch.:) keep up the amazing work on such an amazing game! 

On 6/21/2021 at 10:53 PM, pether said:
  • More unique critters to be discovered in space
  • More plants

Some kind of asteroid with 'expansionist' flora and fauna would be nice. Crawling wines and stingers) Since it's not part of main asteroid it won't ruin the playthrough even if it will force player out, will just make reclaiming asteroid harder.

On beta branch you can find two new buildings. One sends logic signal provided by logic wire and the other can select what broadcasting device it listens to for the signal and then outputs the signal. The range is 5 hexes on star map, but ofc you can chain them:

 

We want to add more stuff to the game?? Uh please don’t, just fix lag, increase isoresin exchange, even more buff for hydrogen rockets and we’re good. Whatever you have on the list to fix or take out I agree. Add more? No thanks. Reduce lag please lol

On 9/8/2021 at 7:25 PM, misotoma said:

We want to add more stuff to the game?? Uh please don’t, just fix lag, increase isoresin exchange, even more buff for hydrogen rockets and we’re good. Whatever you have on the list to fix or take out I agree. Add more? No thanks. Reduce lag please lol

As much as I agree, Klei cannot make DLC with improved perfomance only. DLC must have content, and that means adding more stuff. Is adding popcorn more important than perfomance? Ofc not, and we all know that, Klei included, thats why they are making ongoing progress in that area. But in the meantime they could/should add some missing features in the DLC to make it more cohesive and expand possibilities, because that's what expansions are for.

Anyway, your point is fair, so I should add performance improvement to the list.

Also, I'm removing radbolt joint plates from it, as this building was introduced in today's beta, it's super cool! And I saw that there is tear opener, not sure if finalized, but I believe I can gray this out as well :) The DLC is moving in good direction, I like it even more with each new update

On 9/10/2021 at 5:12 PM, pether said:

Anyway, your point is fair, so I should add performance improvement to the list.

This klei community is very strange to me. Maybe I’ve never been around emotional maturity on the internet before lol. Fair enough, few and far between are the times I can say we agree on an online forum. Thanks for considering my point. And well, I hope they add all the cool stuff you listed while making the game enjoyable performance wise. 

16 hours ago, misotoma said:

This klei community is very strange to me. Maybe I’ve never been around emotional maturity on the internet before lol. Fair enough, few and far between are the times I can say we agree on an online forum.

LOL :D

You are right, it is not common on the internet to see people agree on things. I guess ONI attract kind of people who prefer to stop and think for a moment before they rush doing things, because this will make playing ONI easier in the long run. And on the forums it gives enough time to see valid points people make. I really love this community and I hope it will stay the same forever

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...