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I dislike the new tech tree


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Hi,

I want to share some constructive criticism, please understand this is well-intentioned.

I just wanted to voice my dislike for the new tech tree. I appreciate the effort to make it have some kind of milestones in relation to the capabilities of ones base. But it feels thematically off. Some of the orbital and material sciences are arbitrary gatekeeping.

The orbital part is pretty obvious imo, going to space to figure out how to make a beach chair? My material sciences complaint is specifically linked to it requiring nuclear energy. I need nuclear energy to make bbq?

For example; gas range, steam turbine, conveyor receptacle, glass forge, window tile, portrait canvas, solid filter, beach chair.

Doing orbital research in a quick and dirty rocket to get it done is not satisfying. Gathering rad bolts on the surface is way to easy.

Maybe a resource based gatekeeping instead? Where I need to gather the resources from space.

Anyway, that's my 2 cents. You guys rock! Thanks for all the fish.

The difficulty of rad bolts is not the radiation it's the power usage.  The gatekeeping here isn't radiation access it's consistent power production.

Needing radiation to power a materials research station makes as much sense as researching large batteries with dirt.

I tend to agree with the people suggesting more for space research than just sitting in orbit, having to go to POIs to do it would be better.

4 hours ago, Lacero said:

The difficulty of rad bolts is not the radiation it's the power usage.  The gatekeeping here isn't radiation access it's consistent power production.

Needing radiation to power a materials research station makes as much sense as researching large batteries with dirt.

I tend to agree with the people suggesting more for space research than just sitting in orbit, having to go to POIs to do it would be better.

But radiation is so easy to source with a few wheezeworts, I had mine in under 60 cycles

1 hour ago, Galifrey1965 said:

But radiation is so easy to source with a few wheezeworts, I had mine in under 60 cycles

I think he is saying producing radbolts from the radiation is the challenge.  The sensors take a significant amount of power, especially early game.  You have to make a decision if you want to start researching that tech tree early.

9 hours ago, dacio_ultanca said:

I think he is saying producing radbolts from the radiation is the challenge.  The sensors take a significant amount of power, especially early game.  You have to make a decision if you want to start researching that tech tree early.

Tier 3 research early game? If you are doing tier 3 then you should have plenty of power, I did.

On 7/12/2021 at 2:10 AM, SurfingMonkey said:

Hi,

I want to share some constructive criticism, please understand this is well-intentioned.

I just wanted to voice my dislike for the new tech tree. I appreciate the effort to make it have some kind of milestones in relation to the capabilities of ones base. But it feels thematically off. Some of the orbital and material sciences are arbitrary gatekeeping.

The orbital part is pretty obvious imo, going to space to figure out how to make a beach chair? My material sciences complaint is specifically linked to it requiring nuclear energy. I need nuclear energy to make bbq?

For example; gas range, steam turbine, conveyor receptacle, glass forge, window tile, portrait canvas, solid filter, beach chair.

Doing orbital research in a quick and dirty rocket to get it done is not satisfying. Gathering rad bolts on the surface is way to easy.

Maybe a resource based gatekeeping instead? Where I need to gather the resources from space.

Anyway, that's my 2 cents. You guys rock! Thanks for all the fish.

So you title the post with tech tree and then complain about the way research points are generated? :roll:

 

I know I shouldn't single you out and this isn't particularly egregious but the level of entitled demanding that the game be customized to their desires on these boards is getting me down.

On 7/12/2021 at 11:10 AM, SurfingMonkey said:

...

Maybe a resource based gatekeeping instead? Where I need to gather the resources from space.

Anyway, that's my 2 cents. You guys rock! Thanks for all the fish.

As little idea: Maybe some kind of Research Artefacts could be discovered on visited asteroids, which also gain research points for the player :confused: ...or Research Plans could be found, which consist of multiple parts to be be completed.

A lot of the problem here is certain things like recreation buildings were haphazardly tossed into lategame techs, and so now that those techs are harder to get and there's more techs as prerequisites to them, it's starting to drag for getting access to basic things. Beach chairs and soda machines are good examples of these.

Also, radiation research for solar is definitely arbitrary gatekeeping that doesn't really solve solar's issue (it's too efficient and low-maintenance for the power it gets you).

Also, Employment and Basic Meal Preparation should just be removed, with their unlocks made available from the start. They don't really make much sense to have to research (especially with how you start with a rations box...).

 

6 minutes ago, babba said:

Klei could offer the world generation option "Disable all research", which makes all items available from start in survival mode.

Not every tiny thing in the game should require a mod.

we to have that feature already, its called the sandbox

10 minutes ago, gabberworld said:

 

we to have that feature already, its called the sandbox

My suggestion of the option to disable research is for the survival mode. Survival mode is most likely what most casual/the entire game owners play (most times). However, I am not aware of available public statistics. If someone has some to share, that would be great.

36 minutes ago, gabberworld said:

im not sure if its anymore survival if todo something like that

It was mentioned in the past by some users that they would like to deactivate the research tree and have all items available in survival mode. :p

It could be a simple checkbox to tick off in the world generation "Deactivate research, make all items available".

It was also mentioned that some players feel that the dlc is "Too grindy, compared to the base game. 

5 minutes ago, babba said:

It was mentioned in the past by some users that they would like to deactivate the research tree and have all items available in survival mode. :p

It could be a simple checkbox to tick off in the world generation "Deactivate research, make all items available".

i would like some infinity stuff in tech tree like factorio have, this way research dupe would be usefull even after it research all regular stuff

Try to catch what you mean exactly :confused: If you mean "Unlimited resources" for the survival mode, yeah... Why not, Klei would only have to add a checkbox in the world generation :p That would be another nice little addition.

Ah OK, just read your updated text. Yeah, some bonus for research beyond having everything researched already would be neat too. "Infinite research" - Good idea :)

I like babba's idea of research artifacts. Going back to my original comment. What I would really like most is for it to make sense thematically. I wouldn't mind if the electrolyzer was higher up in the tree as in my opinion it's something that requires research in real life. A lower tech and less efficient version of the steam turbine would be cool.

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