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On 1/26/2023 at 7:08 PM, evilcat19xx said:

I don't see it this way, and I think it is a great game and a solid foundation since it provides us with hours of fun. However, most of the recent updates do not improve the players' game experience.These new DLC/update releases look great on paper, but they do not have any effects on the game. Devs (or maybe new devs) are super conservative and cautious not to destroy any of the current systems. 

You miss my point, I am not degrading ONI as a product, I get that all the time. I am not negative about the current finished product. But where does it say that things can't be remade, better?

People think I am deriding ONI when I am not, I am lauding the accomplishments, and hoping to see the fruition of the 'study' of the mechanics. ONI was the first shot at a game like this, why would it be perfect? Why would anyone expect for it to be perfect? My point is that the information gathered now with the knowledge earned would create a MUCH better framework for an almost similar game. Just like any other series, that gets better over time. Kerbals 2 is not going to reinvent the spaceship just because it is number two. They are gonna use the best of the framework of 1, and all the lessons learned since. Which equals another great product(hopefully). It's false pride that holds it back. We have lessons, we saw what worked and what didn't. We can participate and have yet another great version of the same game based on a more solid foundation. Decide once and for all if things like infinite storage is viable. Make a point of saying up front why you don't create the magical vacuum door that holds pressure, repels disparate atmos, etc.

Everyone refers to it as 'the airlock', and the studio coyly steps around direct questions along those veins and leaves some in the dark.There are things about the game that can be more straightforward, they can figure out the basis by which to associate the Gravitas lore, etc. An opportunity to integrate all the various parts that became what we have today. It can be made again better. Nothing in life, so far, is perfect and complete so everything is a study until that day comes when study is no longer needed.

With ONI as a game development project, it seems that ( multiple ) parts of the game had been work outsourced and that those people do not work for Klei anymore. When the dlc released, I got ipsquiggle to implement/change things...like making multiple rocket launching on top of each other possible again ( no rocket collision ) and getting certain crashes fixed ( a zillion stuck dupe crashes in my save file ). He also worked on the whole new dlc material resource display and the star map and such, basically developing the whole dlc technology ( including the asteroid maps system, the star map, rocket interior maps gameplay etc. ).

However, my Klei development knowledge is limited and I am just a non-sandbox player and simple, playing customer of the game...It would be great if a permanent crew would work on ONI1 or ONI2. Klei`s development philosophy of also rotating crew members, changing from project to project within Klei, just makes the whole game "broken" and unstable. That is however my opinion and customer experience.

Everybody writing in the forum basically loves the game and just wants to make or have it "better" :ghost:

I was producer on Crysis, game development is pretty messy and there is a thousand things to consider and lots of factions to satisfy. I just want to have a big ONI map, play with nice shiny ONI trains`n`gadgets and forget the worlds problems :lol:

Need to grind a new coffee ! :beguiled:

19 hours ago, Sasza22 said:

All that is cool but that`s mid game content not late game. Even the most potent diseases won`t be an issue lategame, combustible materials will be contained or submerged in water, new biome mined out and tamed.

Late game stuff is more like advanced systems for faster transport. Big pipes, fully automated rockets (maybe even dupeless), more efficient forging, stuff that needs a lot of resources so we need to produce it.

Diseases could be tweaked so that they could be part of the end game. Rn in the game, we could dig all the biomes without any fears. I preferred that expanding the base be riskier, with diseases and other dangerous regular events. Minecraft is a great example. There are always dangerous mobs outside your tiny house, and you must have lights and mob-proof your base. You feel safe at your base but not outside. 

19 hours ago, Sasza22 said:

I think space stations would be a good lategame option.

I agree. We also need to give it a purpose. Let's assume we have some (interesting) planetoid like 70  hex away. The only way to get there is to make a space stations.  

19 hours ago, Sasza22 said:

For on planetoid stuff we could get some improvement for dupes allowing them to work more efficiently like cyborg implants giving huge stat boosts but at a high morale requirement.

Most of the time my dupes have not much to do in the end-game. This is a good idea if we create some new tasks as well.

 

 

 

18 hours ago, babba said:

RimWorld and Factorio have visitors and aliens for long term play motivation. Threats which scale in intensity and duration, depending on the players might, would also be handy for a players end game endurance fun.

This is what is really missing here. There are unlimited ways to implement this. Let's assume if we activate a specific system in the game (something like a Tear opener) or get close to certain planetoids, we will have some new threats.

18 hours ago, babba said:

I would already be thankful if we could have blueprints in the normal game mode...also having blueprints for rocket interior maps and for whole rockets.

How this was not part of the Spaced-out. If any one has played the end-game know this is super necessary. 

 

 

16 hours ago, Slvrsrfr said:

But where does it say that things can't be remade, better?

Do you see any sign that KLEI interested in making ONI 2? I do not see that, and I have a wild guess that there would be only one or two developers at most working on improving the game mechanics. I wish there was a huge dedicated developer team creating Oni 2.

 

16 hours ago, babba said:

It would be great if a permanent crew would work on ONI1 or ONI2. Klei`s development philosophy of also rotating crew members, changing from project to project within Klei, just makes the whole game "broken" and unstable. That is however my opinion and customer experience.

True. I wish Klei had more confidence in the future of ONI so they could assign a big development team for the game! Sometimes people on this forum are looking more passionate and even informed than the game developers. I do not know about the blockers and limitations, but some recent updates did not make sense to me. I am glad they are still working on the game and have not left it for good. However they could be a little bit more transparent in their communication. Maybe it is a time for us to find a new game, but I have not found anything even close to Oni experience.

 

 

On 1/29/2023 at 7:46 PM, evilcat19xx said:

Diseases could be tweaked so that they could be part of the end game. Rn in the game, we could dig all the biomes without any fears. I preferred that expanding the base be riskier, with diseases and other dangerous regular events. Minecraft is a great example. There are always dangerous mobs outside your tiny house, and you must have lights and mob-proof your base. You feel safe at your base but not outside. 

In the end game you usually don`t have to dig through biomes most of the time. Stuff is already mined out. Or at least that`s how i understand late game. Tech tree completed, bases fully developed, planetoid mined out, geysers/volcanoes tamed.

That said i can imagine a biome that houses some kind of hard to contain disease. Like oe with a delayed incubation so that dupes get sick a few cycles after exposure. Or one that gets the sick by just getting covered in germs (from like touching an atmo suit that didn`t get disinfected after use). Maybe even a critter or station that gives a risk of infecting a dupe.

All is possible but the game always has an option to avoid the disease when using a proper end game design which brings me to my main point. By late game you got all the danegrous stuff contained.

Don`t get me wrong i`m all for more disease progression throughout the game but i can`t imagine a disease that`s an issue late into the game without it being tedious and unavoidable.

I can't help but notice that OP seems to be playing on the Terrania cluster. I believe most of the concerns discussed here can be alleviated by playing on a more difficult cluster type. I think challenge to veteran players is meant to be provided by moonlet clusters with most of the difficulty residing not in the end game space exploration, but the mid game base and industry expansion with the new constraints implied by the various biomes being separated by the void of space. I think playing on such maps leads the player to develop new creative solutions to solve "old problems" with new constraints, such as shipping or limited local availability of resources.

More radiation, more rads!
I want mini nuclear reactors, huge fusion reactors.
Fusion rockets.
Nuclear Mechbots. Gundams.
Rad powered Dupebots.
etc., so much potential here untapped.

Take Timberborn for example. They have Beaverbots. Why don't we have something similiar?
I want my dupes to do nothing all day but sit in sunlamps. (I know this is partially possible atm, but not 100% viable, ie. only dupes can harvest crops)
There are plenty of unused potential in game, but it feels like the update efforts aren't well spend on improving gameplay and overall game experience (ie. blueprints mod should be included, just like pliers today). Or how about having dupes finish their current task before going on break? These are very simple QoL updates that would go much further than ie.Somnium Synthesizer.

Make the existing better, a better game doesn't always mean adding more content. When you have a good base game (which we do, don't get me wrong), it will attract new players (Look at minecraft, 12 yrs later still going strong on blocky graphics). When you improve an existing game, it will give the veteran players a reason to keep coming back for more.

Of course, with great power should come great difficulty, obviously don't make the beginning any harder than it already is, but for us 10k+ hours players make the endgame more difficult with more content.

Thanks and keep up the good work!

- From a 10k+ hours player.

On 2/23/2023 at 5:31 PM, hakkafusion said:

These are very simple QoL updates that would go much further than ie.Somnium Synthesizer.

The thing wouldn't be so bad if it didn't consume so much O2 that gas pumps (At least without gas storages) can't even fill it fast enough to have it not "brown out".

Some really interesting suggestions here LINK

Highlights:

- manual composting, lack of automated compost
- critter training
- taking water directly from sink, vice versa emptying bottles into sinks
- buildings not having piped input\output

Above is just some of the suggestions, not all. If the Devs are reading this, imho these are all great suggestions.
I know there are mods for some of these (ie. Piped output), however I think it's worthwhile to integrate some of these into the base game.

I was playing yesterday and a couple of things came up to my mind:

  1. More rota-able buildings. Such as liquid and gas storage tanks. Sometimes it's just better if facing the other way.
  2. Face-mask. Maybe the respirators can be upgraded to also include face masks, perhaps with one extra plastic per item. That way they still become relevant, avoid the eye irritation, and not everything is based on exo-suites and their additional penalty.

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