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dlc concept problem and quality of life


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I'm wondering if the idea behind this update is to simply survive on a cold asteroid? or maintain its temperature so that it does not melt? (I'll explain now)
During a normal game, towards the middle - end of the game we are faced with the problem of base overheating. it's not surprising
If we now click on the temperature filter (in beta), we will see that almost everything is trying to warm up our database. in this dlc we are offered to survive on a cold asteroid, but it will heat up too quickly due to the large number of heat sources (geysers, buildings, the mechanics of the minimum temperature of the building due to -
beyond which mercury as a metal becomes useless, and so on). the plants will no longer be at comfortable temperatures and will stop growing. 
As a result, the gameplay in the middle of the game remains exactly the same as during a normal playthrough (we don’t let the base warm up).
Maybe it's better to do the opposite? so that by the middle of the game we fight with cold and not with fire? try to prevent the planetoid from cooling to critical temperatures? The game has too few plants, buildings (which we cannot build ourselves), geysers (and so on) that will not heat the base, but cool it.
when we see a cold biome, we are not afraid of it because it will simply melt and nothing will happen, but if we dig up a hot biome, then the game can really end for you. for example, water has accumulated at the bottom of your card, you decide to drip a little down and that’s it, the base can be critically damaged by steam at 1400 degrees.
The most interesting thing is that the developers paid quite good attention to the clothes of the duplicates, it is desirable that they wear a sweater for a comfortable life, but this completely kills the plot feature where you need to wear pajamas (the construction of which is always dismantled for steel due to its uselessness).
why not just add a personal closet and a shared one? so that a duplicate would change into one type of clothing while walking in one direction, and then change again when walking back?
maybe this dlc just adds a cold biome that doesn’t change the gameplay in any way, a couple of buildings and a couple of plants. and expecting changes from him is pointless.
I’m already silent about the fact that the game critically lacks functions to improve the basic gameplay such as copying the construction of a room or creating and saving your own construction blanks (just for the beauty of the game they added wall cells, which I really like, but drawing a pattern for each room,
especially when you have a lot of duplicates it’s very boring)
there is no way to increase the construction range by 1 cell for duplicates (although the standard height of a room is 4 cells, i.e. they cannot build a ceiling). we would add such an opportunity at least for the middle of the game (to improve equipment for resources)
you also cannot copy the door status setting for other doors) you have to click on each door and open it (which is very tedious) ideally they would also add a rocking chair for duplicates to pump up athletics (treadmill), strength (barbell), intelligence (chessboard or stone, paper, scissors game
it would be cool to watch them play during a break) and so on, but this is only in my dreams.
I understand that now many will write about mods, but I have played 800 hours and am not going to use mods since the game is initially very interesting and good (although it requires critical improvements for ease of play).

IMO the very point of this DLC is to give you another form of mid-game where you establish permanent cooling on a lower temperature level than usual. You do not need to, you can rip everything really cold out and store it out of sigh in some corner. But you can. And early-to-mid-game certainly works a lot different and that is a good thing. 

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