FistfulOfZen Posted June 26, 2017 Share Posted June 26, 2017 Alright, after playing over 100+ hours, here's my feedback of the game, what's good and what's bad. Aesthetically, the game is amazing. Again, Klei hits one out of the park as far as making a game that looks good even while completely ignoring standard conventions of what's going on in the gaming industry. Well played. As far as the challenge. Klei likes making games that grind their players into bloody pieces, repeatedly, with learning curves that are exponential. Not necessarily a problem, but the danger of overdoing it is there. Unfortunately, I think overdoing it is exactly what's going on. The balance is bad right now between reward versus investment. In short, playing the game well doesn't pay out as well as it should. Part of the problem is inherent in an early release, given, and right now, there are a LOT of challenges that don't have good and balanced solutions, but the challenge is in orbit over the top right now. Again, much of this is just due to incomplete development. For instance, I've had Algae Terrariums set to Priority 9 for ten minutes, and despite numerous Red Alerts, the Duplicants completely ignore them in order to build copper wires of Priority 5. Oxygen has been depleted in the base for about 2 cycles now, and only 1 of the 5 Terrariums has been functional, even though there is more than enough available Algae and Water and multiple Dupes are assigned to the proper tasks (Build and Deliver). 3 of the 4 Duplicants are set to Build/Deliver/Dig. And only 1 of the 4 Duplicant is dedicated to Research. They HAVE been interacting with the Terrariums, they simply stopped, despite it being Priority 9. Again, I've been playing more than 100 hours, and I succeeded in making it to Cycle 80+. I know what I'm doing. The resource requirements of doing ANYTHING in the game are pretty absurd right now. Some examples: Deodorizers ( are nigh useless, as the amount of polluted Oxygen generated by environmental hazards far exceeds their pathetic cleansing rates. Power constraints are strangling, especially in electrical loads on wires, which are both inconsistent and brutally high. Cleaning water for use is almost as difficult as finding a new water source to use. For some reason, we're not allowed to boil water to clean it. (Arbitrary limitations are arbitrary) For some reason, plants do not undergo any proper form of photosynthesis of any kind, and, equally puzzling, Algae doesn't reproduce itself. (Again, arbitrary limitations are arbitrary) And then there's the problem with sand, in that, it ends, because, for some inexplicable reason, there's no way implemented in the game to clean it. (Arbitrary limitations remain arbitrary) Anyhow, speaking only about the "game" itself, in a theoretical sense, it's plagued right now with immense Skinner Boxism, with the reward being eeking out another Cycle, in never ending crisis management. If you hit each note just right, you can end up in a very good spot, but if your Dupes flake out on you, waste time, get lost, get their pathing screwed up... things compound really quickly. One very quick and easy adjustment: Have Dupes prioritize work based on Priority AND PROXIMITY. All other things being equal, Dupes should prioritize jobs that are closest to them and NEVER override another Dupe closer to a job, moving toward high priority jobs that are far away ONLY when there are no high priority jobs near them. This will solve a LOT of headaches and arbitrarily wasted time. How gases and pressure works right now is completely and utterly wrong. I get that it's just a game, but the game is also painfully sciency most of the time, but then science gets jettisoned altogether in order to inject arbitrary difficulty. Gases mix. Pressure has to do with volume. Breathability has to do with Oxygenation. Plants generally process CO2 into Carbon and Oxygen. It isn't much, but it's still there. And, as of right now, the amount of water needed to make food is out of control. Right now, the ability to survive is too dependent on random procedural spawning than necessarily actual strategy. And, please, balance the cleaning equipment (Deodorizers, water filters, etc.). Make Sand renewable? Anyhow, my observations. I may even be wrong, but after 100+ hours, I'm kind of spent on the game as it is. It was worth the money, but not all of my expectations have necessarily been met. The lack of balance and the dependency on "luck of the draw" is a bit "meh". Coupled with the flaky mechanics (Dupes ignoring crisis level jobs), only exacerbates the present shortcomings of the game at its present stage of development. Overall, fun, but quickly devolves into frustration, which is the opposite of fun. Cheers. -Fist- Link to comment Share on other sites More sharing options...
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