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Outbreak broke fun - and couple of ideas


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While there are some fine additions to the game (efficiency, mopping, doors with permissions), I actually don't want to play the game right now. Reasons are:

  • Managing diseases is not fun - don't get me wrong, I do want diseases in there but they are OP and make the game unnecessarily hard
    • Especially dislike the wash basin. Can you make the duplicants queue before the wash basin? Having one per toilet and hoping that it won't be empty is just bad micromanagement.
  • Unnecessary research tree - instead of pushing things in later branches, why don't you put building improvements in later  branches. For example: natural gas generator is inefficient and leaks both polluted water and CO2 when first researched, but later you can research upgrades to enable piping out polluted water and CO2. This way we can prioritise depending on what we need at the moment.
    • Imagine piping water directly into microbe musher.
    • Also, is the dirt only thing we can use for food?
  • All the fun, for me at least, is in building stuff and creating more complex bases. Right now, it takes longer for me to develop anything. And paired with the new disease system it is no longer fun since I spend way too much time on micro managing. Especially with med beds requiring toilets before I research them and food nearby.
  • Agriculture is completely pointless - yield system wasn't finely tuned, but it wasn't broken. It was fun trying to create complex systems trying to ensure correct temperature and other conditions to increase the yield. But stopping because light broke out? That isn't fun. I suggest that you revert to the old system but with possible more tiers and adding the newly added random seed drops.
  • Materials - I know that this update was focused on diseases, but after playing so much and watching so many streamers/youtubers I kinda wanted you to expand on material system. The only reason for wolframite is to enable quicker cooling and the only reason for gold amalgam is to prevent overheating. Copper and iron - they are the same for me. I kinda wanted materials to play a bigger part so that I can "upgrade" my base as tech three improves efficiency of base buildings.
  • Please bring gas tanks and water tanks into games, we need the ability to contain gasses the way we mine for stuff.
  • Add random neutronium patches through the map to force some irregular bases. Currently all bases tend to grow the same...
    • Neutronium under geysers is a great idea

Diseases need nerf! And we need more buildings that can help with them early on.

Currently the only thing I can do in this update that I couldn't do in previous update is micro management. And that isn't fun since I had most fun with building stuff and contraptions.

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1 hour ago, m0ver said:
  • Add random neutronium patches through the map to force some irregular bases. Currently all bases tend to grow the same...
    • Neutronium under geysers is a great idea

Ruins already do this since some of them cannot be destroyed....it irks me haha. and germs are underpowered in my opinion. they die off in everything unless its a favourable condition.

In my bases Food poisoning is gone, dead and dealt with by cycle 3 unless water is far away, and by the time I leave the starter biome around cycle 30, slimelung is all but dead except in slime tiles. 

I have attached a new colony below, the third wash basin is just for reassurance, Usually I have 3 outhouses though. and from here I will most likely never see the disease again until it shows up in the water tank I am building where it will stay and feed my plants :)

Oxygen Not Included 08.25.2017 - 18.17.16.03.png

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2 hours ago, m0ver said:

Can you make the duplicants queue before the wash basin?

This. Possibly have ones with 75%+ stress ignore the line...

2 hours ago, m0ver said:

research tree ... put building improvements in later  branches

That. Dosn't make sense that research buildings are pointless past cycle ~25.

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2 hours ago, m0ver said:

While there are some fine additions to the game (efficiency, mopping, doors with permissions), I actually don't want to play the game right now. Reasons are:

  • Managing diseases is not fun - don't get me wrong, I do want diseases in there but they are OP and make the game unnecessarily hard
    • Especially dislike the wash basin. Can you make the duplicants queue before the wash basin? Having one per toilet and hoping that it won't be empty is just bad micromanagement.
  • Unnecessary research tree - instead of pushing things in later branches, why don't you put building improvements in later  branches. For example: natural gas generator is inefficient and leaks both polluted water and CO2 when first researched, but later you can research upgrades to enable piping out polluted water and CO2. This way we can prioritise depending on what we need at the moment.
    • Imagine piping water directly into microbe musher.
    • Also, is the dirt only thing we can use for food?
  • All the fun, for me at least, is in building stuff and creating more complex bases. Right now, it takes longer for me to develop anything. And paired with the new disease system it is no longer fun since I spend way too much time on micro managing. Especially with med beds requiring toilets before I research them and food nearby.
  • Agriculture is completely pointless - yield system wasn't finely tuned, but it wasn't broken. It was fun trying to create complex systems trying to ensure correct temperature and other conditions to increase the yield. But stopping because light broke out? That isn't fun. I suggest that you revert to the old system but with possible more tiers and adding the newly added random seed drops.
  • Materials - I know that this update was focused on diseases, but after playing so much and watching so many streamers/youtubers I kinda wanted you to expand on material system. The only reason for wolframite is to enable quicker cooling and the only reason for gold amalgam is to prevent overheating. Copper and iron - they are the same for me. I kinda wanted materials to play a bigger part so that I can "upgrade" my base as tech three improves efficiency of base buildings.
  • Please bring gas tanks and water tanks into games, we need the ability to contain gasses the way we mine for stuff.
  • Add random neutronium patches through the map to force some irregular bases. Currently all bases tend to grow the same...
    • Neutronium under geysers is a great idea

Diseases need nerf! And we need more buildings that can help with them early on.

Currently the only thing I can do in this update that I couldn't do in previous update is micro management. And that isn't fun since I had most fun with building stuff and contraptions.

m0ver makes some very good points, I have to agree with him (or her)  I will try the game again a few more times from scratch, but unless I can stop these germs from destroying the game, I can't see me playing any more until something changes.  This upgrade has taken all the fun out of building for me.

 

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I think agriculture can be tweaked by adding unique effects to each food - low quality food decreases some skills, hurts immune system, may cause sickness, negatively affects stress and stamina. High quality food would be the opposite - boost skills, immune system, stamina, etc.

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14 hours ago, m0ver said:
  • Add random neutronium patches through the map to force some irregular bases. Currently all bases tend to grow the same...
    • Neutronium under geysers is a great idea

Big "against" from me here.

Bases grow the same because dupe pathfinding is bad. Forcing irregularity instead of fixing the actual issue is certainly the wrong way to approach it.

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