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My points to be done (imho)


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I posted it in other branch of the forum in other discussion, but there are some important notes, which I collect while playing the game. They are more suitable in this branch of the forum. Hope it's correct to paste them in here. And sorry for my English.

 

Whet IMHO we really need:

1. Fix the bug with the disappearance of resources, for example, when you replace wires, pipes, etc. with another type.

2. Fix the distiller and the skimmer so that they produce water with the correct temperature.

3. Make at least a little bit more realistic physics of water and air. When gases move around the room at the speed of a dead fly, it's really annoying. On one side of the room, the ventilation grille does not work because of excess pressure, and on the other side there is almost the vacuum? Seriously? Or when the water level is leveling for a couple of cycles?

4. In the game about the temperature, we have two buildings to cool substances to any temperature, but not one to heat. Everything has a threshold of overheating, we have automatic equipment for controlling the temperature and switching off the mechanisms, but the heaters are switching off on their own. Why there is the threshold of overheating of 175 degrees, if they are automatically turning off by about 80? In the game, you can melt almost any material, but we still do not have the mechanisms for this, except to throw it into magma, haha.

5. And what about the physics of pressure? We have pressure, we have temperatures. But there is no dependence. Where is the expansion of gases and liquids when heated? Give us the compressors! Besides the fact that we need something like "Thermo Aquatuner" for heating, it would be great to have an ability to make our own thermodynamic cycles.

6. More layers.

We need a gas map. So far we have only a map of oxygen, but there are a lot of gases in the game. If the gas concentration is low, the gases become indistinguishable. And it's terribly inconvenient to look through every square in the room to find out if there is any specific gas left in it.

We need a pressure map. Again, there is a map of oxygen pressure, but there is no pressure map of other gases, and this is important information. Externally, the gases are visible only at high concentrations, but most often the operating pressure range will be up to 2 kg.

And more other layers.

7. Fix target selection system. For example, there are 10 inactive dupes. You give them the task of switching the switch or disassembling a piece of wire. And all 9 dupes who are nearby, continue to stand, instead of them from the very edge of the map comes a cripple to do this. I'm not talking about the system of priorities and the duplicant's love to destroy. Why do we need a priority system if they have incurable priorities in the types of work?

8. Fix the clothes. It works badly in all, if you used them, you know what I'm talking about.

9. Destructible natural structures that are not made of neutronium. They are really annoying sometimes. why can not we destroy them if they are of a destroyable material?

10. New biomes. Only 3 randomly generated biomes? Seriously? And plus one start biome, and one oil biome, which is always down. There is no interest to dig the asteroid.

11. And yes, we need for needs and progress. We can find and dig out oil, make plastic and create comfortable beds. But for what? Duplicants feel good enough. All their needs in game are either those without which they will quickly die, or those that are not required at all. Good food quality? Comfortable beds? They can sleep on the floor and you will not see the difference.

What is good to be done? A new variable that would be responsible for comfort. Accumulating and giving certain opportunities at a certain level. For example, building a portal into a new asteroid? The joke

12. Continuing the previous idea - not job, but the recreation upgrade! it was necessary for a long time. But if you already did Occupational Upgrade, it's time to think about rest! Inactive duplicants just stand wherever there are no extreme conditions. We need more recreation objects, some buildings, which dupes can use, when they inactive - looking at Flower Vase, making exercises on some sport equipment (running in manual generator?), playing bowling or... computer? Maybe add some restroom? With animals, plants? Aquarium? Cinema?

13. Finally, maybe... a final goal?! I understand that this is an early access, but thanks to it we still don't have a logical end in DS...

Without jokes, this may be the ultimate goal - to gain a certain amount of comfort points. Than more comfortable duplicant feels themself, than better he gets to sleep, rests and feels, the more he begins to feel some connection with his original? And when he reaches a certain level, he disconnects from the duplicant-shell, returning consciousness to his physical original? The final goal is to move all the created dupes to "home". Of course, to create a rocket and fly away as the final goal would be more logical, but someone already wrote this idea. It does not seem that Klei are going to make such a final... As with any final, unfortunately.

14. Achievements? It would be great to have certain big and small goals in the game to achieve, especially if they would bring some replayability. E.g., "Collect all possible duplicants in one game" and "End the game using no more than 5 duplicants". Well, you will agree, it would be fun to have such achievements like: "Space Zoo - Collect all types of animals in one room", "Aeroman - Fly in the tube by the duplicant at least 1000 cells at once", " Lucky - Get sick and healed 10 times by the same duplicant". And, yes, "Be comfortable, creature - get 1000 comfortable points", "Enlightened - Complete the puzzle and go home".

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I am sorry you have trouble accepting bent physics principles of this game.

I know what you feel, I was also rebellious when I found you can grow plants without light and the oxygen is consumable. But overall, this strange world physic is generally consistent, so gives good cause for creation oxygen synthesization and cooling contraptions :)

But, for computational complexity (I guess), there had to be used some simplifications. Physical engine tick is like one second. Smallest gas bubble and liquid droplet is one square. And also, this game does not introduce concept of pressure, replacing it with equalization of mass in adjacent squares.

Pressure is what makes two balanced gases have different weight in same volume (it equalizes number of particles, and particles have different masses). As quantum of volume is one square, it would have to have e.g. small pressure hydrogen next to high pressure CO2. This would look so badly, then it is better that developers just show a mass.

 

 

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