Skrivener Posted July 14, 2018 Share Posted July 14, 2018 I've found the new break time to be frustrating as it slows down the early game when I usually have rush builds for bathroom and barracks. I understand that it gives feedback and that's good, and I think it's a great idea overall, but I feel like the following changes might help: Do not introduce break time until the Jobs Board is built. (Or tie it into the same Research Tier unlock rather than the building.) Also hide the scheduling on the moon until that unlock, or change the tooltip to "requires xxx to unlock!" Possibly Jobs board + scheduling + break time could be split off into a timekeeping or dupe management unlock. A wall clock building or punch card system for punching in and out (the way the jobs board looks now) might be a fun addition. I hope you'll consider bringing break time in just a little later in the game using this or another approach. (Yes, we can speed up time, but I think any time we feel we HAVE to speed up time because the game itself is boring or frustrating due to circumstances outside of our control (eg. digging huge areas or making a complex build are choices we as players have control over) is undesirable.) Cheers, Phil Link to comment https://forums.kleientertainment.com/forums/topic/93511-cut-the-early-game-break-time/ Share on other sites More sharing options...
Virusboy Posted July 15, 2018 Share Posted July 15, 2018 +1 although stress seems to be higher now too (or is that just me) Link to comment https://forums.kleientertainment.com/forums/topic/93511-cut-the-early-game-break-time/#findComment-1064190 Share on other sites More sharing options...
Bizzum22 Posted July 15, 2018 Share Posted July 15, 2018 right below the cycles is a button that is not finished implemented, the button will be used to change the brake time and other stuff Link to comment https://forums.kleientertainment.com/forums/topic/93511-cut-the-early-game-break-time/#findComment-1064339 Share on other sites More sharing options...
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