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A Couple of suggestions/ notes


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Hi! After playing quite a lot of this game and being totally addicted to it I wanted to write somethings down I noticed.

  • There should be a way to give a specific duplicant a direct order with the highest priority
  • The priority system can be a big mess, and it can easily be your downfall.
  • Electric system overlay should give more information*
  • Steam achievements!
  • Sick duplicants don't work to lay in medical bed, even though it doesn't help sometimes.. (especially early game)
  • The game should be optimised better and able to support big colonies late game**

*Duplicants can't begin to comprehend large bases with multiple power grids causing a lot of inefficiency. And priorities don't always help

**I'm pretty sure this is normal for an early acces game like this, and it will be fixed.

 

But anyway I really enjoy the game a lot! and I want to finally complete my research tree for once! 

 

EDIT: I'm not a native English speaker so sorry about the grammar and stuff

EDIT2: I'm a junior programmer (3 yrs) and am also interested in modding!

1 hour ago, andreos said:

The priority system can be a big mess, and it can easily be your downfall.

The priority system follows the personal priority first then the global priority. If you get multiple things on 9 and not many dupes with very high personal priority in that task it might still not get done. And some things have wierd priorities, like repair deliver is under "storage" and the repair task is "tidy".

1 hour ago, andreos said:

Electric system overlay should give more information*

What kind of info? It shows you the wiring and selecting a wire can show you everything in the circuit.

1 hour ago, andreos said:

Steam achievements!

I`m sure they add some after the game releases.

1 hour ago, andreos said:

Sick duplicants don't work to lay in medical bed, even though it doesn't help sometimes.. (especially early game)

With no med beds they will continue to work (just get debuffs from being sick) You can use it early if the disease is non-lethal. Also now sleeping regenerates hp so you can just wait a few cycles for an injured dupe to get healthy.

1 hour ago, andreos said:

The game should be optimised better and able to support big colonies late game**

Last patch added a lot of lag with jet suits and a new critter that can path through tiles. We are all waiting for some optimization.

18 hours ago, Sasza22 said:

The priority system follows the personal priority first then the global priority. If you get multiple things on 9 and not many dupes with very high personal priority in that task it might still not get done. And some things have wierd priorities, like repair deliver is under "storage" and the repair task is "tidy".

What kind of info? It shows you the wiring and selecting a wire can show you everything in the circuit.

I`m sure they add some after the game releases.

With no med beds they will continue to work (just get debuffs from being sick) You can use it early if the disease is non-lethal. Also now sleeping regenerates hp so you can just wait a few cycles for an injured dupe to get healthy.

Last patch added a lot of lag with jet suits and a new critter that can path through tiles. We are all waiting for some optimization.

thanks for the info!

 

18 hours ago, Sasza22 said:

What kind of info? It shows you the wiring and selecting a wire can show you everything in the circuit

In the electric overlay cables are white if there isn't any energy, and when there isn't enough/ yellow, or when there is too much of it. So the information it gives is really helpful, only the colors don't help a lot. 

1 minute ago, andreos said:

In the electric overlay cables are white if there isn't any energy, and when there isn't enough/ yellow, or when there is too much of it. So the information it gives is really helpful, only the colors don't help a lot.

The cables are red if not connected. White if connected but little power going through, yellow when a lot. Actually i never chcked when they turn from white to yellow. I think it has to do with the amount of power consumed vs produced. I know how it works for batteries. They show their charge white when they charge up and green when discharge. It`s best to look on those to see if you are producing enough power.

Electricity: Hovering with the mouse above a power connection will show the exact current power load. You can monitor that a few seconds, if there is load fluctuations.

Games speed/FPS: Every Neutronium tile is not simulated. If you like the idea to run the game in debug mode, fill all your empty spaces with neutronium to regain frame rate speed. So if 50% of your excavated map are empty tiles, fill all of that and you will have a great game speed % increase. It has been suggested that players should be able to somehow build neutronium tiles/stuff by playing the game in the normal mode end game phase.

1 hour ago, babba said:

Games speed/FPS: Every Neutronium tile is not simulated. If you like the idea to run the game in debug mode, fill all your empty spaces with neutronium to regain frame rate speed. So if 50% of your excavated map are empty tiles, fill all of that and you will have a great game speed % increase. It has been suggested that players should be able to somehow build neutronium tiles/stuff by playing the game in the normal mode end game phase.

Interesting point of view, but altogether it is a just a simple solution for the bad programming skills of the developer. U are fighting as a customer against the symptoms, but that isn't the way to go. The cause is the problem (The game and its developer). I don't know why, but the most solutions of problem fields of the game are just "fighting against solutions". The developer take it the same way.

The priority system for example is also a fighting against his own system solution. The developer noticed the problems, but instead to solve the problems, they complicated the priority system and nothing else. The system isn't better as before, it is worse. I like the game, but i don't like how the developer solve the known problems. It seems, they have no red threat. Maybe they are sitting every Monday or Friday at the round table and gamble how to solve problems without any knowledge and foresight. If i recall all the updates from the last year, i would say the best ONI system was the agriculture update. Now we have a over complicated system and 3/4 of the game is just sitting behind the monitor to wait the dumb dupes do their work. Great. If i should rate the fun from 0 to 10 in the current update, i would say 4. Agriculture update was a 10!

That is just my point of view. The game is only for enthusiast at the moment. I am one of it, but my limit is nearly reached to suffer the waiting. Personally, i don't believe ONI will ever be run smooth at lategame and great bases. Maybe the engine is crap or the programmer. Chose! The developer know it :D  BTW, the performance. The solution of the developers to get more FPS was simple: "Shrink the map". So, u know now how the developers work. Facepalm. So far.

 

 

"...Interesting point of view, but altogether it is a just a simple solution for the bad programming skills of the developer. "

How can someone judge without working on the game code ? No offense, but degrading the developers in this way is not fair. I have purchased over 2000 game titles in my life, never have I discovered such an extensive physics/chemical simulation which at the same time is a great manager/colony builder. Not even talking of the science folks which play this game ( even with zero dupes in their simulation ).

I can recommend using the debug mode to the full extent by pasting 50000 liquid oxygen on to lava - To get a good impression of the simulation aspect. With the right combo of substances its possible to have an atomic bomb mushroom, realistic cloud formation, close to reality behavior of water etc. - Of course, all in view that its a tile-based game running on a single desktop pc, has to work with other systems like automation, objects called dupes doing their stuff and things are developed on the fly with this production and its still a game, fun is a key aspect and always to consider.

For high-performance gameplay on low to mediocre performing cpus, it's possible to generate a smaller map or to fill large unused areas with Neutronium.

If you want to talk about the priority system and provide an educated solution - Nobody is stopping you :) I share your view that the game should be more appealing to the gamer market and its still too hardcore, especially in the early stages and especially with new players. IMHO it does not help to reach a productive outcome to insult anyone or the developers. They chose the path to reduce the map size so that you can still enjoy a more or less accurate simulation. Solution: I play on 12 times bigger maps than the default size - From my point of view its awesome fun. You can make some noise that you want the simulation to be less accurate and to consider fewer things ( variables ), so that it runs faster for most players - Valid point if that's what you would like to see happen.

Happy ONI :p

10 hours ago, babba said:

How can someone judge without working on the game code ? No offense, but degrading the developers in this way is not fair. I have purchased over 2000 game titles in my life, never have I discovered such an extensive physics/chemical simulation which at the same time is a great manager/colony builder. Not even talking of the science folks which play this game ( even with zero dupes in their simulation ).

It is quite simple. How can a customer defend bad results ? As a customer counts always the result.  It's not the business of the customer to understand how it works, it is only important, that it works. I have read many of the statements from other people like: "How can u judge it, when u are not a developer?" I can it, because i bought the game. And the result isn't very well. If u pay a handyman for his work, u can also judge his work. U have to be an handyman to judge his work, if the basin is crooked ? I think not. So, the people that comes around with this statement are just excuses for the bad skills for the loved game. :D

 

10 hours ago, babba said:

For high-performance gameplay on low to mediocre performing cpus, it's possible to generate a smaller map or to fill large unused areas with Neutronium.

I have a I7 3930K. It's an older one, yes, but other NEW games run very smooth. I have 2 GPU's in my system and everything is good so far. The great issue is the really bad multi-core performance of the game. They still doesn't exists. The problem isn't my CPU or my system, because the new CPU's were just 33% faster as mine, useless in my opinion to buy a new one, when ALL other games (Also 3D intensive games) run on ultra settings. Your solution to buy a new CPU is just another example to fix the bad vibes of the game. :shock:

I know the game runs smoother on better single thread  CPU's as mine (higher core clock for example), but why not optimize the goddamed game to use the millions of multi core cups around the world to run smooth on every PC with more than 2 Cores? The problem is still the same. I have read many articles about software developer who blast the power of new technologies through just lazy coding.You can defend it if u want to do it, but it doesn't change my opinion about the performance or my impression about it.

Don't misunderstand me, i like the game, but if no one criticize the situation, nothing will change.

So on: Happy ONI too with fewer Dupes as u. hehe :D

A (small)(games) software project which starts as single core game normally ends a single core game ( especially in the end phase of a project ). Would be nice if it was different.

Even if one donates a million $usd towards the game, the project risks would most likely be too high and the benefits for the players too low. Multicore support often makes games become unstable during software development, which also often makes Early Access impossible. ONI depends on accurate cpu handling. With 5 or 10 million $usd it would be possible to start ONI2, on a new technical foundation and the teams experience working on ONI.

The game does not sell enough to finance risky endeavors, most players are probably happy if they get new content or balanced game design.

Especially games development happens often on the fly, as there is too many influences and constraints.

Happy ONI everyone :D

 

U are absolutely right, but if I had known that it is a crappy single threaded game before i bought the game, i haven't bought it. And the financial risk is minimal at early access. They get paid for an unfinished game. Easy money. They had the chance to do that, it is early access. The best opportunity to make a good and fast game.

Early Access is the new age hammock for pussycats :D

Well, if you had 50 answers in this thread - Then the buyer base would be large enough to dedicate more resources to the game :D

If one creates a list of multicore games vs single core games, you would be surprised low little the multicore list would be. A lot of games dont cpu compute so much and have their focus on graphics, putting the work on the shoulders of NV & AMD.

The relationship is the performance in whole. Sometimes, it isn't needed to support multi-threading. To play solitaire for example :D I am joking :)  But in a game like ONI, u know before u begin, it will be a very CPU intensive game. Find the mistake. hehe I hadn't a problem in the year 2000 with this fact, but let me think, we have 2018. So, u know the game will be depend of the CPU performance and u do still a single threaded game for a simulation game. Great. I know it is easy to criticize someone. U know that and I know that, but sometimes I can not remain silent. :D

The fact, that the game has a little player base is the fault of the developer. The reviews on steam for example nail it.

I understand the pain, all the points you have brought up... I've mentioned them in the past too. Handing out a nice hot coffee :)

In 2000 I was booting boards sparking the mainboards with a screwdriver. Back then we got 20% more out of 600 800 1000 MegaHz Cpus and multi cpu boards. Around that time one could by a graphic card for 500 every half a year and have great speed improvements.

Cpu performance had been the same issues as now, it just was on top that Billies OSes where unstable and Windows was crashing a lot. I'm glad that's over...

ONI is about Hydrogen, we need that on our cpus :)

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