More options means they're more likely to buy, play, be seen to be playing (Steam stats) and recommend it to others. Every time a game gives players options, it reduces the chance they'll feel like it's not the game for them. I believe there already is a game mode for "I don't care about power" in the game, if they honestly just don't want to be bothered with it. If you phrase it as "this is not my playstyle" than either the devs didn't succeed at driving that home and/or maybe you're just playing the wrong game (like the people looking for Underwater Rust). The game design should help provide positive feedback and incentive for people to use the tools available to them. Maybe make that the mobile base, and just make it a collosal pain to move, so basically you don't explore with it, just re-position it as needed and range out from there.Īnd limits aren't always a bad thing. They have that model for that huge submersible. I feel the Cyclops is an extension of that paradigm. You just have to be careful with it if you're exploring. Why? It gets charged basically anywhere you go with it. I haven't read a complaint about that for quite a while. I mean, people use to complain about Seamoth power consumption. I still think it ends up not really providing the Cyclops anything and only detracts. I believe there already is a game mode for "I don't care about power" in the game, if they honestly just don't want to be bothered with it.Īt least if it was a bio reactor or a nuke reactor they'd have to do something to manage it, so I'm slightly less annoyed about those two options. or you can just ascend to 100m and wait half minute or so and you're good to go!" and I'm guessing that's the last anyone cares about base charging. If you say "You can charge this at a base. People for the most part favor the path of least resistance. But those using the cyclops as a mobile base could find a solar charging module really valuable. if you're base-oriented like us then we'd be recharging our cyclops' at our bases. If the game can allow for that then it broadens the game's appeal and that's good for everyone. Some people might - for whatever reason - prefer the idea of a mobile base. There's something to be said for a game catering to different tastes and playstyles. My personal tastes are the same as yours in this respect but I don't necessarily think that makes it best for the game. So you could have the "deep sea exploration" setup or "loot hauler" setup or the "scanning" setup or the "tourist visibility" setup or the "haul my exosuit" setup or whatever. Instead, just have different configurations/interior modules that you can change out. I think they should shrink the cyclops by about 30% and not allow you to build anything in it. It's why I feel they need to put different mechanics for gathering materials, basically mining and growing to build the bases. I think this slows down the player's speed moving through the biomes and lets them appreciate each area. You basically grow and explore organically. Instead, if its power consumption continues to be higher, then it encourages you to build bases as you go. When the Cyclops functions as a place to have unlimited food grown, place to store your loot, someplace to recharge your seamoth, etc it basically just invalidates all that and you're left with half a game. Part of the game is building bases, including gathering materials, laying them out, building them, powering them, etc. I've never felt the "this is my mobile base" thing is astoundingly good for the game. I think base charging is really all it needs.
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