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Messages - ShadowTani

#331
General Discussion / Re: Tynan is getting nasty
March 15, 2014, 08:00:41 PM
Love these changes too. :3

I think he should fix the issue with drop pods coming through the roofs though because that's just weird. But I wouldn't mind if we had a type of raid where a high-tech faction use teleportation to send in a small group of high-tech soldiers (or even mechanoids).
#332
This is the most polished alpha game I've played so far, and it's very evident that this developer have experience as a professional game developer.

The content is a bit limited in some areas at the moment, such as trade and research, but it's still fun and very playable as it is. The game doesn't get patched so often though (about once per month), but that's to be expected considering the distribution method it is currently using (i.e. over e-mail). However, on the other hand the game development is very transparent with a public changelog that is updated almost daily.

But yeah, this is definitively a solid title already, a title that will likely not give you too many early access headaches compared to other titles. Though personally I enjoy early access games whether they start out unpolished or not because I feel I often get several game experiences out of them either way - play a bit one month, then come back the next and get a fresh experience out of it. :3
#333
Well, most of my issues have been mostly annoyances than usability issues... But I do remember I couldn't figure out how to stop fires when I played my first few games because I didn't realize it was related to home zones. I dunno if the new tutor will point that out now though whenever you have your first fire pop up (I turned it off now that I'm experienced with the game), but thought I'd mention it.

Though, while on the subject, firefighting is still an annoyance for me. The reason is that sometimes I want to put out fires in places I don't want to have a home zone in, such as a boomrat exploding outside the home area and me wanting to save its tasty morsel from burning up. The only solution seem to be to home zone and then removing the zone afterwards, which is a slight annoyance. An alternative way to put out fire manually in such situations would be nice - I believe that could also help those who can't figure out home zoning yet.

Also, there's that you can't manually declare things that are in a prison room for hauling, took me forever to figure that out, lol. Had a dead prisoner body laying there forever without anyone picking it up and me not being able to right click to get someone to do it. xD I figured it out first when I relocated the prison (I had a temporary setup inside the stonecrafting room - and yeah, the stoneblocks produced couldn't be manually set for hauling either, on the automatic side they did not haul them to the stockpile either, but I think they might have grabbed them directly when they needed them though - I can't remember for sure). However, I guess this is more of a bug than an usability issue.

Either way, these things are the closest I've been to usability issues myself as far as I can remember. With the exception that I'm experiencing the same thing with the food as everyone else, but I know that has already been fixed for A3 based on the development log. :3

Quote from: zurtri on March 10, 2014, 06:18:30 AM

  • The whole 'range' concept for crafting is a PITA. May I suggest removing it entirely and have it like all other activities - start at the closest and go from there.

Problem is that some of us actually don't want the colonists to go too far outside the camp due to the risk of them derping themselves to death by wanting to get that stone next to a group of raiders that just landed. I prefer to have a stone stockpile next to the crafting station and manually set stone debris for hauling.

Scanning the whole map for stones as opposed to a smaller area is also a bigger hit to the performance; not that it's a problem for me, but I'm sure that could matter for some.

But I agree with those that wants to have a more visual indication of the area that are being covered by the bill. Maybe also have a visual icon pop up over a bench when the last check for stuff to haul to it failed to find anything - along with a tip from the game tutor about increasing the range (for those that got that turned on).
#334
General Discussion / Re: Colonists Not Happy
March 08, 2014, 02:21:15 PM
If a colonist breaks have them arrested and re-inspired in jail, you get them back soon enough that way. x3

Also, corpses laying about give a huge minus so is something you want to get cleaned up fast after each raid. Personally I build a 5x5 corpse stockpile inside a roofed area (to avoid rain) that I throw a Molotov inside whenever it's full.
#335
General Discussion / Re: Population Issues
March 08, 2014, 02:12:30 PM
The alternative is to play Randy which has no limit, at least as far as I know. He's not so bad once you've gotten used to him.
#336
General Discussion / Re: Early Alpha 2 impressions
March 08, 2014, 01:41:05 PM
Quote from: dd0029 on February 27, 2014, 04:48:01 PMonce you run out of potatoes they seem to get stuck wanting to put potatoes or whatever in the hopper they won't automagically start putting in what you have until you tell them to put something different in.

Personally, what I do is I have three hoppers attached where two only accept potato and one only accept berries or vice versa (depending on production output). Agave is relatively rare so I reserve them for the better meals. This method have worked rather well without signs of issues for me.

Quote from: Tynan on March 05, 2014, 11:02:25 AM
Quote from: dd0029 on March 05, 2014, 09:52:23 AM
First and foremost, forbiding items - I get the idea, but after numerous games, I think the default item state should be allowed, instead of forbidden. It's only very late in the game that I don't want to immediately unforbid something. And even then, it's a very rare occasion. Additionally, multiple stacked forbidden things, most often corpses and weapons can be very annoying to get haulable. I can only imagine once hunting is a going concern, that unforbidding every corpse will get more than a little tedious.

Second, zones and graphics. I'd like it if all zones worked more like the home zone where it's hidden unless you want to specifically see it. I've started to use flower growing zones to spruce things up to increase happiness, but the aesthetic I'm trying to create is kind of ruined when my roses are in a green zone or my dandelions get washed out by a yellow zone.
All good suggestions; I'll look into these.

The forbidding one is a bit tougher, but I agree it's very annoying how the game handles multiple stacked forbiddable items.

I think the default state for forbidding of items is a matter of preference and/or what stage of the game you're in; I personally prefer the current system in the beginning when there are more important things to haul, but not so much later. Therefore I think it's better fixed through an option on the options menu (all, default and none). I also think StorymasterQ's suggestions for a more liberal forbidding system was also rather good IMO (maybe add it as an option if not the default one?). However, an additional suggestion would be the ability to quick-disable all hauling of things outside the home-zones for when raiders come, sort of like a red alert thing (maybe as a button next to the hide zones button).

As for the zone visibility issue I guess the easiest way would be to split the zone-visibility button up into separate buttons for the stockpile zones and growing zones, or alternatively have a shortcut button that activates a mode that will let you set individual zones as visible or invisible. Also on the subject of zones - can't the launch pads have the stockpile system integrated in them instead of having a stockpile zone on top of them? >_< Only a slight annoyance though, but still, had to ask. x3
#337
If there is one thing I am wishing for in Alpha 3 more than anything else, then it's more ways to use our silver. Seriously, I have literally nothing to buy.. I sell all the extra weapons, I sell people to the slaver, I sell food - and I'm left with nothing to buy. All the unique trade goods are currently not used in the game after all.
#338
General Discussion / Re: The Big Patch Notes Topic
March 04, 2014, 03:09:06 PM
QuotePawns now try to eat nice meals when they have the choice over nutrient meals.
This will be wonderful, but would also have liked to see the colonists avoid using the prison nutrient dispenser if they have an alternative.. It kinda ruins the plan of feeding the prisoners questionable meat pieces if the colonists eagerly seek it out too.
#339
I personally love equipment racks. I always have a couple of them in the back of my defense positions where I put weapons that aren't standard-issue, but very useful to switch to at strategic moments (like frags or T-9's). For mass storage I use stockpiles, but for strategic backup weapons like the ones I have the weapon racks is nicer in my opinion.

At times I do wish they where single slot rather than double slot though + having a quicker way to deselect all the weapons in its storage list (since for the things I use them for I always only want one specific weapon to be stored in them), but yeah, I wouldn't want to be without them.
#340
Nice to-do list. :3 I can see the faction system being particularly fun whenever Randy decide to throw us two raiding parties at once, like he sometimes do - having those parties shot each other down. xD

Would be nice if the various factions behaved differently too, like one faction being more interested in reaching your stockpiles to grab loot and run off than to get into a gun fight. While one faction being bounty hunters coming for you when you got colonists with a past as a criminal (I see those quite a bit so...) and stuff like that.
#341
Quote from: daft73 on March 01, 2014, 10:11:35 AM
Your possibly overworking, if one of your colonists is a the point of a mental break..remove all of the duties and try to let them chill out.
This actually helps rather well, but is too tedious to repeat in the long run.. A "take time off" button of some kind would be nice. Even nicer if we could build them recreation facilities. x3

Still, I'm managing relatively fine in regards to colonist loyalty as well though. Main moments my colonist moods become unstable is whenever I don't take time to hide away or destroy any raider corpses right after a raid - and I am then still cramping them together in shared sleeping quarters. So personally I think the mood modifiers are rather balanced atm.
#342
General Discussion / Re: Random "Raider" Randy
March 02, 2014, 01:35:06 PM
Quote from: Kaptain Krash on March 01, 2014, 05:09:17 PM
* an annual bloom of daylilies transforms the planet for a week! (makes the surroundings beautiful)
This made me think of the possibility of having an event that spawn new raspberry and Agave bushes across the map. Those things become rather scarce over time at the moment after all. I could also see these events having additional effects in the future when the trait system gets added, such as colonists having a pollen allergy trait. ;3
#343
Quote from: colonistPally on March 01, 2014, 08:05:34 PM
Don't make the same idiot mistake I did on Colony 9 and go to all M-24's and end up in a close-quarter situation with no pulse rifles laying around. :-( Man that was so so so so so so close.
I actually place some equipment racks right behind my front line defense position. Switching to a frag grenade, throwing it at a raider crowd, then back to a M-16 have proven a quite effective tactic for me. :3
#344
I would recommend using equipment racks only for the gear you want to keep, and stockpiles/launch pads for any other weapons.
#345
General Discussion / Re: Random "Raider" Randy
March 01, 2014, 08:11:21 AM
Randy keeps spamming me with resource drops instead of raiders.. Squirrel attacks is his favorite challenge for me, but iron and food drops are way too common. So yeah, I would say you might have gotten a crappy seed - while I got a bit too good a seed. I would guess the norm is an average of the two.