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IDProjectCategoryLast Update
0017697Stars Beyond ReachGameplay IssueOct 6, 2015 10:00 am
ReporterRythe Assigned ToChris_McElligottPark  
Status resolvedResolutionfixed 
Product Version0.916 (Money-Grubbing Citizens) 
Fixed in Version0.919 
Summary0017697: The Act 1 Bait, The Act 2 Switch
DescriptionThis goes back to my very first impressions of the game on the Act 1 -> 2 transition with the new service requirements being dumped on me.

First bit was in Act 1 with a few buildings that seemed to have no purpose, mostly the warehouse. I thought 'Incomplete building, I'll ignore it' and then did. If the warehouse stays in Act 1 and never gets an adequate description, people will think the game's incomplete going in. This is bad.

And unless the game shouts upcoming requirements at them and gives time to compensate, new players will probably have no idea about the actual new service requirements going into Act 2, and like me, many will have to frantically rebuild territories they thought were good and might be full of buildings they were relying on. They might not have the money/econ for it and it will be a punishing experience. You really are punishing people for things the game refuses to tell them beforehand and should. I'd call that bad design.

So now that I know the game is going to magically dump things on me going into Act 3, I should just build one of everything in every territory and hope for the best? That's kind of a crap deal too, even knowing it's coming.

But the bigger question is why are we doing this to players? Why not simply remove storage requirements from Act 1 buildings altogether and add a little medical and maintenance to the lander?

Two or four more services to consider during Act 1 isn't a huge deal, especially if the lander initially takes care of them. It'll be something to learn when expanding to a new territory, like hazmat. Or something to discover going down the tech tree like for Condos with Skylaxian beautification and parks.

Having all of it dumped on the player with the Act 2 welcome screen is actually the steeper learning curve.
TagsNo tags attached.

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related to 0017706 resolvedChris_McElligottPark Images by name Peltian 

Activities

gnosis

Oct 5, 2015 3:48 pm

reporter   ~0043426

Last edited: Oct 5, 2015 3:49 pm

I believe that the extra needs should turn on when you exceed a certain population amount and not by act transition.

Also the player should receive some free population equal to the unlock amount for each need: e.g. 6k for beautification, 3k for medical and so on...

Once all of the events are added in for services shortage and once the game becomes more sensitive to said shortages that bait and switch in each act transition will be a rough ride every time.

Cinth

Oct 5, 2015 7:12 pm

manager   ~0043438

Just don't fill in you territories completely, leave room for new buildings.

Chris_McElligottPark

Oct 6, 2015 9:35 am

administrator   ~0043444

I also wanted to note that I have had this same feeling to some degree, although I didn't have quite the vitriol that you seem to. Though, on reflection, were I approaching this blind I totally would. (Not that I think you're being vitriolic to me, to be clear: but some mechanics can really induce rage in anyone, and it's important to identify that; the old left-side menus were getting me pretty worked up, heh).

Chris_McElligottPark

Oct 6, 2015 9:59 am

administrator   ~0043452

Thanks!

* The game no longer has any services locked until later acts. Rather, it will be structured such that early-act buildings do not need the services of later-act buildings.
** This prevents the very deadly "bait and switch" that otherwise would happen when moving to act 2.
** This also fixes an error message on the notifications sidebar when new services were added.

Issue History

Date Modified Username Field Change
Oct 5, 2015 3:28 pm Rythe New Issue
Oct 5, 2015 3:29 pm Rythe Severity minor => major
Oct 5, 2015 3:48 pm gnosis Note Added: 0043426
Oct 5, 2015 3:49 pm gnosis Note Edited: 0043426
Oct 5, 2015 7:12 pm Cinth Note Added: 0043438
Oct 6, 2015 9:35 am Chris_McElligottPark Note Added: 0043444
Oct 6, 2015 9:59 am Chris_McElligottPark Note Added: 0043452
Oct 6, 2015 9:59 am Chris_McElligottPark Status new => resolved
Oct 6, 2015 9:59 am Chris_McElligottPark Fixed in Version => 0.919
Oct 6, 2015 9:59 am Chris_McElligottPark Resolution open => fixed
Oct 6, 2015 9:59 am Chris_McElligottPark Assigned To => Chris_McElligottPark
Oct 6, 2015 10:00 am Chris_McElligottPark Relationship added related to 0017706