Yes I did see it. And then I went and tested similar combat at 1am in the morning. And then I wrote a collection of notes about ways to improve it. And then I shared these with the other designers. And then I talked on the phone with them. And then we discussed the what we’re attempting to achieve for 1.0 and what we can do in the short term.
Great, thank you. As I said in my Steam review, I rate your team as a responsive development team.
Ok - so the balance still needs work.
Which is why I’ve been posting today - not to attack but to raise my concerns.
How many portals should a solo player be able to maintain and for what time investment?
I’m from a point of ignorance here, you’d be better asking those players who manage portal hubs. From a solo point of view, I’d expect to be paying a price for 1-2 hours worth of portal, increasing exponentially from there. As for the cost, I don’t have a frame of reference, but from the difficulty of acquiring oortstones from anywhere expect tier 3 worlds, I’d say 4 or so. The more abundant oortstones are, the more the cost can vary. Again though, no frame of reference.
Ok - so we need to work on the balance more. This update was the first that introduced varying block toughness based on world level.
Great thanks for taking my feedback on board.
Ok - so roughly speaking, at what Level do you think an average player should be able to comfortably exist on the current Moon and Ring worlds?
Like most, I’d see progression in level milestones. 10, 20, 30 etc. Personally, I’d separate survivability skills from career skills so people who want to craft aren’t locked out of seeing the worlds you’ve created. Alternatively, there could be some other way of temporarily increasing your survivability. Food boosts, potions, etc. So the non-combat character can survive but temporarily and at cost, whereas the combat character is permanently able to survive.
Or alternatively, roughly how long do you think an average player should invest before they’re comfortable existing on the current Moon and Ring worlds? Because we can balance the game so that after 10 hours or 100 hours or N hours you call comfortably explore all world.
I’d say check my post above about world tiers. The game will have more longevity if there is a permanent end challenge, progression to tier 3 worlds (in my example above), I’d be looking at my play length. 40+ hours should have me comfortably managing on my own, ticking along happily average, providing the gear for those who want the harder challenges. For the more die-hard players raid planets will offer endless play lengths - particularly boss planets, here you’re talking colonising and maintaining an actively hostile world!
At the moment, I’ve unlocked a good chunk of the crafting tree and set up a shop which I’m pretty proud of. It looks nice and it’s pretty well stocked. Now I want to maintain my goods, maybe unlock some more gear trees so I can supply more items - however I need skill points to do that. I can only get those, realistically, by mining or hunting which means I need a lot more points invested in non-craft trees. This means I have to progress in an opposite direction to the one I want to - I have to become a fighter/explorer/miner all in one. This would be fine but the skill point costs go up each time I buy a skill point and the time between levels gets longer and longer. Again - this is me and I don’t want to come across as attacking the game, I’m just saying it as I experience it. I could go back to Therka and mine copper and iron to get the levels, but then I get no sense of progression and feel like I need to max out before I can really play the way I want to.