![]() Originally posted by Ryoukan:Enjoying it, from closed alpha to this seeing solid improvements. Then a break will come to wait for more content drop and then a restart, multiple times doing this until the game is full release. Took me a while to find out you can donate your workshop equipment again.Īll in all, fun for the moment. But same annoyance from Portia that you aren't given a list of missing donations/donations that can be made. Going into museum to fix stuff and don't need it in inventory is nice. They can do neat things with this mechanic is what I am hoping. Sandstorm mechanic I enjoy, it fits the location and makes things tedious as a sandstorm would. Seeing something wrong and needing fixing fits our role and makes Sandrock feel like more of a community.(gettin called sugar) So I hope they add more of these missions as they did in Portia, and I would even like to see some fixes that aren't obviously pointed out and picked up my curious builders who notice things. What I liked in Portia came later in its development where more fix the city quests popped up. The horse is very special, tapping a,d it getting it to do a jig, then going down the lift to watch it rocket propel off the cliff is kind of funny. A few weird problems here and there but nothing major. It’s still early access so I reserve final judgment for now but I would like to see some of these systems improved by the time 1.0 releases though my realist side says what we’ve got is probably what we’re gonna get.Įnjoying it, from closed alpha to this seeing solid improvements. And you’re always free to give additional discs to speed up the process if you want. They’re somehow pulling data off an old, beat up disc(s) you found in the ground and concocting a working machine from that data. Research took time in the first game and it kinda makes sense if you think about it. Some are far more worthwhile and better fleshed out than others. You can check the social page and it will tell you in there what the perks are with everyone for certain friendship lvls. It also involved you keeping track of what items you had and somewhat guessing what you needed to prebuild before a quest would need a certain item. The problem solving/optimization came from figuring out how many of certain machines you needed in order to keep your supplies stocked for daily commissions and story missions. ![]() To be fair, the first game was basically the same way: sit and wait while your machines crafted stuff. What's when I reach the end of the ruins? What rewards do I get for raising up people's hearts? I was wanting something engaging but nothing here seeks engagement. just a sit and wait mechanic, no solving ♥♥♥♥, no puzzles, just sit down and wait till it finishes. Originally posted by Hallowedsoul08:I don't enjoy the crafting in this game due to how it's. But it feels like more time was spent on aesthetic things rather than actual gameplay, if that makes sense. A lot of work was put into this and lessons learned from Portia all around. This isn't to say it's a bad game, it's not. There are those moments where you (re)build something but at least as far as I'm in, it doesn't feel like the things matter as much as Portia's. Busywork for the sake of busywork rather than to achieve things. The story also doesn't feel quite as endearing as Portia. Then there's the general home/building mechanic which feels limiting compared to Portia. And frequent occasions where I'm blocked from taking on new commissions because of arbitrary limits. ![]() Getting yelled at for cutting down cacti because they treat them as trees. The constraint of water makes perfect sense, but certain machines using water doesn't. The sandstorm wouldn't bother if it just made it harder to see, but having stuff fly away randomly, having to featherdust, etc.feels like we're adding chores for the sake of it. The connection to the town feels stronger.īut.the added "gimmicks" feel like a step back as implemented. Graphics are significantly better overall. ![]()
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