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Suggestion from patch v0.37

A topic by Angel Phenix created Jul 26, 2017 Views: 112 Replies: 3
Viewing posts 1 to 4
(Edited 1 time)

Posted on (DD.MM.YYYY) : 26.07.2017
Updated on (DD.MM.YYYY) : 27.07.2017

As I did for the bugs I've found on patch 0.36, I'm gonna do a rundown of things I think could be good for the future of the game.
As you guys expect : It's only my opinion and nobody "has to" agree with me. 
I came up with these after players a good amount of hours on this game.
As I said on my last topic : My native language isn't english as you already probably can tell and I'm sorry if my writing or use of the language is bad, I'm trying my best !


============== Suggestions ==============

1) When you right-click a consummable item on your inventory without having it selected : It shouldn't "select" it.

I find it quite unsual for me to have to scroll the mouse middle button to switch to my previous item (or using the 1,2,3,etc keys) when all I wanted to do was to use an item and continue doing what I was doing. The problem is, when I'm mining like crazy to get lots of GTR, I have to spend a lot of time doing several things. I have to keep my oxygen level at a certain level to use my bottles and I have to avoid starving. Since I "have to" right-click on the item to consume it : I think it would be great to avoid selected the item if you right-click only (Say you have your shovel selected, you're starving. Right-click the food on your inventory. The selected item is still the shovel but your character just ate his dish)


2) Stop the interaction with the modules as long as it got an air breach.

I.. Actual find that quite logic. Since you interact with the module to stop the air breach, your character isn't interacting with the module to "use" it. Just to repair it. Problem is : When the chest modules have an air-leak and you click on it to "repair" it : The chest opens up on your screen. It doesn't do it with the airlock though. Which is great because it's the way it should be, I think !


3) Use the shovel to craft the jackhammer.

I know it sounds quite dumb when you think about it just by reading this sentence but I found it quite odd that your shovel could do something that your jackhammer wouldn't be able to do. I get it, the jackhammer does his own thing, just like the shovel. But since you can interact with the jackhammer to get some things, just like the shovel : I think it could be great to have them combined.
At least, if the shovel isn't used to craft the jackhammer : Making another tool, combining both items could be really good for the long run. It's painful playing 10+hours on the game when you constantly have to switch between two tools which "seems" related (To me ! :D)



4) Water dispenser adjusted ?

I don't know if it's intended or not, just like in my other post, but I found that the water dispenser actually "waste" water using the ice or the water bottle.
Let me explain : Each Water Dispenser can store up to "200" amount of water.
When you use an ice item on it, the water is :  30/200.
Since the water bottle is 2x the ice item, when you use it, the water is : 60/200 (Which is perfectly fine, as it takes two times more ice to make a water bottle)
Problem is : 
    - 6 Ice = 180/200.
    - 7 Ice = 200/200 (Instead of 210)
The problem isn't that big when you think about it, using ice. You litterally "waste" 10 water but that's just 1/3 of a single ice item which is.. not that outrageous, I have to admit but :
    - 3 Water Bottle = 180/200.
    - 4 Water Bottle = 200/200 (Instead of 240) (and yes, using 3 water bottle + 1 ice wouldn't waste water, but players don't really know that you can litteraly "waste" items. It's not normal in a game :D)
If adjusting the water dispenser is too much work, at least adjusting the ice/water bottle amount of water would be great. Having it to 25 for the ice and 50 for the water bottle could be a good thing. I know you'll need more water to keep your farms up, but since the game now has a water collector, I don't think it can really be a problem.


5) Electricity consummation priority.

Being on another planet means the little kitty probably knows what he's doing. Don't you think the little Kitty would have found a way to prioritize "important" modules before the less-important ones ? 
I mean, when you have 8 plant modules, 12 "basic" modules and 4 air dispenser, you really don't want any of your "basic" modules to get electricity if you don't the right amount to supply everything properly. 
I think the game should prioritize types of modules so the electricity generated, even low, would be given to the good modules instead of playing the russian roulette every night. 
Classifying the modules would be (I think, correct me if I'm wrong) an "easy" (relative) way to resolve the problem. Like.. Giving it a "level" of importance so the electricity knows where to go !


6) The possibility to throw the full stack of item on the ground.

Sometimes you will have to throw things to the ground. Sometimes quite big stacks of things you don't really want. Problem is : You have to "unload" your inventory one item at a time. Say you have 90 rocks on yourself, you're out of your base and you want to throw these rocks on the ground because they're not that usefull. You'll have to click 90 times on your throwing key. That's.. Yeah.. No. :D


7) Having "Nav Light" giving a bit more luminosity.

I mean, I don't want it to be an epic spotlight that you can actually see from miles away but right now, the nav light are litterally useless unless you put a whole stack of it. On my last run, I made 170 nav light to make a "road".  I don't know if it's intended to have so little light so you HAVE TO build a lot of it for it to be really effective but that's really tedious to do.
It would be better for the player (in my opinion) to have the nav light producing a bit more light. You can even update the recipe to craft the item since the metal scrap parts aren't usefull anyway. Double the items needed to build the light as long as the light is really a light source and not just a little red dot you're not even able to see if your monitor doesn't have the right setting ! :D


8) It would be great to have different "types" of games.

I'm not talking about a whole different game, I'm talking about small little tweaks in the actual real "game" that can make things more interesting since there's not a lot of content for now (I'm a little harsh on this, I played this game for a good 30+ hours already.).
I was thinking about playing on the "weather" side, to start.
Like the "Rain Forest" mode :
     - No ice patch on the ground.
     - You can only get water from rain.
     - When it's raining, Solar pannel doesn't produce any electricity (I'm not quite sure it's already the case).
     - Double the drop of seeds.
=> The player will have to build GTR (which produce 5 elec. instead of 10 for the pannels) and have to build several Rain collector if he wants to be able to maintain a good farm. 

Or like the "No Oxygen" mode :
     - Unable to build Air purifier.
     - When building modules, there's no "oxygen" in it initially.
     - No farms whatsoever (Well yeah, no oxygen = no growth).
=> The player will have to rush things to get oxygen bottles as soon as the game starts and be on the constant move if he wants to survive.

The game will still have the "goal" to survive a certain amount of days. It could add difficulty and goals to reach when the game is already done since the "no limit" mode can only entertain you (me, at least) for a good 120+ days (Which is already really high to be honest :D).


9) Change the "initial" position of the items dropped when recolting things.

When you use Greenhouses and Rain Collector, you have to be on the bottom of the modules if you want to be able to get your items (You can't build module at the top of it and praise the lord that the items will come to you. You "have to" build the modules at the top of whatever your base is to be able to reach all the items everytime.
Since I already encountered this problem when recolting on Rocks and things outside, I just thought about the fact that the items could be dropped from the "middle" of the tile and not the 0,0 (x,y) position of the tile.
Right now, when you destroy something (Rocks, Herbs, Fruits, etc) you can clearly see that the items are "popping" from the 0,0 position of the tile and that's why it's difficult to recolt things being at the top of the GreenHouse and the Rain Collector. Since the items can go in every directions, they can go wayyyy farther away from your position without you being able to reach it unless you do a "dΓ©tour".


10) The possibility to drop/build things on the pavement.

Pavement's great, don't get me wrong. But it's more of a bullet in the foot than a real advantage when you build your base. You cannot do ANYTHING on the pavement. You can't place things, you can only run on it. It's great if you have two bases apart from each other and that's.. The only actual case I thought it was great. 
For now, Pavement can't even handle a "Nav Light" on it which is quite ridiculous if you ask me !
Anyway, you could add a little mechanics out of the pavement. Maybe reduce the chances for airleaks if there's pavements below the buildings. Something like this. Anyway, it would be great to be able to do something when standing on it. The fact that we can't even drop a single item on it with the "throw" command is quite fun but man, that sucks if you've build 450+ pavements around your base haha.


11) A way to change water bottle into ice.

For now, the Rain Collectors are a great way to get Watter Bottles. The only problem with this is : If you want to have a good amount of water, you really have to build a lot of rain collectors.
Just for the story : It's 2 Water Bottles per "rain". Which happens like.. 1 time per 10-15days, which means 2 water bottles for a good 12-13days.  Either we'll have to see rain more often or we'll have to be able to collect way more than 2 water bottles for it to be really effective.
Anyway i'm disgressing : For now, the water bottle has no real good use (The root stew isn't that great) unless used in a Water Supply. Which means you put a lot of items and effort building these things only for it to be effective in water supply.
If you want the Rain Collector to be effective, it could be great to be able to "freeze" this water so we could use the ice to get Oxygen bottles.
Just by adding a "freezer" mechanism, you won't have to tweak anything. Two water bottles should give 4 ice, which means 4 oxygen bottles. Which is.. Quite high when you think about the fact that a single oxygen bottle can give you a full gauge of oxygen when you were at 0.
This way : No need to change the weather intensity/frequence :D



Since it's only suggestions, I can just stroke the text and explain why it wouldn't be implemented as it's only here for discussing purposes. I know my points aren't that great, I just found that some things needed some tweaking to be "just perfect" (again : "for me."). Thanks for reading !

Edited the post, adding 6 suggestions.

That oxygen ratio is not bad.

Some quick googling and math says that 1L of water contains enough oxygen for about a day, if you can get rid of the hydrogen from it.  It should probably cost a lot of electricity to craft however.

@suicidejunkie
Note that if you're referring to this sentence : "Two water bottles should give 4 ice, which means 4 oxygen bottles. Which is.. Quite high when you think about the fact that a single oxygen bottle can give you a full gauge of oxygen when you were at 0."
I don't think the "reality" of things is the problem. I don't even really think it's a problem to be honest. It's more like  a balance-side thing.
When you really think about it : What do you need to craft a single bottle of Oxygen ?
1 ice + 1 metal plate.
The ice is litterally everywhere and the metal plate is quite common too. 
The fact that the metal plate is used for a loooooot of different recipe makes it a little bit harder to manage than water and that's why I talked about the "water/oxygen" ratio in this part of my post.
The fact that a single stack of ice can give you a full oxygen bar seems pretty OP. Not talking about "real facts from the real world" but from Mewnbase's world where Oxygen is one of the most important thing to manage.
I think I'm gonna give it a try, going for a full gameplay only with oxygen bottle to see where that goes and if it's really balanced or not because right now when I'm three screens away from my base and popping a single oxygen bottle to get full oxygen back it seems.. Overpowered (To me :D)

Sorry if I wasn't clear about that ! And I guess different players will have diferrent point of view on what's balanced or not ! Thanks for replying though ! :D