Watching a price tank 98% in seconds is a problem, just like watching a price go up 50x in seconds is a problem. This is a problem in 7 or 8 player games, which could be fixed with volatility being tied to number of players.
Auron11022
I've played some Multiplayer, and I'd like to write down a couple things I hope to be implemented before full release. Let me start by saying that I know this is an early access game, and I don't expect any of these to take precedence over squashing bugs and balancing the game, which are both more important. Currently MP looks like Civ. Each game has a multitude of options, allowing for a widely varying game. Ju
I do like the exponential effect that debt has on valuation. I played a game on manager where the second player had all his power production tied to a single geothermal plant. Power was roughly 150 and with night coming i knew it would reach 200 easy (one geothermal spot on whole map). I saved resources all day instead of going to level 5. As soon as night hit, i used dynamite to destroy his power plant. He must've already had significant debt because in 5 hours of
Yeah, the debt mechanic is wonky, but not because of life support. It is wonky because it is usually GOOD to have a lot of debt, which is incredibly counterintuitive on a superficial level (until you realize companies like Amazon routinely hold on to billions of dollars of debt because it actually fields growth faster than the interest fuels loss). I don't know how you fox that other than making interest rates variable based on how much planet wide debt there
I couldn't agree more on the first point. The people complaining about offworld trading are the same that play a huge map with 5 players on medium or high resources. A bond market would be like creating a new resource without messing with all the buildings and existing resource ratios. Of all requested additions, this seems like the most reasonable that still would add to the game. I like it a lot. You can already kinda do this by not
Scott, Hopefully the nags work. I've finished less than half my mp games due to the host quitting. Not really a complaint (you gave fair warning about this), just more of a heads up as to how common of an issue it really is.
Also, the offworld issue described above is helped a lot by lowering the resource settings when creating the game. most of the games i see dominated by offworld is with settings like 5 people on a huge map with double minimum resources and medium resource availability. At that point, of course everybody is going to be stuck fighting for an offworld market or 5.
I've played about 10 matches and Offworld trading solves the problem of saturated markets. I think once people catch on, the end game will revolve around "how early do i get offworld" which i find to be an interesting mechanic. If you don't like getting beaten by it, then get it first. Eventually people will get it to 2 early and each game will have is own balance point at which time it is optimal to obtain. Considering that this whole game is
I agree that a memory leak seems likely, in fact this game makes my PC behave very similarly to Beyond Earth before the first major patch. The whole system locks up for about 1 second then runs 1 second then rinse and repeat. I can last roughly 30 to 40 minutes before this happens, and I'm running a system well above the recommended specs.
I played for the first time last night too, and while the current tutorials make sense for an early access game (most players have a good idea of what the game is about) they are not sufficient for a full game release. There will eventually need to be a full, step by step hand holding. I can easily picture new players searching for several minutes to figure out how to build units before realizing this isn't that kind of game.