Everything respawns, latest version (or Too Many Resources)
CheekySparrow
Russia, Sochi Join Date: 2016-08-26 Member: 221730Members
I never run out of materials. Is this supposed to be so?
I collect seaglide fragments right next to my base where (I think) I had already collected them.
Also I never bother building gardens and stuff - while there aren't peepers around when I exit the base, I just swim a little and something "kicks in" and seemingly respawns them in the area.
As of now it is sort of Immersion breaking, makes the game much easier and a bit pointless.
The only shortage I experienced was quartz, but again, I've built PRAWN, cyclops, fully upgraded seamoth etc, and quartz is only absent in the ~100 meter radius around my base, after that it's abundant again.
I'm not sure if it's too much resources or respawning resources, well, anyway, the challenge is lost.
Anybody else experienced this?
I'm using prawn update, obviously.
I collect seaglide fragments right next to my base where (I think) I had already collected them.
Also I never bother building gardens and stuff - while there aren't peepers around when I exit the base, I just swim a little and something "kicks in" and seemingly respawns them in the area.
As of now it is sort of Immersion breaking, makes the game much easier and a bit pointless.
The only shortage I experienced was quartz, but again, I've built PRAWN, cyclops, fully upgraded seamoth etc, and quartz is only absent in the ~100 meter radius around my base, after that it's abundant again.
I'm not sure if it's too much resources or respawning resources, well, anyway, the challenge is lost.
Anybody else experienced this?
I'm using prawn update, obviously.
Comments
I'm pro-respawning, though. I don't believe in the challenge of scarcity. I don't want to be forced to ruin the landscape by picking it clean (Safe Shallows lose so much without quartz; I'm okay with wreckage not respawning) or be forced to visit new biomes for resources depleted in the first ones; I want to be coaxed to visit new biomes for new resources that will unlock new aspects of gameplay.
Also, does anyone know what you are supposed to do after exploring the lava zone? I feel like I'm hardly through the game but I don't know what to do next...
Thing is, for me it becomes a "clicking simulator" (except for flora and coral) when stuff doesn't respawn because I start feeling like if I don't pick it up now, I might not find it again and there'll be only so many to pick up. By having stuff respawn, I don't feel the urge to hoard for the future.
Not that I find "clicking simulator" a fair word because you still have to get past the fauna, unfriendly flora, and environmental hazards to get your resources. The challenge of gathering remains. Of course, I am not talking about insta-respawns. I'm fairly certain a balance is possible that occasionally forces you out if you don't wish to sit through the time it takes for resources to respawn.
Yes Safe Shallows designed to be in proximity of all resourses, but I think they tend to be scarce in contrast to other more dedicated biomes.
The other idea is this game is a kind of sandbox so there is no strict progression or challenge. Yes this game is friendly in compare to other survivals, but it's not bad. My last save tells about 2 full days in this world and I didnt finish my base, I need MOAR glass and batteries for gorgeous illumination.
I'd like to see an option that controls respawn so I can make it my game play style. I'd set it to none and my son will set it to respawn every day.
I know people have different playstyles but I don't think resources should be gimped because some players are hoarders and they find it to easy. The exploration is supposed to be the source of the resource gathering, not the other way around. You need to find a way off the planet and to do that you need better tech in more dangerous areas forcing you to move on, not for the sake of "well the shallows are empty so I guess I have to go somewhere else".
Theres going to be a lot to do in the inactive lava zone by 1.0 and the stuff you do after reaching the inactive lave zone hasn't been added to the game yet.
Same goes for breeding fish (I think you can do that, I didn't build the hatching structure yet).
I wouldn't bother doing it as I got hundreds of peepers around my base.
So, for me at least, three important gameplay mechanics are broken and worhless (breeding fish, growing vegetables and drilling deposits for resources).
Some people like relaxed gameplay, I like a thrill - a game that stretches my abilities and makes me fear for my survival. Current infinite resources don't allow me that, and I feel bored - in fact I didn't run the game for two days.
So my inner diplomat says "A customizable difficulty options would be the best!" while my inner hardcore gamer tries sending telepathic messages to the devs to crank up the difficulty and create another landmark in survival gaming )
I rather think "broken and worthless" is okay. I don't make use of pipes or the guns ever (other than the propulsion cannon for Aurora blockage, which is a near no-choice) or storage modules and the nuclear reactor only interests me in one or two spots where I may not even build. They are "broken and worthless" to me, but they aren't to other people with different play styles.
I've used the drill arm to gather silver, quartz, and titanium, which as a builder I always have need for. (There's also a proposal on Trello to make one future resource (obsidian) drillable only.) Breeding fish is still a lot more easy than going out to fetch them - you talk as if you only build in the safe areas with fish aplenty. Ever built in the (Deep) Grand Reef or behind the Aurora? I rather not go out for a weak reason, so the alien containment is perfect to help me survive there. Plus, you can hatch eggs of aggressive lifeforms and then scan them safely, which I like better than using myself as bait. Plants are the same way. Plants and fish can also be used to fuel the bioreactor, so it's useful to have them in storage (I don't feed fish to the bioreactor unless they're roadkill, so plants are a must for me).
I'm not sure if it's necessarily casual vs challenge. Like, if I seek my challenge in building in the Deep Grand Reef with a strict No Kill policy (ie, no weapons on me) when I know there's crabsquids around, is that less of a challenge than what is essentially grinding?
I take the Cyclops out on resource runs around the map, filling up like 10+ lockers each time. If I ever get off the planet, I could start a space trading empire overthrowing Alterra Corps.
If you venture out from beyond Safe Shallows or Kelp Forest, there are a lot of silver in sandstone outcrops or large deposits. I have a locker full of silver just sitting around.
"Remember that materials you gather are the property of the Alterra corporation. Use of these resources for survival is sanctioned, but you will be liable to reimburse the full market price. Your current bill stands at 658,000 credits."
If the planet doesn't kill you, the debt will.
You make valid points, I'd like to comment on one for now:
>Ever built in the (Deep) Grand Reef or behind the Aurora?
No, because *i don't need to*. The game doesn't give me any good (practical) reasons to build there, and I'm not a proponent of... err... whatever it's called.. I mean artificially creating situations to make game more challenging/interesting. I *can* do it, of course, but I'm not a fan.
It reminds me of the Dragon Age DLC OP gear - I wanna play DLCs, but I don't want overpowered and balance-breaking items that come with them. Sure, I can simply dump them, but my immersion breaks because *it is not something that my character would do*.
Sorry for so many asterisks )
Overall I think yeah... the selection of modes on starting the game should be expanded, to include hard survival (or whatever it might be called), for those of us who'd like more challenge or, as you may call it, grinding))
I have logged quite a few days now and have moth, cyclops and prawn. Yesterday I was off in my moth collecting and on way back to base heard a noise, got back to base to see a reaper in the safe shallows eating my prawn (dam it) reaper took it into the ground where I could not get to then distorted it. Moral of story don't leave prawn parked outside of base.
Any one else had this happen ????
Imagine if you could get every resources from every biome - but it cost a lot more in some biomes than others (e.g. specific multipurpose room based refineries)
Exactly my point...
To me that looks like a class having some kind inactive flagged set to return to active after a certain time or other condition. A dead animals inactive state is the death model, a resource class might be a disabled state.
So animals regain the live state and move again and resources just become visible and interactable again.
I imagine its somewhat different than that, I never coded in unity and have no idea how they implemented their classes but It does have the scent of a temporary force-fix.
Just because you don't want to live here ))
You need an action, challenge. For others it may me life here, build of grand sea base with hope to add more people here, study this place... Oh wait it is Rimworld in the sea -.-
Now, I could've explored other areas and maybe found other source of quartz within easier reach, but again, being a total noob I was afraid to venture too far away from the base. I think many new players might be in a similar situation - not making best use of resources and being hesitant to explore too far out without better equipment. Now, obviously the game can't be catered to someone who might be completely wasting resources or afraid to go further than 200m away from the pod, but that's where the balancing act comes into play. Because on the other hand, they also can't cater the game to experienced players who can get a nuclear reactor going with nothing but a knife and two air tubes (obvious exaggeration for the sake of making the point).
Incidentally after the PRAWN update I did notice some re-spawning of quartz, but it never felt too much - like after the initial "quartz rush" it didn't feel like I could just rebuilt the entire base from scratch by just scouring safe shallows, but I could build a window or a hatch here and there by going out and spending a few minutes looking around in the area, but then I would need to spend some not insignificant amount of time and actually venture out of safe shallows if I wanted to get another containment unit going. So to my mind it was a good rate of respawn.
In any case, I think ideally I would actually like to see an option for this - whether tied to a "difficulty" level or as a separate setting. So say in the hardcore mode respawn rate would be zero (or maybe scarce), in survival it would be moderate, and in freedom plentiful. Then again I think a separate setting would be best, because maybe I want to play in survival because I don't want one life, but I want the challenge of scarce resources.
What might be even better (and I know I'm getting into a possible "too many options" territory) is multiple settings based on type of resource.
For example, if there were three categories: equipment, minerals and faunt/flora. So then say for equipment, i.e. the stuff that fell off the ship - wrecks, pieces of vehicles, blueprints - I could set respawn rate to zero, because there's just one ship and when you scavenge something from it it stays used up and there's no more of it. (This way titanium would become rare over time but not gone entirely because...) For minerals I could set the spawn rate to "scarce" - quartz does take years (maybe decades, I'm not a geologist) to form, but it does grow over time, so in game terms that's something that could respawn every once in a while, and that way you'll keep having access to at least some titanium (and lithium and uranite and salt and so on) for the entire game. Finally, flora and fauna, well that just makes sense that plants regrow and animals repopulate, so that could be set to moderate respawn rate. Of course, as long as all those are settings under our control we could cater the game better to the experience we wish to have.