gevlon

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gevlon
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  • My main problem is that if you read a spoiler, you can complete the game in 2 hours. Even if you don't read and get lost, you aren't challenged. You can't really lose in Subnautica.

    Also, there is absolutely no reason to not add a harder…
    in Hard mode Comment by gevlon January 2018
  • @Maalteromm it's impossible to please you. You don't want grind. But you condemn everything that stops grinding (having to move, resources run out). May I ask what …
    in Hard mode Comment by gevlon January 2018
  • @Maalteromm

    I explicitly wrote that the 1-17 suggestions just make a grindy game, not a challenging one. The challenge comes from keeping buddyfish aliv…
    in Hard mode Comment by gevlon January 2018
  • (Quote)
    This have two problems: at first, it leaves the niche of "I need a little base here but there is no heat or sun around" open. Players should be able to build a base everywhere, just not optimal bases. The second is that a "set up a…
    in Hard mode Comment by gevlon January 2018
  • There are two known ways to make a hard game:
    1. The n00b must die! You go to a PUBG match as a n00b, you end up #80 with no kill. N00b goes to CS:GO, boom, headshot. N00b goes mythic raiding in WoW: wipe. The good playe succeeds, the n00b gets…
    in Hard mode Comment by gevlon January 2018
  • The design shouldn't be on Roleplaying (what a "nuclear plant" should feel), but on gameplay. What niche the nuclear plant you want to have? It shouldn't obsolete other plants. That's why bioreactor is hopelessly broken. The role I'd give to the nuc…
    in Hard mode Comment by gevlon January 2018
  • While it's great if players make up tasks for themselves using their imagination, it's better if the devs create challenges that are properly tuned and interesting.