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Mindustry nuclear production complex5/29/2023 Originally posted by Xuhybrid:It's a tower defense game, not rollercoaster tycoon. Like replaying the first five levels of a puzzle game over and over because you keep failing level 6, rather than the game just letting you restart at level 6. It's the fact that restarting meant doing something I'd already done. I wasn't upset that I had to "restart" per se, because I did do just that, just on another tile. I already knew where to put all the conveyors, how many turrets I needed to hold off the standard attack wave, how to solve the power issues, and just how much I could reasonably export from the sector without compromising security. ![]() I settled on the fact that I'd rather play a new section of the game, rather than spend the next hour or so doing something I'd already done. In other words, it was objectively a better choice.īut in that choice, I thought about it. It sucks because the first map had so much more Thorium, it had oil, and it had a lake at the attacking angle. ![]() There were new ore layouts, new spaces, and new attack angles. What I did to resolve this, is simply settle a new map. It's knowing you have a functional setup going, and knowing that you now have to go through the exact same gameplay loop you did the first time to replicate it. ) It's not really about starting from scratch. But: Do ppl "Nowadays" (this sounds so studpid) have, well, "less emotional ability/threshold" to get over a loss and get going once againg? Or is it just a feeling because 2020 its easier to express such a feeling to a broader audience then 1990? So, what changed? I understand the emotional problem of "investing time in a given project" (like a mission in Mindustry) and seeing it "falling apart" and the following feeling of "wasted/lost time" because of this. So now I hear a lot voices that kinda "disgaree" to the fact, that a game can be over. So you played for hours and as soon as you died or the electricity was cut (well, parents and fuses) the *game* was *over*. Originally posted by ImSolidGold:Im just curious: I come out of a generation that not even had any form of "saving" for games. So I fail to see why OPs request is getting so little support. You can see this feature right now in many popular TD~esk games going back many years to Desktop TD. Unit preview, even on per wave basis or per map is something TD games have offered. But we haven't seen anything to indicate that lack of information is a desired game design mechanic/replay-ability enhancer/difficulty balancer, and then hating on this post would make more sense? If wave forecasting was embedded in difficulty settings or showcased in advance of entering the map that'd be super helpful But being unrealistic about Ear-flicks in the UX and design will drive out a lot of the broader market or product potential.įailing to telegraph what is coming could totally be a design choice. The new version is looking so cool and I'm really digging the world map. And the developer is making huge and impressive strides. Mindustry has the potential to reach a broader audience, but the current QoL and general UX impedes that. ![]() They took the time to post feedback to hopefully improve the game and that's super awesome! It's clear they're frustrated but that's ok. It just feels as if the game doesn't properly warn or prepare you for the larger enemies, and punishes you severely if you weren't ready.Īt the very least make it an option to preserve ghost blueprints if the core gets destroyed, because having that much work wiped clean because of something out of my control is, in a word, ♥♥♥♥♥♥♥♥. On area 225(?) the guardian(s) were 4 flying enemies that instantaneously wiped my defensive line, erased the entire base (that I'd spent 2 hours designing) in 30 seconds, and broke the core so that the ghost blueprints were wiped as well. On Nuclear Complex, the guardian was a flying enemy that took 15 swarmers 2 minutes of constant firing to kill. On Windswept islands, the guardian was one boat that took a couple of hails to destroy. It's absolutely not fun to have to rebuild the entire thing from scratch after they destroy your core as well, but that's a separate complaint.Īdditionally, "Guardian Approaching" is way too vague of a warning. You can have a defense that absolutely demolishes anything that comes anywhere close one wave, then next wave you have four nuke-bombers you've never seen before wiping your main production facility off the map. I feel as if the difficulty scaling of the attack waves in 6.0 is way too steep.
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