5/30/2023 0 Comments Mindustry discord![]() ![]() Let's not forget about the next step, which is also the features that are being worked on and features that are going to be looked/worked on in the future. Instead they decided to make a completely unnecessary balance that was requested by zero people and ended making the experience for the new player worse. And I know why this was done, it was because of veteran players stacking hundreds of weapons right? So why not giving a usefulness to weapons via trading for other resources or even special events where you use them for global competitive (or even global cooperative) leaderboards with multiple goals? Or even better, ask for the veteran players itself what they would like to see changed on the weapons to make the experience for these players less boring. So as some of you already figured out, it's a completely unnecessary change, because while the overall resources collected are going to be increased (don't forget the double up AD's are not infinite), the requirements are going to be increased as well, so for new players it will take even longer to progress because the crafting time will remain the same. Considering now you can double up runs more often instead of once every 24h, I mostly assume it's logical to be increased to somewhere around 150~200% of the original amount. If you're going to increase the requirements, at least inform us that it will be increased, not "changed". I'm not sure if the reward is still 5 trophies or not, but anyone that played the game and realized a few trades on Tiki head or played a couple survival runs know the reward is basically nothing. ![]() ![]() But once again, same problem - why not just mention what specifically is going to be changed? This whole unmentioned subtle changes is something you not only notice on the 1.80 patch, but in basically all the other patches as well. I mostly assume this is the new feature of completing challenges that give 5 trophies. Please understand that it's impossible to determine a completely human factor, because sometimes I just want to play the level in a faster speed because I want to challenge myself, sometimes I just want to play the level in a slower speed because I want to chill/play causally or try something different. It's impossible (impossible = absolute 0% chance) to always determine precisely what speed the player want for each level every time because of multiple factors, these include: overall skill, reflexes, but most importantly, preference. It's very weird that they mention multiple times in the other paragraphs that they are hearing our feedback, but they still insists on spending more resources, money, energy and time trying to find the specific speed the player "wants" instead of just making a option to change to the speed the player actually wants. Hiding this information from us gives no benefit for anyone and only make the communication issues worse. We need to know what specific boss (or bosses) were fixed and what bug that were affecting the gameplay on them was or were patched. I mostly assume this is referring to the seasonal bosses, but if a bug was successfully fixed, make it clear. "We've fixed a few bugs, mainly affecting bosses and runs" Unfortunately, this is the only change from patch notes that is well informed which also benefit players. "We're improving the user interface design and navigation" Let's make a quick summary before reaching into any conclusions: Image 4: Crash On the Run 1.80 patch notes. ![]()
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