Enjoyment_2 wrote:Also, @jorb, what is the price to see full change-log? I have all the possible payments made to this game, but still, I haven't received any notifications on "animals now bash boulders when fleeing... while I'm sure someone said " okay, we tamed enough animals through this exploit, close it"
Lesson: don't use exploits... ever.
Joke aside, I agree. The players should be notified of some of these fixes instead of stealth patched.
Opinions expressed in this statement are the authors alone and in no way reflect on the game development values of the actual developers.
Enjoyment_2 wrote:Also, @jorb, what is the price to see full change-log? I have all the possible payments made to this game, but still, I haven't received any notifications on "animals now bash boulders when fleeing... while I'm sure someone said " okay, we tamed enough animals through this exploit, close it"
I (almost) think known exploits and obvious bugs should be stealth patched as a matter of principle.
"The psychological trials of dwellers in the last times will be equal to the physical trials of the martyrs. In order to face these trials we must be living in a different world."
3 first tiles, yes, in different areas, and a lot of the secondary digging had cave dust so, obviously, not mined them. Also, in my area, i've found 4 cave complexes but prospected cassiterite only in two places in two caves, and nothing else all over.
I feel that some thingies in the game should be more "easy" for the player too: i've placed a stone wall around my claim with the idea that it will be replaced by palisade in the future.
When i started building the pally, i found that stone wall have a lower treshold in water nearness than pally, so i had to literally redesign 3/4 of my claim area, and i cannot understand why we can't have such simple things all the same. Another example: tide pools and tar pits are exactly the same as other regional resources, why it's not possible to inspect them to understand when they will respawn things? Mind that i'm okay with totally randomness and NO EXPLORE even on regional resources (so people will stop camping there waiting the last second for his bot to log in and nab the resource), but the problem is: why so many things looks so different and out of place?
The same is for food and his variables, or the rare cave ins we can have even under supports: these things are just confusing, and we should get rid of this confusion, having a more uniform game in terms of expectance of the player based on the game rules.
The search feature would be even cooler if it also searched through recipe ingredients, showing ingredient matches below recipe matches. I suspect that's not possible since client doesn't know recipes.