So..a couple of days ago I bought Stellaris with all major DLCs except MegaCorp. I am not new to 4X games etc.
I played a bit and sort of understood everything (got 4 planets surveyed, built stations etc) but hit a brick wall on the "planet" screen. I had to fix lack of energy and lack of minerals, apparently.
WTF?, I thought to myself, having spent 30 mins on the screen. Makes absolutely zero sense, as it is. I read some wikis, but nothing became any clearer. Eventually I ended up watching this video and I was, like, hey - this is really simple and straight forward - I have got to find the button that opens up the tiles screen.
Then I looked at the follow up, explaining the changes in (apparently) 2.2 and my heart sank. You have got to be kidding me, right ?
Let me sum it up. Every time I want to make a change to a planet's output OR fix a planet output, I have to consider a causal chain of events where one building with one pop makes one thing that goes to another building with another pop, BUT you might loose the first thing if you move a pop to the second building, and you can't really experiment about with all combinations and permutations to get the right output, cause you can't demote pops or change buildings quickly.
This is not "depth". This is arcane meaningless complications that don't have intuitive answers, and can't have intuitive answers because a player cannot iterate quickly enough between possible solutions and check the output/end results and learn from experience - you can't just shuffle things about till you get what you want (eg. try new buildings, changing buildings, changing pops). Am expected to consider "chains of events" every time I micromanage a planet without even having the ability to quickly and intuitively understand what does what and what the actual chains are? And on top of this, the "correct" answer is sometimes 'planet specific', i.e. I would have to spend a lot of time on individual planets just considering how to achieve things? And not only that, but there are feedback loops within the chains of events? This is not fun, sci-fi, contributing to immersion, a narrative, or any of the other things that may make a PC game fun.
Here is what it is, in simple gaming terms: it is like making a unit, for an RTS game, which shoots like a tank, looks like an airplane, moves underground, but only if you hold the right combinations of keys (and you thought it was a flimsy airplane, silly you). And you don't know how to target things, and you only get one try per 30mins of gameplay, but the results depend on what you have tried to do 1 hour ago. Yay!
(not intuitive, fundamentally slow to pick up and learn, taking away from immersion, effectively ends up reducing player control)
The practically kills the game for me - it's a huge early game turn off, to realize I would have spend a small eternity learning how to achieve what I want on planets, and, like 5-10 failed first games. Is this why I bought Stellaris? To figure out how to make little furniture icons efficiently OR ELSE the alien overlords roll over me?
I will of course revert to 2.1.3 and start again (checked how to do this).
I could be wrong about all of the above. First impressions and all that. But I will never find out now, would I :/
(maybe try 2.2 again in another few months).
I played a bit and sort of understood everything (got 4 planets surveyed, built stations etc) but hit a brick wall on the "planet" screen. I had to fix lack of energy and lack of minerals, apparently.
WTF?, I thought to myself, having spent 30 mins on the screen. Makes absolutely zero sense, as it is. I read some wikis, but nothing became any clearer. Eventually I ended up watching this video and I was, like, hey - this is really simple and straight forward - I have got to find the button that opens up the tiles screen.
Then I looked at the follow up, explaining the changes in (apparently) 2.2 and my heart sank. You have got to be kidding me, right ?
Let me sum it up. Every time I want to make a change to a planet's output OR fix a planet output, I have to consider a causal chain of events where one building with one pop makes one thing that goes to another building with another pop, BUT you might loose the first thing if you move a pop to the second building, and you can't really experiment about with all combinations and permutations to get the right output, cause you can't demote pops or change buildings quickly.
This is not "depth". This is arcane meaningless complications that don't have intuitive answers, and can't have intuitive answers because a player cannot iterate quickly enough between possible solutions and check the output/end results and learn from experience - you can't just shuffle things about till you get what you want (eg. try new buildings, changing buildings, changing pops). Am expected to consider "chains of events" every time I micromanage a planet without even having the ability to quickly and intuitively understand what does what and what the actual chains are? And on top of this, the "correct" answer is sometimes 'planet specific', i.e. I would have to spend a lot of time on individual planets just considering how to achieve things? And not only that, but there are feedback loops within the chains of events? This is not fun, sci-fi, contributing to immersion, a narrative, or any of the other things that may make a PC game fun.
Here is what it is, in simple gaming terms: it is like making a unit, for an RTS game, which shoots like a tank, looks like an airplane, moves underground, but only if you hold the right combinations of keys (and you thought it was a flimsy airplane, silly you). And you don't know how to target things, and you only get one try per 30mins of gameplay, but the results depend on what you have tried to do 1 hour ago. Yay!
(not intuitive, fundamentally slow to pick up and learn, taking away from immersion, effectively ends up reducing player control)
The practically kills the game for me - it's a huge early game turn off, to realize I would have spend a small eternity learning how to achieve what I want on planets, and, like 5-10 failed first games. Is this why I bought Stellaris? To figure out how to make little furniture icons efficiently OR ELSE the alien overlords roll over me?
I will of course revert to 2.1.3 and start again (checked how to do this).
I could be wrong about all of the above. First impressions and all that. But I will never find out now, would I :/
(maybe try 2.2 again in another few months).