[Serious Suggestion] for Surviving the Aftermath. (Dev Please Read)

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tsbm

Recruit
Feb 4, 2020
1
0
Hello,
I'm sorry I hope I'm allow to post a suggestion here it seems like there's no other way to contact dev, and I don't feel like filing a ticket to make someone unhappy since it was used for game issue support.
Not sure if devs would reading on forum but I hope they does.

Suggestion: (Necessary, seriously this need to be done or else it's really annoyed)
- In-dept workers detail system for building that required colony to work.
I found it very necessary to have an option for choosing my 'Specify Colony' for 'Specify Building', it's very annoyed me that everytime I need to use 2-3 different building to 'manage and try to' pick the one colony I need for different building.
Example: I need Colony A(Health +20, Produce +15%, Farmer +15%) on my Farm, but when I click '+' to add worker, it keep giving me other colony which has other skillset like maybe Colony C(Walkspeed+ 20%, Medic +15%, produce -15%).

Suggestion: (Wishlist/minor/not necessary, but of course the more contents are always welcome)

- More building to build. (As a Base Building genre, it's feel too lacking as currently states, maybe a little more would be great)
(Maybe like building which add bonus morale, or building which give protection buff for catastrophes or building which give production buff, there is a lot to think of base form all the other base building games.)
- More Trait/Skill and a system for it. (Trait/skill for colony seems pretty lacking, adding more variety seems to be interesting, maybe a system to learn extra trait/skill for some colony who doesn't have a 3/3 trait yet? like learning extra trait/skill as for example 'School give +15% Produce for growing child', maybe like, a colony(adult/child) with empty trait/skill slot would able learn a random specify related trait/skill while working on specify building type for some working times? for example a colony trait/skill slot of 2/3 working on Farm for xx in-games times, can learn +15% Farmer Produce, or maybe a flaws of -15% Farmer Produce, as long as it's related.)
- Specialist, Quality over Quantity, Lesser Unique over Tons of Commons. (I played the 1st release, there was a few specialist, Update1 was still a few specialist, but I was shocked when I tried Update3 recently there're bunch of specialist omg, yes more variety was a good way to make gameplay interesting but for now as 70+ was really 'a lot' already not to mention some of them has same dupe stats with only different photo, wouldn't be good to has more in-dept unique specialist over the more common one?)
- Recruit system. (Would be good to not rely just on the 2-5 days to have 'a rng chance' to pick a random specialist, maybe a recruit system(owned building? or hire from other faction?) for a faster rate or more choice option. Considering we have an overwhelming number of 70+ specialist right now, wouldn't a recruit system put in to a good use?)
(Personally I always savescum 'a least few times, for every single time' a group visit me, to try to get a not totally useless specialist, and I honestly don't enjoy it, just personal of couse not sure about you guys.)
- Balancing on resourse. (Resourse was limited, trading system was good option but too simple/boring, it would be better to have some interesting option to get some extra resourse)
- Late game polish. (Update 10 hopefully? Just to point this out that this was quite important, as currently as myself always end up 'nothing much to do' after like 40~50+ in-game days.(I played the game with all the hardest option.))
- Gameplay balancing. (Just pointing out. Thankfully devs listen to their player and keep their promise.)
- Bugs. (Just pointing out. Too many bug but thankfully devs keep working hard on them.)
- In-Dept Mod support. (I mean a serious in-dept mod tool, not the current one but one that able to mod almost anything of the game as a player desire to, any game with mod support usually end up double or even triple more replaying value/time.)
- Increase price. (Not sure if it will increase price after full release or dlc, but I personally think 10$ was a little too underpriced, compared to all the similiar genre game I bought, not to mention most of them don't care for their customer, to be fair I think it's safe to increase the price imo. (Don't F me guys just being fair))

PS: Please note this post is not about complaint, it's just some base building lover who trying to say what they think.
Just watch the Update 4 Great Minds on Twit, research system was awesome, faction system was real good to have, but graphic improvement is good but not really necessary imo, overall, well done devs I hope you guys keep it up.
Love the game, another favourite base building game of my now, every update was promising.
Love the dev, for keeping their promise and keeping the update/fix.
Thanks to all the dev for the hard working, and thank you for reading.

Edit: Fixed some typo.
 
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