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Inkidu

Second Lieutenant
43 Badges
May 9, 2016
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Because right now it's this thing that I don't really like to engage with. It's boring, it's rote, it takes time away from what I really want to be doing. Mostly though it's just boring and uninteresting. Wait a time, move your pieces. Wait a time, move your pieces. There's nothing there I want to really be doing.

I would honestly not care if it was gone. It feels like an idea from a totally different game. I never feel like my colony's survival depends on it, but I'm also not able to really meaningfully engage with it. It doesn't solidify my colony's place in the world. The only thing I absolutely need is research and as I don't have to yoink my specialists back to obtain it, it's the easiest resource to get other than it's not common.

I don't know, it just feels like you could send specialists out and have them look for specific things with chances attached and then have them come back. The fact that it just pulls me out of the city building map bores me. It strikes me that the overworld seems to be a relic from like Sid Meier's Post Apocalyptia than Surviving the Aftermath. It's like it's out of a 4X and not a good one at that.

I think this may be one of the cases where the developers are not following the fun.

Because I mean you might like the overworld, you might find some things interesting, but I keep asking myself, "Am I enjoying dealing with the overworld?" And the answer is always not really.
 
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It needs something for it to matter, yeah. Encounters would be great, to start with. Making specialist specialities actually matter would be good, too. Right now I can make a 'scientist' spend like 45 minutes trecking across the map to extra 356 science per turn where my scout who is there already can extract 300.
 
It needs something for it to matter, yeah. Encounters would be great, to start with. Making specialist specialities actually matter would be good, too. Right now I can make a 'scientist' spend like 45 minutes trecking across the map to extra 356 science per turn where my scout who is there already can extract 300.
I honestly think they need to scrap it. It has always been the weakest part of the game and just drags down the whole experience. It needs a redesign from the ground up though. make it less granular for sure.
 
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It was a nice idea to integrate into an RTS -- for me honestly, it feels like a chore just to get some research points (everything else is quite useless TBH).
I'd really love an "automate" option in which I never have to get to the overworld and concentrate on the R-part of RTS; there's a reason there is Age of Wonders and Surviving IMHO :)
 
It was a nice idea to integrate into an RTS -- for me honestly, it feels like a chore just to get some research points (everything else is quite useless TBH).
I'd really love an "automate" option in which I never have to get to the overworld and concentrate on the R-part of RTS; there's a reason there is Age of Wonders and Surviving IMHO :)
I mean it might have had a place before the new start style, but with the ability to get things set up even better... I'd only go to the map because it makes you go to the world map.
 
4 things that I think would help the world map :

1) Events that occur and require a response within a set amount of time. Such as enemy convoys that you have to intercept before they reach you, or before they reach an allied settlement. Roaming packs of mutated animals that have to be put down before they attack you. Sandstorms that expose hidden goodies but if you don't act fast another storm might cover them back up. An Earthquake that breaks open an inaccessible building but if you don't loot it in a set number of turns, it collapses and destroys the loot. Things like that.

2) Bandit camps should affect attacks. Clearing a bandit camp should reduce the rate of attacks on you, while having a camp nearby should increase the frequency of raids. You should be able to see on the world map which camps are close enough to be launching raids on you (Or your allied settlements) so you can pick and choose your targets. After all a specialist out destroying a bandit camp is one not helping out around the base!

3) Bandits should make new camps. Easy enough to explain, after you clear the map of bandits right now they're gone for good. Make it not so anymore.

4) Allied settlements should be able to give quests on the world map. Omicron or Sageford can give 'science' quests where a scientist must explore a certain area. Dead Creek or Coalition should have you attack some vicious animal targets for them, while Malltown or Trinity may have you clear a location of bandits for whatever reason. Some might be timed quests, others might just be 'do them whenever'. Failing a timed one might incur an influence penalty. Get your influence too low and other settlements may decide to attack or sabotage you.

Ideally the world map should be a constant tough choice for players, should we be keeping our specialists at home where they can respond to emergencies (Hunting when food is scarce, or rapid-building a well before a drought, or responding to a sudden attack) or should they be out in the world map doing quests and clearing out hostiles?
 
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4 things that I think would help the world map :

1) Events that occur and require a response within a set amount of time. Such as enemy convoys that you have to intercept before they reach you, or before they reach an allied settlement. Roaming packs of mutated animals that have to be put down before they attack you. Sandstorms that expose hidden goodies but if you don't act fast another storm might cover them back up. An Earthquake that breaks open an inaccessible building but if you don't loot it in a set number of turns, it collapses and destroys the loot. Things like that.

2) Bandit camps should affect attacks. Clearing a bandit camp should reduce the rate of attacks on you, while having a camp nearby should increase the frequency of raids. You should be able to see on the world map which camps are close enough to be launching raids on you (Or your allied settlements) so you can pick and choose your targets. After all a specialist out destroying a bandit camp is one not helping out around the base!

3) Bandits should make new camps. Easy enough to explain, after you clear the map of bandits right now they're gone for good. Make it not so anymore.

4) Allied settlements should be able to give quests on the world map. Omicron or Sageford can give 'science' quests where a scientist must explore a certain area. Dead Creek or Coalition should have you attack some vicious animal targets for them, while Malltown or Trinity may have you clear a location of bandits for whatever reason. Some might be timed quests, others might just be 'do them whenever'. Failing a timed one might incur an influence penalty. Get your influence too low and other settlements may decide to attack or sabotage you.

Ideally the world map should be a constant tough choice for players, should we be keeping our specialists at home where they can respond to emergencies (Hunting when food is scarce, or rapid-building a well before a drought, or responding to a sudden attack) or should they be out in the world map doing quests and clearing out hostiles?
Honestly, this all sounds nice, but I'm more for just doing a total, absolute ground-up rework of the whole chunk of the game or removing it entirely. I'm more afraid that putting those features in is just going to bog down what is a fundamentally uninteresting part of the game to begin with. This is not something that you can just throw more stuff on and expect it to work. I think it's just too weak.

My solution would be to make the play space much smaller by making the chunks you explore larger, more dense, and ever changing. Instead of limitless boring chunks of sameness just use say a dozen large regions that take time to explore, but you're never spanning what feels like an effing continent just for some pills.
 
We hear ya! The World Map is getting the much-needed love in both what you do there and how you do it. I wish I could share all the plans we're cooking up here, but we'll just have to wait till an update stream or teaser comes out. The current WM is pretty much the same it was on EA release, but we've deliberately concentrated on improving the colony building aspects since that's the main part of the game and what the community have had the most requests towards to.
 
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I've posted this idea before, but I want outposts to actually be outposts - you go to one and it opens a new map and you build another settlement there. Depending on the terrain there would be buildings it wouldn't be able to site, so you'd need to ship stuff in from your main town, but in return any settler who isn't busy would wander off the edge of the map and collect a resource to bring back. The resource would depend on the terrain you are settled in, a ruined city area would give concrete with a chance for parts, a forest would provide wood, stuff like that.
 
Honestly, I'd like it if they changed the percentage chance of your specialists taking damage to something that isn't blatantly a lie. 33% chance to take damage? closer to 70%. Pretty sure the reason it's stacked against the player is to force you to retreat your specialists back every so often and extend the amount of time you have to spend on the world map artifically.
 
We hear ya! The World Map is getting the much-needed love in both what you do there and how you do it. I wish I could share all the plans we're cooking up here, but we'll just have to wait till an update stream or teaser comes out. The current WM is pretty much the same it was on EA release, but we've deliberately concentrated on improving the colony building aspects since that's the main part of the game and what the community have had the most requests towards to.
Color me curious for sure, but I've just got this feeling that systemically it simultaneously takes up too much space and provides very little in the way of meaningful things to do. I'm not a developer, I get that, but I've played a lot of games in my life and I'd like to think I've developed a sense for when games systems aren't working.

I did predict that Stellaris was going to have to abandon the original FTL system if they wanted to get more strategy in the game though. Still kinda proud of that one.
 
Any update on what the next major update on the docket is? I would love it to be a total ground-up rework of the overworld, but I know that's unrealistic Still, every time I look at this in my library I'm like, "Oh I should play that." Then I think, "Yeah, but then you've got to deal with the overworld," and I go back to something else instead.

The more I think on the overworld though the more I realized I have not liked it from day one, and I bought this pretty much as soon as it came to market.
 
No idea. Either we get a 9.1 patch, or a Update 10 sneak peek. We should get an idea on Tuesday, but to be honest, its probably gonna be a 9.1 patch. We will see.

Developers, if you read this, do you have an updated roadmap for us? One with possible dates perhaps?
 
I agree that the World Map is Finite to find other Settlements and Lewts. I'm going to suggest a radical change for the Devs instead of a tweak or other options to add to the current World map mechanics. How about when you build the Gate, you can form a party of 1-4 to go out and explore. This is where if they find a place to loot or raiders to fight or find a settlement to talk or trade with. Later you can find a car for safer exploring and gather more loot. later maybe a communications tower to receive radio for help and longer more dangerous exploring. Of course the trading center for quicker trading with discovered Settlements for better deals.

I dunno, I just got the idea from games like SHELTERED etc.
 
I don't really find the new update interesting enough to get back into the game. It's just that overworld. I really just do not, not want to deal with it still. I know it's probably my hang-up but if you've ever had to deal with that one thing that just drags down the whole experience in a game and make you not want to play it, well this is one for me on Aftermath.
 
I don't really find the new update interesting enough to get back into the game. It's just that overworld. I really just do not, not want to deal with it still. I know it's probably my hang-up but if you've ever had to deal with that one thing that just drags down the whole experience in a game and make you not want to play it, well this is one for me on Aftermath.
And we agree! While I'd really really really want to share what we're cooking up for the world map, I can only promise that it's going to get some love and care in the upcoming updates. Our goal is to make it more interesting, for each action to have more impact and overall make exploring/exploiting it more fluid. That means reducing the amount of actions you have to do to scavenge a location empty, rethink Specialists a bit, lower the necessity to hop on and off all the time, add new kinds of content on it and so forth.
 
I don't really find the new update interesting enough to get back into the game. It's just that overworld. I really just do not, not want to deal with it still. I know it's probably my hang-up but if you've ever had to deal with that one thing that just drags down the whole experience in a game and make you not want to play it, well this is one for me on Aftermath.

Absolutely the same here. Thinking about getting back into the game and then the thought about having to deal with the overworld (chore) hits and kills the interest.
Really looking forward to upcoming updates.
 
On a lark, and since it's been about a month without any real tease of anything new I took a look at the roadmap to see if anything changed, and honestly, I'm not seeing anything that really puts faith in some kind of overworld change other than maybe quests. I'll be honest, I just don't think I'm going to see the level of change I think that the overworld requires to make it actually fun to play.
 
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You do know Update 11 is coming out Thursday, right? They made some changes. Had an update stream an hour and a half ago from the time I posted this message. Check the Vod.