This Silver Update is why I will no longer be endorsing this game on my Stream nor streaming it any longer

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:mad::mad::mad:
The inability to turn the Settler Unit back into a Specialist unit is a horrible change to the game. I do not like this and this part just broke the game for me. Specialist units are very precious and in some cases, if one dies you are severely gimped and need to restart a new game. And with these new combat changes you can have a Specialist fighting a unit and have 40 health left and out of the blue they are DEAD because you do not know how much health they sustain per turn nor a warning they are about to die. I have lost A LOT OF precious Specialist Combat units this way.

I DO NOT like these 2 changes to Research and Combat of Specialists change and we need to have a mod that reverses this stupid change. The inability to convert the unit back at all and they are forever lost to being a Settler Unit AND they can not leave that research outpost once created and fused with it are literally TWO severe limitations imposed upon extremely precious and rare units.

I am starting to hate this game at the severity of the change. Why did you do this? It is ANTI-fun and my main camp is research starved now or I have to restart the game. DUMB move Paradox very very DUMB move! You just killed your game if you can not research anything for years on end. I am SO BEHIND on research for YEARS all the while my main base is now being attacked regularly. The balance is gone!

You have now managed to GIMP Specialist units by having NO WARNING of imminent death wherein they can take a 40+ health punch and instantaneously die and you managed to eliminate Specialist units by DOUBLE-BINDING them to the research Outpost and to being a Settler Unit effectively preventing reversal of this STUPID move when your Combat specialist are dying left and right due to these Draconian combat hits which are Lethal.

I will therefore no longer be endorsing Surviving the Aftermath on my Stream as I do not want my viewers to be as disappointed with this completely game-killing double move made by Paradox. What a shame, this game had so much promise!
:mad::mad::mad:
 
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I feel like I am missing a joke here
I don't think it's a joke at all. To react in such an over-the-top manner to a development in a computer game is... I can only call it childish in the extreme. I mean, seriously - to throw toys out of your cot because there is a new cost for an in-game action??? It's not even as if spending your specialists to make outposts is mandatory; nor is it clear that the developers are not open to some reasoned argument and discussion around the merits of the changes they are making. Yelling about "DUMB" choices and making childish threats about what you will do with 'your' stream is, at the absolute minimum, unprofessional to the utmost degree. If this poster is someone who is trying to be taken seriously as a broadcaster and media 'head' then this is not the way to go about it. Puerile tantrums when a game developer makes a couple of changes that you don't like are not a mature or professional approach.
 
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The world would be a much better place if everyone followed this rule: Don't criticize something, unless you can also offer a solution.

I have not played the silver update yet, but after reading the description it sounded like it would be OK.

Specialists: I don't mind the idea of creating settlers with specialists because every game I have played, I have more of them than I now what to do with. I always have a few useless ones. This gives a way to get rid of them and hopefully get a better one.
I still think specialists still have a lot of other issues that should be addressed and I have that feedback here:

Research points: I think a constant supply of research points would be great. I have been wanting and suggesting this almost since day one. I have never liked the concept of scavenging for research. Someday I plan on making a mod that gives the Library building the ability to generate research points. You can expect that "soon".

Combat: This does need to be more involved and I see them moving in that direction. Perhaps a solution would be to have battles immediately resolved in a real time battle, similar to how your specialists fight bears and giant worms in the settlement. It couldn't be that hard to open up a small map, a gate siege, but in reverse, could it?
 
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I'm a little unhappy with this update too. It's just the game was hard, for me. Maybe the rest of you sail through and need the extra challenge. I do not. I find myself dropped to a standstill, because I simply can't figure out how to get through the new hurdles to getting research. It's those outposts. I've got the outpost in my little town now, but I'm still not sure what or how I'm supposed to be setting up these little outposts in the world map to get research point. So now I'm out of research points, and unable to find info on what I'm meant to be doing.

So I can see why the OP is so frustrated they vented here. I'm just going to relate my trouble and then go play something else.
 
I'm a little unhappy with this update too. It's just the game was hard, for me. Maybe the rest of you sail through and need the extra challenge. I do not. I find myself dropped to a standstill, because I simply can't figure out how to get through the new hurdles to getting research. It's those outposts. I've got the outpost in my little town now, but I'm still not sure what or how I'm supposed to be setting up these little outposts in the world map to get research point. So now I'm out of research points, and unable to find info on what I'm meant to be doing.

So I can see why the OP is so frustrated they vented here. I'm just going to relate my trouble and then go play something else.

1) create the outpots building
2) while you have a specialist at your site, create an outpost settler
3) this converts that specialist to an outpost settler
4) find a region that has one of those x/day research things. You can tell because the research icon has a kind of silver border around it
5) move settler to that region
6) create a scientific outpost

I mean this seems more like an issue with just making a tutorial that makes thsi clear, rather than the entire mechanic being like 'bad'
 
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I feel like I am missing a joke here

I think some people with like 15 subscribers on youtube/twitch sort of vastly overestimate their 'value' and think that screaming "ill stop streaming your game" as a threat is some kind of actual way of getting what they want or something

Their only other previous post is kind of the same thing. Its like just Karen levels of screaming/whining
 
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Hey all!

First of all thank you all for your feedback. We value all feedback greatly as it helps us develop Surviving the Aftermath to be the best it can be. We are also aware that sometimes not all players will appreciate the changes we make - that is the sad reality - we cannot please all. The changes made in the last update however were changes that we felt necessary to do to take StA forward and make it more the game we have always intended it to be.

That being said - we do listen to player feedback and it isn't impossible for us to change something back. It all depends on how our players react to the changes and how many compromises we can make with our game. For now however the game will remain as is - as we are hard at work with the next patch. We are of course very saddened to hear that a player will stop playing our game because of the changes, but as I said - we always knew that this is a very likely possibility with some changes. I have also alerted our team to look into the balance with the Science Points and the Research speed - I do agree that it needs tweaking. Our tutorials for the game also need some updating - these should be incoming in the next patch.

Thanks all for your comments on the discussion, I do hope we all keep in mind that everyone has a right to their opinion and in the end, we are all here for our love and passion for Surviving the Aftermath! And again, thanks all for playing!
 
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If you try and read through all the negativity some things do make sense, not being able to pack up an outpost and then deploy as something else would be good and I agree with that,

I Did agree with the comment about Science points but now i dont, they have done this as I am sure everyone else knows I almost maxed out my research very quickly where this has made the game stretch out and not go as quick, maybe for this there could be a quick game type option where you get more research/resources/science points and can get the the end game quicker but I now like the fact that you need to work out your outposts and strategically place them.

I am however unsure how you cannot work out how much damage you will take as it tells you in days so some people do 25 damage a day but you can now get groups of bandits so you need to multiply the 25 by the number of bandits, I have never seen more than one but I think that's because this is a bronze game save originally

I like the fight system it means you need more people the defeat the bandits potentially.

I do not feel this is as bad as made out though it is more a challenge. i found the bronze far to easy (I was playing on easy) i have not cranked up to 60% difficulty and this is more like it. but I had like 3k science points waiting for the next research, and who doesn't love the stacking research so you can keep the research going. I also love the idea of library giving research points, will that just be a steam MOD or will that be available for the epic version? if not for the Epic... Devs make it happen :cool:

The main thing I dislike is the watch towers to reveal the colony map takes so long, but ye being able to pack up outposts and redeploy as something different would be good.
 
I've played the silver update a fair amount, and I can honestly say I like both of the changes that OP disliked.

Turning specialists into settlers is perfectly fine IMO as I often find myself with way too many of a specific type (EG : 5 scavengers, 1 scientist, 1 soldier). Being able to set some of the type I don't really need anymore as settlers is a very helpful bonus! I've wanted a way to generate research over time and this solution seems reasonable and balanced. That said, I do feel that the outpost depots to drop off resources are a bit useless compared to research points or extra settlers, so I wish that function was added to the other outpost types instead of being a 3rd. I wouldn't honestly mind seeing the settler system expanded so that you can make an outpost to scavenge goods. Imaging an outpost in a urban area that'd send back regular components, metal, or concrete. An outpost in a forest that'd send back fiber, meat, and lumber. Things like that would be nice.

Also a bigger pool of specialists would be helpful as well, since we'll presumably be seeing more of them as we deploy them throughout the map it'd be very helpful if there were more available in general.

As for the new combat system it only sucks if you like to use 1 attacker per enemy. It really shines when you start attacking enemies with multiple specialists. And since moving multiple specialists around the map is easier with a vee-hickle, it makes the cars and trucks that much more useful as well. It's a good improvement IMO.

I'm a bit on the fence about watch towers and guard posts and the like, the new scouting system and uncovering the map. It is a bit slow but on the other hand it also means I don't have the entire map scouted before the gate even gets repaired which, to be perfectly honest, is kind of nice. Means I spend a bit more resources and time and effort into locating deposits and such.

I'm no streamer but I'd say these are good changes overall and I think they fit in just fine.
 
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