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Anyone else feel a bit betrayed that you can't use scrap generated by the industrial plots? or any of the caps generated by the town?

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Oh no. I was called an SJW. How will I ever survive?

If I cared about memes I’d find a facepalm one for you kiddo.
 
I was just trying to help you out, young lady.

You seem desperate for someone to call you an SJW. And I'm a giver.

You're welcome.
 
(Ignoring the degeneration of this thread toward the last couple pages...) See new thread regarding Community Behavior Expectations

This thread landed on my desk today and I just read through it all. Thanks for the feedback! More options will definitely be coming.

As many of you recognized, our first focus post-launch was getting the quests functioning so that people could make it through them all, next round of focus is going to be on core gameplay bugs, and correcting balance issues.

The most common concern I'm reading here, is it appears folks are missing the ability to get a lot of output from settlements. This was actually something I always thought was a problem with SS1, since I feel I'm rich by level 20, no matter what I do in the game - and with settlements dumping hoards of resources, it happens even faster if I plop down a few city plans.

If you are missing the production from SS1, I'd recommend sticking with the Junk Gathering class of Industrial which function identical to SS1, in fact they actually produce much more if you have higher strength settlers assigned to them. Then turn off all of the Costs section and you won't need to worry about using those other Industrial classes. Once you start unlocking the Production class and discover the buildings (or use the cheats to force unlock them), you'll restore access to some of the old producers from Industrial Revolution, such as the Munitions Factory.

A lot of reports have come in about Agricultural not producing food, and this is actually unintentional and might be a bug with Workshop Framework.

The other repeating theme I noticed, was feeling like SS2 is restrictive in how you play. With SS1, the mechanics were tuned very low, giving it more of a sandbox feel. SS2 has been designed to create a gameplay loop whereby you have to work within the gameplay rules to build a functional system. It is definitely not linear, there are many ways to achieve functional empires - especially when you start tinkering with new mechanics like the Power Transfer system, Advanced/Hi-Tech class, and the Mark 1 Beacons. Though it also does require you to strategize more of your design than SS1, especially in the early game, so I understand the feel of restriction, this was by design, and as you grow your empire, you'll find you have more and more freedom.

If your goal is to just build whatever you want, wherever you want, then you can still do that in SS2 by disabling the Costs section, and using the cheat section to bypass the unlock system/quests. To gain resources for yourself, you can focus on the aforementioned Junk Gathering class, or, if like me, you realized the resources being generated by settlements were so much that it invalidated the entire purpose of having construction costs on workshop items - just kick on god mode, or use the Workshop Plus free build mode to literally build whatever you want.

As you all know though, I love to give options and let you guys play how you want! If you dig into the holotape/MCM, you'll see virtually every system can be toggled or tinkered with. Virtual Resources are an exception currently, as they are pretty tightly woven into the entire design, so it's not just a toggle switch that can be flipped. Though if you turn Resource Complexity to "Scrap", it practically nullifies the system with how cheap everything becomes. Gameplay methods to gain access to Virtual Resources will be introduced in the future, but it's unlikely we'll ever have a full-on "Only Produce Stuff in Workbench" option, due to how it was coded.

Keep in mind, this is is Chapter 1. We have several planned, and each will come like an expansion with additional gameplay elements. Hopefully by the time we reach the final one, all of the decisions made up until this point will be clearer. I do recognize it needs to be fun with each Chapter on its own, and so will be continuing to look for QoL and balance improvements we can make in the short term via patches!

Lastly, I'll end by saying - I know SS2 isn't going to be for every lover of SS1, in the same way Fallout 4 isn't for every lover of Fallout 3 or New Vegas. Eventually, games evolve in a direction not everyone is happy with. I think this was a very good reason to create SS2. SS1 gets to continue to exist and allow players to enjoy it as is, while we experiment with new ideas and build up towards a different vision in a separate sandbox.
 
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