Industries of Titan [Early Access]
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zmed




Posts: 9234
Location: Orbanistan
PostPosted: Thu, 24th Jun 2021 11:12    Post subject:
Out on Steam apparently. But the reviews are not very encouraging. It's mostly positive right now, but the negative ones all say it's unbalanced, slow and boring. The positive ones are saying it's purdy and the soundtrack is good. One even said the best way to play is boot it up and then go chat with the community on Discord. Laughing

Even the positive reviews are saying that it has problems and that it "has a good foundation". Even though it's been out on the crapicstore for quite a while now, and they are still in the "good foundations" part of development.

I'll try out some rip-demo or something, but as of right now it's a big fat 'pass' for me.
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VonMisk




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Location: Hatredland
PostPosted: Thu, 24th Jun 2021 11:40    Post subject:
Isn't it still in alpha?


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zmed




Posts: 9234
Location: Orbanistan
PostPosted: Thu, 24th Jun 2021 11:46    Post subject:
Factorio was in alpha for years and it was a polished, balanced experience throughout. DSP is in alpha, and it's sublime. Satisfactory is in alpha, and it's good.

One review said this:

Quote:
- Generator-S, costs 4 minerals, occupies 5 slots, consumes 1 fuel, produces 3 energy.
- Generator-M, costs 10 minerals, occupies 12 slots, consumes 2 fuel, produces 6 energy.
- Generator-L, costs 20 minerals, occupies 21 slots, consumes 3 fuel, produces 9 energy.
Basically, 3x Generator-S costs 12 minerals, occupies 15 slots, consumes 3 fuel and produces 9 energy. Conclusions: Building 3x Generator-S costs less than a single Generator-L, but has same output.


Fucking up something so trivial as "higher tier buildings should be better than lower tier ones", the game being in alpha is just isn't a good enough excuse.
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prudislav
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PostPosted: Thu, 24th Jun 2021 14:07    Post subject:
might be intentional and ploy to "better fit them" in the building , given they are all corner parts



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WhiteBarbarian




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Location: Russia
PostPosted: Thu, 24th Jun 2021 14:16    Post subject:
Hope they would be able to balance it. Game is the closet thing to K240 Amiga gem Very Happy


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zmed




Posts: 9234
Location: Orbanistan
PostPosted: Thu, 24th Jun 2021 14:42    Post subject:
prudislav wrote:
might be intentional and ploy to "better fit them" in the building , given they are all corner parts

You can fit 3 small ones inside the biggest one and still save 6 squares. They didn't seem to think this one through very much. Very Happy

But at least they seem to have fixed the nonsensical material requirement.

Granted I have no idea how they "fit" together with other things. Maybe they need to connect through the ends. Still, as an outside observer, it's just plain "wat".
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prudislav
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PostPosted: Thu, 24th Jun 2021 14:51    Post subject:
wonder if someone reported that on steam forums Very Happy


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Smaggit




Posts: 71
Location: Gamerland
PostPosted: Thu, 24th Jun 2021 20:05    Post subject:
WhiteBarbarian wrote:
Hope they would be able to balance it. Game is the closet thing to K240 Amiga gem Very Happy


Ever played the PC remake Fragile Allegiance?
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Surray




Posts: 5409
Location: Europe
PostPosted: Fri, 25th Jun 2021 10:20    Post subject:
the game has a strange system where you refine resources into better ones offering more build points per resource, but then spending those high build point refined resources on low-cost buildings will waste most of the build points a single resource offers.
so while it's cheaper to build the small ones on paper, you're likely wasting resources and spending more. also more hp for the big ones apparently


dev posted this on the forums a while back
Quote:
It will make sense in context of the combat. You can have 3 small devices but they are much more fragile during combat. Also, there's other things to factor in like Resource Costs and Tiers. 3 small devices is 3 Tier 3 resources and 1 large device is 1 Tier 3 resource. The 3 small devices are technically more expensive.

There's a lot of nuance to the balance behind the game that require understanding how all the systems interact with each other. It isn't as simple as bigger = better like an RPG.


Likot Mosuskekim, Woodcutter cancels Sleep: Interrupted by Elephant.
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WhiteBarbarian




Posts: 6010
Location: Russia
PostPosted: Sat, 26th Jun 2021 16:58    Post subject:
Smaggit wrote:
WhiteBarbarian wrote:
Hope they would be able to balance it. Game is the closet thing to K240 Amiga gem Very Happy


Ever played the PC remake Fragile Allegiance?


Yep, play both of them occasionally Smile Technically game is better but overall experience is worse. Feels more generic to me.


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dethy




Posts: 3093
Location: Conclave of Shadows
PostPosted: Sat, 26th Jun 2021 18:42    Post subject:
How is this game nowadays? worth a shot?


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scaramonga




Posts: 9800

PostPosted: Sun, 27th Jun 2021 23:24    Post subject:
Nope.
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zmed




Posts: 9234
Location: Orbanistan
PostPosted: Thu, 1st Jul 2021 11:01    Post subject:
So a bit of a mini review after playing the latest version's isodemo.

The good:
    - Nice art direction and lighting, but...[to be continued]
    - The music is pretty nice.
    - Voice acting is well done.
    - Some hints at potentially good game mechanics (like connecting buildings).


The meh:
    - [continued from before]...but a bit inconsistent. Tries to be voxel-art but it's only apparent when zoomed in real close. In the normal view it's not all that obvious what it's trying to do, unless you lean in real close and strain your eyes.


The bad:
    - The previously mentioned thing about larger devices not giving any reason to use them. They cost more and take up more space than their smaller counterparts for the exact same input-output. Maybe they are more durable in ships, but in regular buildings they are completely pointless.
    - Said devices go obsolete real fast. Instead of cramming a bunch of power generators inside a factory building, power can be generated way more efficiently with dedicated power plants. Same for harvesting methane, storage, batteries, fuel tanks, population housing, workplaces, etc. All have a small device that does the job inside factories, and an unlockable dedicated building. Once you can move these functions out of the factory floor, playing device-tetris inside buildings is only necessary for refining resources.
    - Speaking of refining resources. Ok, I might be wrong on this one...but...does the game really require one T1 material to turn it into a T2 material? And a single T2 material to turn it into a T3 one? If that is the case, why would anyone use anything other than the best materials? By default the game min-maxes the materials used automatically, wasting unrefined materials to fill in the gaps the refined ones leave in "construction points".
    - Combat is meh. No special abilities you could build into your designs, no strategic placement of weapons for broadsides. Just put weapon on ship, right click to attack, watch health bars go down as they stand still and occasionally fire at each other. Not exactly riveting stuff.


There are small hints at a great game that is bogged down by baffling balance decisions. I guess I'll keep an eye out for the final release, but right now it's not for me.
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dethy




Posts: 3093
Location: Conclave of Shadows
PostPosted: Thu, 1st Jul 2021 20:56    Post subject:
Thanks for mini review. Sounds like the biggest issue is some balancing around structures/resources which shouldn't be too bad for the devs to work out or at least maybe mods to fix it up.


My specs:
Ryzen 5950x @ boosting 5ghz, Gigabyte x570 Aorus Master, 32gb G.Skill Trident Neo pc3600 ram, nVidia RTX 5080, SoundBlasterX G6, Samsung 980 Pro m.2 1TB and Hynix m.2 1TB storage SSD. Custom watercooling loop.

Derpsole: Nintendo Switch, Derpstation 5 Pro
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