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gillburt

review of beast hunter

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I have played through this latest release a number of times, having deliberately not played the last few releases so as to keep it fresh for me

Firstly a huge "wow" to the progress both in terms of speed, stability and game play :-) :-) Great work!

 

Issues encountered:

1. Engineers are doing stuff, but it feels like they struggle to keep on top of things. Too often buildings get close to collapse yet the engineer is sat doing nothing.

2. Cemetry - again, productivity feels not balanced. They take forever to clear up dead bodies. I end up spending all my power going around hoovering up dead bodies and stock piling them somewhere away from the main flow of nuggets otherwise the whole population seems to quickly implode.

3. Bunker - nuggets eat food in the bunkers during non-bunker mode, which means when there is an emergency your population starves very quickly as the emergency food has all gone!

4. Bunker - nuggets get stuck in the bunker sometimes. i think it might be if a nugget dies then block the queue. The gravedigger never gets to them, and eventually everyone in the bunker dies.

5. Cemetry - the purple "zone" around it that appears on placement does not make sense?

6. Population list - once you get to about 100 nuggets, the population list is very slow to update/refresh (I have powerful computer with 24GB memory)

 

 

 

 

Some ideas:

1. Although buildings are beautiful (thank you), it would be nice to be able to have filters that can be switched on/off to help with planning. I.e. tickbox for each type of building and that type is then visible/invisible - so if I want to see the positioning of my engineer huts, I can do easily (perhaps the other types go see-through)

2.  Is there any logic in place that means nuggets "move house" to be nearer their place of work? If not, then we need an interface to help us with the assignment process as it is too difficult to work out where "x" lives and then assign them to building "z", without spending a lot of time.

3. Cemetry - perhaps if I dump a dead nugget into the cemetry they could be either automatically buried (for a cost) or it would make sense that they are processed next. I do like that it appears stronger nuggets can carry more dead bodies - I *think* that is what i am seeing - nice touch!

4. There is another thread on micromanagement, but once you get to about 100 nuggets it feels very busy. micromanaging lots of the same type of tasks. perhaps an upgrade path for a "mayor" or "chief" could be developed or maybe a religious leader, linked to education (i.e. the nuggest in "power" needs a minimum standard of education), who then starts to domake decisions on some of the basic jobs for you. Not entirely sure how you would code that.. perhaps they draw their influence from you , so the more you are seen as a positive influence, the more effective they are at countering the negative personality traits of individual nuggets and generally improving overall efficiency? You could also have them assigning nuggets to new buildings based upon the type of nugget you assigned in the past. For example, if you over time, you personally assigned 6 nuggets with a "hermit" characterisitc to be fishernuggets, then they would look to assign the same type, if available. You get the idea.

5. Finally, perhaps the archive could have a dual function. Not just load/save, but also an area to get statistics on the game. The more upgrades and the better education of the nugget, the more stats and graphs and so forth are available.

 

Really enjoyed playing the game, big smiles!

 

 

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I agree about the Engineers. I had way more engineer huts then I could deal with, yet for some reason my Nuggets couldn't stop a building from collapsing. I feel as if some nuggets refuse to do their job.  
Cemetery is another thing giving me problems. I will have 3 cemeteries running. All of them are not doing their job, and I end up having to throw bodies into lakes, or space..Very annoying.

It appears you and I are having nearly all the same issues. This game has a long way to go! 
However, it still is very beautiful, and very much fun! 
I hope they push on Automation more, and soon!  

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Realy nice toughts, these are some gr8 ideas:D

1 minute ago, Serbanescu said:

Realy nice toughts, these are some gr8 ideas:D

I think you should move this review to the topic posted a few hours ago "Let's talk! About micromanagement in The Universim ", for it to be more visible:D

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