#Feedback for changes in WT34

10 messages · Page 1 of 1 (latest)

upper perch
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I figured this could a thread for people to voice their opinions/feedback/criticism of some of the new changes in this WT, such as the changes to upgrades, farming module attachments, and anything else.

For me:

Farming Attachments

  • Overall good, I hope this type of thing gets added to more professions (tables/modules, vehicles, even potentially structural upkeep down the road)
  • With this addition, I feel the cost of Farming is fully well-rounded, but the benefits are lagging behind. IMO, Farming needs a serious buff, with a bonus to tilled land crop yield, or crop speed, or perhaps even both.
  • Maybe enhance the durability a little bit? I have a really large field on WT right now and it takes me two whole uses of each type of attachment in order to work my field. I think that one attachment should service all but the largest fields, and be probably in the 3,000/3,500 range versus the 2,500 durability it is at now.

New Upgrade System

  • Also a big fan, it decentralizes the upgrade chain as far as actual production, but diversifies the ingredients, which is great.
  • More professions are involved overall now more, versus the old system.
  • Perhaps also incorporate durability into upgrade modules? They could either be repaired and have a mechanic added to that (although not sure what material would "repair" them) or just have them break. I know things breaking and disappearing isn't really Eco's style, so perhaps it could become trash?

My thoughts so far, feel free to share yours!

hazy crescent
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All the above. Just to add I would like to see the durability of the equipped tractor module. Than and some clear signal if the module is on. Last one is basically just a thing with the seeding module, bit a red/green light or some text indication would be nice.

plush lotus
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I don't have many comments on the farming modules other than I believe they are a good idea. I'd assume a similar thing would be possible for the skidsteer and excavator where the buckets could be modules that need repairing.

As for the upgrade modules: as someone who started 4-5 days late, I really struggled to get upgrade modules and have only in the last day managed to get most of my benches upgrades. I found it really confusing to figure out what materials are needed, only to find out there was no supply of some items because everyone had there's and didn't feel the need to keep supplies up (or so it felt). While I do agree with having a system like this in place to decentralize the production, I would think that for the effort in gathering the resources, the output should be 4 modules, with an increased volume of input materials to compensate. This then, potentially, causes a few excess modules to be produced, which can be sold to others, increasing the general availability to all.

agile canopy
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Upgrade Modules: I want to like this system and understand the problem it's trying to address. However, what I'm finding is that I'm required to run around the planet to collect materials for each upgrade module. In the end, I feel this is introducing a bigger problem than the one it's trying to solve.

So, I'm a solo player that generally has limited time to play. I get that, in the vanilla system, upgrade modules are necessarily expensive and subject to the number of active players in certain key professions. However, I never found that too much of a problem most of the time. And, really, this isn't any different than other game items like crafting tables and vehicles.

This new system brings in all professions now to help build upgrade modules. This sounds good in theory but, in the end, I find myself running around a lot to get top quality modules for all my tables, still find certain materials limited in supply, and am still paying large amounts of money to upgrade. Maybe the system can be reworked but, as it is implemented now, I don't think it's helping. That said, I do like Lam's suggestion of producing multiple upgrade modules to encourage players to sell off excess modules to others.

safe wasp
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We need to revisit recipes for the end game requirements. the new upgrade modules spread a lot of work across many professions, which the lasers were balanced for before. now the extra stuff from some professions is heavily skewed

icy gazelle
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True, why does it not need basic upgrades ?

safe wasp
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Pinging @idle gulch to look into rebalancing lasers 😋

loud geyser
hazy crescent
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Not sure about that. As a farmer I would like to be able to repair the modules myself, but now modules keep on getting bought/sold

loud geyser