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Restore stability waila info for black hole #3803
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Discussed in discord - lets also add a stabilizing hatch or similar (gated UXV or so) to solve the automation as part of this PR
The idea was to hide stability info so you have to compute it yourself, avoiding the feeling that the game is frustating because it shows you the info but you'd have had no way to compute it "easily". It was a mistake apparently. So now we must add something to solve the puzzle easily a bit later, to reduce the frustration. |
It was always my intention to add a permanent stabilizer if black hole ever needed to be spammed to reduce the tedium of repeating the same automation and to minimize risks over a larger system. I do not think this is necessary in the current state of the game and I think it would be taking away from the current “meta” which uses a few different automation setups in lategame for different variants of universal or passive. I am happy to code in the stabilizer but I don’t really think it should be obtainable in the current state of the game. |
You can just gate it a bit later so people have to actually auto it once like intended, then they can unlock the stabilizer later. It's not necessarily a bad thing, and we handle the player frustration early, in case we start to resort on the black hole. Basically i want to anticipate the future with this. |
No. Current critical recipes used specifically for stargate are designed around the mechanics of black hole and its spacetime usage. There is absolutely zero need for such a thing at the current moment and it would break a bunch of existing design work and dumb down the final challenges at the end of the pack. Permanent stabilization is absolutely something I have always been open to in the future, when the limits of the multi have been pushed and there is more content in the lategame, it does not make sense here. I do not appreciate this small change that makes debugging your setup not completely miserable being held hostage over a nonsense unrelated change. I will add a stability seed if that’s what it takes, because I am a pushover, but it cannot be obtainable right now. |
Or you can close the pr and just keep the user experience terrible if you’d prefer and are desperate to prove a point. |
Not for now, but you'd be surprised of the amount of time i heard this argument. And this is relevant to add just for creative testing at least. So we need it.
I do not appreciate that you are trying to enforce frustration for players who don't care about puzzle solving aspect of the game. I get that it's your multi and all, but you have to acknowledge that not everyone is interested in puzzle solving, and that we have to also cover for our users who hate this kind of stuff. Having the game telling you to fuck off because of this one particular thing you hate in the game and not being able to bypass it is very not fun and it's sad to have a run killer this close to the goal. I'm not saying it should be directly availiable, i'm saying it should be availiable with a downside, probably the cost, so people will pay for their comfort. Now i'd rather have you to add it because you know best the automation and all, so you should be able to properly add it to the game. |
Sure. I already said I’ll add it but don’t think it should be obtainable.
Not related to what I said at all, which is bad practice with prs. This is not related to the thing you want but you’re forcing me to do it to get this critical change through.
I don’t care about this
We have tons of automation challenges in the game which you have praised in the past so this is incoherent
Not a run killer, people who don’t care about solving things will look up guides as they have always done for the entire lifespan of gtnh and every other video game ever made
If you want it to be higher tiered so that people have to use the original automation then it’s especially nonsensical because then they still have to… do the puzzle that you’re so concerned about. And if you don’t want it to be higher tiered, this is just ridiculous. Just kill the multi alongside waterline and whatever else has any automation mechanic. |
This was a bad change that makes the multi unwieldy and confusing, as well as much more irritating to automate. Players should be able to visualize how it works and I do not believe it being inconsistent with tricorder is a meaningful issue.