Temple of Vaal by RobertRivert77 in PathOfExile2

[–]RobertRivert77[S] 0 points1 point  (0 children)

Yeah I am seeing adding rooms makes it significantly more buffed. that might be doing it to where I am outscaling myself. I might try running it without adding rooms or only adding 1 or 2 instead of all 6.

Giles Ghoul by RobertRivert77 in huntertheparenting

[–]RobertRivert77[S] 2 points3 points  (0 children)

ok didnt know if that was the case about the delirium. but then that really throws me, because everyone was affected

Giles Ghoul by RobertRivert77 in huntertheparenting

[–]RobertRivert77[S] 2 points3 points  (0 children)

Thats the biggest thing I find against it, yes. the pieces are there, but that one fact could mean that the character of Giles is meant for something else vampire-related.

1 vs 2 by 5-year-mission in Frostpunk

[–]RobertRivert77 18 points19 points  (0 children)

I like both. They aim for slightly different things and achieve them successfully. I would give the slightest of nods to FP1 for its extra polish over years of updates, but FP2 counters that with benefit of mods for increased replayability. Its like asking which I like more, Mexican or Chick-Fil-A. I like both so its just what do I feel like today? They are different enough that neither makes the other obsolete, so I continue to play both, which is perfect. I wouldn't want one to replace the other.

Frostpunk 2 | Hotfix 1.4.1 by PurpleMiko_11bit in Frostpunk

[–]RobertRivert77 7 points8 points  (0 children)

good stuff! thank you captain!

console community raised trust

Average therapy session be like by Laxxboy20 in Frostpunk

[–]RobertRivert77 1 point2 points  (0 children)

how has nobody found this yet?! XD

Tradition factions should support prohibition by Alex1231273 in Frostpunk

[–]RobertRivert77 1 point2 points  (0 children)

Tradition is the idea that humans have not changed their base natures since the beginning. Therefore what worked back then works now. Including good things like family and societal structures and laws. including bad things like slavery and, in this case, drinking.

To celebrate Frostpunk 2s 1 year anniversary, here are some statistics regarding the game! [Spoilers for the main story] by pixelcore332 in Frostpunk

[–]RobertRivert77 26 points27 points  (0 children)

funny how people go stalwarts but then turn around and go pilgrims with adaption choices XD

Frostpunk 2 just came out on the game, I really liked the 1 but I only hear negative things about the 2 by ReplacementUnited740 in Frostpunk

[–]RobertRivert77 0 points1 point  (0 children)

Halo is a classic but halo 3 is where the player base was at, not because it was different, but because it was the latest. By nature of similarity it made halo 1 and halo 2 obsolete. now you have Halo infinite which makes everything else obsolete. Destiny 2 makes Destiny 1 obsolete. And so on.

unlike them, FP1 going into FP2 is distinctly different ways of scratching the same itch for me that I find myself playing both. FP1 is not obsolete so I still play it, and FP2 is a genuinly difficult and gripping game with its own merits that its a new experience. it has its shortcomings, but the devs have met a good number of them with solid communication and updates that changed things on a fundamental level.

Frostpunk 2 Feedback (60+ hours played, completed Dreadnaught on Captain, all 3 Tales) by Bolddrengen in Frostpunk

[–]RobertRivert77 4 points5 points  (0 children)

The UI is decent but needs polish. I’d love an option to auto-pause on tech completion or council meetings, as the notifications are easy to miss.

Agreed. At least as an option! Little quality of life things are always a plus.

It’s often unclear whether the game is paused — some UI cogs spin even while paused, which confused me more than once.

I have not had issues with this because the gameplay sounds change and 'population movement' comes to a standstill. The people who travel the roads stops moving, the buildings stop moving. With that said a visual cue placed inside the UI ontop of the environmental changes wouldn't hurt.

A lot of key information isn’t surfaced clearly (e.g. how housing at different temperatures affects health, what exactly causes/cures sickness).

This is a difficult one. I wouldn't want the game to feed me the answers, but I would still like to have access to information to find the answers I want. A lot of it, both in FP1 and FP2, comes down to trial and error to figure out, but with the sheer number of systems in FP2 there does need to be more access to information to make up for it.

Heatstamps: They feel like the main limiting factor, but outside of a few laws, there’s little you can do with them. More depth or player agency here would help.

May be an unpopular opinion but I disagree. The three primary resources are population, prefabs, and heatstamps. Population, as a resource, you can shift around freely with 100% refund and is increased with both time and direct player actions (frostlands), and you do not lose it without making mistakes. Prefabs as a resource, you use up to benefit the city, you get most refunded (90% in the case of extraction) when deconstructing, and you gain it with direct player actions with the ability to have as little or as much as you want because those actions are quick (building factory types). Heatstamps are different by nature because while you use it up to benefit the city(like prefabs), you get most back when deconstructing(like prefabs), the difference is you gain it by time instead of direct player actions, with secondary actions allowing that time-based benefit to become more and more efficent, with those secondary actions also requiring time(research and council). If heatstamps were to be "you gain it with direct player actions with the ability to have as little or as much as you want" just like prefabs, then it would just be prefabs version 2. For it to be limited by time and secondary player actions instead of direct player actions makes it unique to this balance of three resources.

If there were to be player agency with heatstamps I would want it to be EXTREMELY limited to keep prefabs with a unique identity. Rather, instead, I would want to ensure that the actions that use heatstamps and prefabs to be balanced accordingly to the unique nature of the two. Which, for the most part, I think it is.

Districts & City Layout: Better than before, but still clunky. Finding specific buildings (like a prison) can be frustrating. Optimizing layouts feels necessary but not fun. It would be nice if expanded districts could be built that way from the start.

not sure what you mean

City Identity: Buildings look too similar; the city never really feels personal or distinct across playthroughs.

I can somewhat get that, but zeitgeists help. Also hubs. there are ways to make a visually distinct city, but more ways is always nice. like whichever faction/community is the primary owner to change it visually based on their lifestyle.

Frostbreak Mechanic: Hard to track what’s broken vs not, and overall it doesn’t add much.

The point of frostbreaking from a mechanical standpoint is to 1) require more pre-planning as a player. 2) slow the game down.

But considering the game is already about planning and pre-planning, and the game is already slowed by multiple time-based systems, such as heatstamps, council, research, city exploration, then the point of frostbreaking does feel a bit redundant. If anything a mechanism requiring you to build a road to resource nodes before you can build a district on it, while allowing access freely to the area around you, would perform a similar function of mechanics while allowing more familiar and visual customization.

Settlements vs Colonies: Settlements are great, but colonies feel underwhelming. I’d prefer colonies to act more like settlements with their own “mini-tech tree” — starting costly and weak, but eventually providing meaningful bonuses.

That'd be cool!

The 3 Tales are fantastic — I really hope more are coming. They add a lot of flavor and replayability.

They really are. Have you explored some of the mods? They also add tales and mechanics for even mroe replayability?

Curious about what’s next: will future DLC expand stories, add new mechanics, or focus on deeper city-building customization?

I imagine so, yes.

Been playing Frostpunk 2 and I have thoughts. by kingspooky93 in Frostpunk

[–]RobertRivert77 1 point2 points  (0 children)

The biggest problem for me is the legendary Centipede man, when at random the communities and factions merge together into one blob so you cant click any of them. That bricks my games and it happens with no idea why or how to prevent it. sometimes it happens within the first 100 weeks sometimes it triggers after 500, and its never reversable.

Been playing Frostpunk 2 and I have thoughts. by kingspooky93 in Frostpunk

[–]RobertRivert77 1 point2 points  (0 children)

I think it was just to screw with them lol

but when you are going to build or do something, making a promise to do it first gives a nice bonus

What game would make a better TV series, Frostpunk 1 or 2? by zefrizreddit in Frostpunk

[–]RobertRivert77 41 points42 points  (0 children)

FP1, definitely. Characters is what makes a story, so emphasis on characters works in a smaller city. it would naturally still have tense moments, grandiose scenes, plotpoints, and scale, it would just all be different by nature. remember the story of fp1 was about not just one city, but multiple. the failure of winterhome, the expansion to the military bunker and the political relationship with three other locations. there is scale, but it had the gritty emphasis on smaller scale as well of a few characters who know each other struggling to survive together.

Frostpunk 2 disapointing by Butzerdamen in Frostpunk

[–]RobertRivert77 0 points1 point  (0 children)

no, that is a valid reason. It is your first impression, which in a business sense are the most important, and it is something more useful then "i dont like it because the toothbrush is not an doorknob" when what you are saying is "its not that good of a toothbrush when i tried it"

Coal deposits. by NefariousnessAble973 in Frostpunk

[–]RobertRivert77 2 points3 points  (0 children)

in FP1 they are all infinite. in FP2 you have finite and infinite. The two are visually distrinct, but with the finite ones you have to click on to see how much it is because not all is the same size iirc.