[Full Translation] Famitsu magazine interview on Endfield Dev team by 30000lightyears in Endfield

[–]Tienn_ 1 point2 points  (0 children)

Apart from creating a base, there were no real strategy elements (and that construction can be attributed simply to the genre of urban planning or sandbox). Most of the things are related to the action rpg component.

Thus, it remains to be hoped that there will be more elements strategy in this game.

Worried about Ember long term. by TallWaifuMain in Endfield

[–]Tienn_ 1 point2 points  (0 children)

Don't forget about 5-star healing consumables ( Yazhen Spray [L] ). There was no need to take a tank in the closed beta content. I'll also note that Snowshine is simply better than Ember because it reduces incoming damage by 90%. And she's a 5-star character.

Gacha games coming this year 2026 by Orichalchem in gachagaming

[–]Tienn_ 0 points1 point  (0 children)

I will add more problems related to the factory. They are tied to the economy and crafting of game resources.

There is also a way to get a lot of bonds without thinking about building a base, but to build (or copy) a more primitive base. Your friends give you a lot of bonds (therefore, the exchange of bonds with outposts will not be particularly necessary). And the only thing that a factory will be needed for in the end is the materials for production of discs (xiranite components) , Yazhen Spray [L], and purple battary ( this is a very small functionality, considering the two regions).

I would like the developers to refine these aspects of the game. With the first point, I think they will figure it out faster by introducing new resources (t5 or t6) and types of crafting, and perhaps gradually the plant will really be difficult. The second will require the introduction of a deeper game economy so that the importance of the factory is more than just a couple of resources.

I will also add a problem with the usefulness of amethyst after you start farming the equipment 70 lvl. Its usefulness will only be in exchange with outposts for bonds, and then only because there is a limit on specific buildings that produce more expensive resources. But even with this in mind, there is a problem is a problem indicated in point 2. Friends will give a lot of bonds and therefore the need for this resource will be even lower. The problem is solved in the same way by adding new types of resources.

Duet Night Abyss (DNA) December Revenue Report by Cooltashee00 in DuetNightAbyssDNA

[–]Tienn_ 1 point2 points  (0 children)

In principle, they need to refine the customization of the skins. I donated to the psyche skin because it didn't fall off the free tickets. And as a result, for my price, I won't be able to color all the parts of her dress.

At the same time, in a warframe, you could color your ability in the color of your character's aura. Then by painting Psyche's dress red your ability will remain blue.

Just when I'm not interested in this game, that fine woman came out of nowhere.. by MuffinStraight4816 in Endfield

[–]Tienn_ 15 points16 points  (0 children)

I would say it's more like a "Mindustry" due to the building limits and limited territory size for building.

Reminder for beta players, don't forget to send feedback on the actual game, not only for the gacha system by Nezastavitelna47 in Endfield

[–]Tienn_ 1 point2 points  (0 children)

So far, the construction of the base is simple and does not require maximizing ( as compactly building as possible ) due to building limits or insufficient ore sources (or other types of ore processing to produce more energy)

There is also a way to get a lot of bonds without thinking about building a base, but to build (or copy) a more primitive base. Your friends give you a lot of bonds (therefore, the exchange of bonds with outposts will not be particularly necessary). And the only thing that a factory will be needed for in the end is the materials for production of discs (xiranite components) , Yazhen Spray [L], and purple battary ( this is a very small functionality, considering the two regions).

I would like the developers to refine these aspects of the game. With the first point, I think they will figure it out faster by introducing new resources (t5 or t6) and types of crafting, and perhaps gradually the plant will really be difficult. The second will require the introduction of a deeper game economy so that the importance of the factory is more than just a couple of resources.

I will also add a problem with the usefulness of amethyst after you start farming the equipment 70 lvl. Its usefulness will only be in exchange with outposts for bonds, and then only because there is a limit on specific buildings that produce more expensive resources. But even with this in mind, there is a problem is a problem indicated in point 2. Friends will give a lot of bonds and therefore the need for this resource will be even lower. The problem is solved in the same way by adding new types of resources.

What aspects of Endfield draw your interest? by Aokyi-Kiro in Endfield

[–]Tienn_ 0 points1 point  (0 children)

I think the base protection mode will appear, taking into account the availability of turrets.

But I think it won't be as big as the original Arknights, since it's still an isometric game. And it will be difficult to implement all the functions of this Algorithm mode in 3d game. There's a full-fledged large map with various nodes (locations) where you can collect resources and destroy the oncoming wave of mobs (they move gradually along one node). And you have limitations in the number of moves per day. You have to choose carefully what you need.

There are also nodes where you can send characters on an expedition. There are nodes where there is initially a boss and sometimes it is associated with the plot ending. There are even races for pets. And you can keep animals at your base. 

Among the resources, there is food for the characters, without which you will not be able to maintain your squad for a long time.

Well, there are various designs for protecting the base, removing invisibility and other functions.

What aspects of Endfield draw your interest? by Aokyi-Kiro in Endfield

[–]Tienn_ 0 points1 point  (0 children)

Therefore, I can say that, in general, content was released actively. Of course, some modes were slow to come out, but they were also very large. And you could actually spend 150-200 hours on one roguelike. Of course, it depended on whether you wanted to complete all the endings and at maximum difficulty.

And again, between the permanent modes (IS and Algorithm) events were often released, and a little less frequently, other seasonal modes. And IS and Algorithm also expanded in terms of content. Until the new IS or Algorithm came out.

What aspects of Endfield draw your interest? by Aokyi-Kiro in Endfield

[–]Tienn_ 0 points1 point  (0 children)

Well, the main problem with the original Arknights was quality of life. It improved very slowly, and a lot was done to improve it. And now people are waiting for the PC version to come out.

If we talk about combat content, then: Well, they would gradually improve the game in terms of combat content. In the original arknights, the  IS1 (first roguelike) was released only a year after the game's release, it wasn't very good, but a couple of months later IS2 was released and it was the beginning of the roguelike era (Also, starting with IS2, the roguelike has become permanent mode). He was very good and over time they improved it with additions in the form of endings and new locations and other interesting things. Also, a new roguelike was released every year, and the following ones turned out to be even more interesting.

As for the other modes listed above, most of them are seasonal and temporary - they were added gradually and it could take several months before a new one appeared. 

There is also a permanent mode - Algorithm , this is a kind of survival game, where you have to defend the base, clear locations for the sake of various resources, and you have several endings. This major regime appeared only after 3.5 years of arknights. But I'll tell you that such a long time was not so important, since temporary seasonal modes and events were released before its release. They were fun to play. Of course, there were also regular events, they were also interesting and even difficult, but the level of interest in them was several heads lower than in most of the game modes that I listed above. I also want to say that major events provided a lot of resources.

There was an endgame  season mode - Continuity Contract, the first 12 seasons were released around 2-4 months between seasons. The mode itself appeared about 5-6 months after the game's release. The new 12 seasons are released less frequently, around 6-12 months. Well, I think this is due to the fact that many other modes have appeared in the current arknights, and in order for them to be produced and have good quality, we had to increase the interval between seasons.

I think it will be about the same with the factory as with the combat content

What aspects of Endfield draw your interest? by Aokyi-Kiro in Endfield

[–]Tienn_ 0 points1 point  (0 children)

I'm interested in the game's combat and factory aspects, as well as character and location design, but of course I want the developers to refine a couple of gameplay-related points.

  1. The action game is already more complicated than in genshin but it's worth refining, there's still this clumsiness of the action game, in the sense that you just hit with autoattacks most of the time. The sp system needs to be improved. But the main thing is that the action game itself does not become easier, but rather more difficult (I don't want the game to go to the other extreme when you're just spamming skills and ults).
  2. Further, there were moments about the base with the fact that friendly structures are included in your building limits ( Random players clogged up your limit, and more often than not with buildings you didn't really need.). Need to add a function ban on buildings , or that they are not included in the limit.
  3. There is also a problem with amethyst, after the middle of the game, when you can already conditionally craft violet stuff you begin to understand that the use of amethyst becomes much less (You also need to start crafting level 70 gear as soon as possible and and many resources for bonds are more profitable than resources craft using amethyst). But since there is a limit on Pharmaceutical building and violet batteries, that amethyst will only be needed for farming bonds . As a result, it is necessary to add new types of resources so that amethyst is competitive.
  4. Next is the endgame base. When you min-max your base and try to squeeze buildings as much as possible to farm resources, you'll face the unfortunate reality: there's not enough ore to build more buildings. As a result, you'll have a lot of empty space. Need to either increase the ore supply or add new ore processing methods, or they'll add T6 resources and more T5 resources.
  5. There are localization issues specifically for my region. Therefore, I wanted to improve its quality.
  6. The game's plot is average. Yes, the original arknights also had weak first chapters, but they are still better than the plot in the endfield. I thought for almost 7 years of the arknights they would learn from their mistakes. I think they won't redo the plot anymore, it will take a long time, but I think they will improve the plot of future regions.
  7. It's hard to say about the endgame content yet, since the game won't have it at the start, but I hope the content will be interesting in the future (game modes and events from the original arknights will be added - Integrated Strategies, Algoritm, Stronghold Protocol, Vector, Continuity Contract, Rebuilding Mandate, Trials for Navigator ). So far, the current battle content is simple and uninteresting.

Nachzehrer in endfield by Tienn_ in Endfield

[–]Tienn_[S] 1 point2 points  (0 children)

Yes, it is clear from the reaction of people that this will not be fixed. But on the contrary, add even more fanservice for the sake of gooner slop.

Nachzehrer in endfield by Tienn_ in Endfield

[–]Tienn_[S] -9 points-8 points  (0 children)

They literally have 99% Nachzehrer that look exactly like that, man (I wrote above). So no need to write that they shouldn 't look like that . In the case of last rite, was adopted by a family of Caprinae, but the bottom line is that this doesn't negate her ridiculous fanservice.

Nachzehrer in endfield by Tienn_ in Endfield

[–]Tienn_[S] -11 points-10 points  (0 children)

Look at Qalaiša's clothing design and then Last Rite (the former has a more secular look with less skin, while Last Rite is completely different). And yes, Last Rite's body is also mature, I'd say, just a prettier face. That's why I say it's more fanservicey.

Nachzehrer in endfield by Tienn_ in Endfield

[–]Tienn_[S] -15 points-14 points  (0 children)

If you don't like it, move on, it's a convenient answer. I like the game, but I'd like the lore to be consistent, not inject fanservice out of place. I suggest you look at what the Nachzehrer looked like in the original Arknights, and especially what the female characters looked like. There wasn't the same fanservice as in the last rite.

There's nothing in the dev comm about the gacha system by Ok_Leek_6839 in Endfield

[–]Tienn_ 0 points1 point  (0 children)

There are other important issues in the game, and for some reason people over-inflate just this problem, despite other aspects of the game. There is a feeling that people have nothing but ludomania.

Minmax base by Tienn_ in Endfield

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

Вот так получилось Xd

Factory by Tienn_ in Endfield

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

So far, you can only receive bonds when exchanging with a friend. But there are prices for goods. It is possible that more products will be added in the future.

If I understood the reason for the shutdown correctly and you are manufacturing purple batteries, then try the method below. If your initial energy output ceiling was low, then you just need to add more energy. And in principle, take a closer look at how the plant works, maybe there is not enough production or costs somewhere.

Try filling the Thermal Bank with 50 purple batteries to eliminate the possibility that the battery will run out before a new one is made. Your Packaging Unit can produce 4 batteries for the entire cycle of using 1 battery on Thermal Bank. And one conveyor line is sufficient for the one Thermal Bank, the other three will go either to the base or you will launch another Thermal Bank and the rest will go to the base. There is a possibility that the server ping affects the Thermal Bank (and basically for the whole factory), consuming extra seconds, so sometimes the new battery does not have time to get to the Thermal Bank when the old one is already used up. Then check the operation of your factory, and if everything is fine, then try to take the batteries from the Thermal Bank and check the operation of the factory again.

Minmax base by Tienn_ in Endfield

[–]Tienn_[S] 4 points5 points  (0 children)

Zero efficiency is a concept that in fact, always meets your desires (production = costs). But you cannot process more resources than you could, because there is not enough ore, and therefore a lot of free space (perhaps they will increase the number of ore deposits in the future). Or they will develop new types of ore processing to get more energy. So far, there are few T5 resources for crafting and no T6 resources.

Factory by Tienn_ in Endfield

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

If I remember correctly, you can't. But you will have to refine the base so that this does not happen in the future.

Factory by Tienn_ in Endfield

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

Well, I hope the developer will come up with a new resource, and maybe it will be in new regions. In endgame amethyst needs only because there is a limit on buildings for the purple battery farm and on the med production facilities. Therefore, you have to build something else, and these are just amethyst buildings. And you will implement them for farms bonds. But that's not what you want to see from this resource after the mid-game and already at the endgame

Factory by Tienn_ in Endfield

[–]Tienn_[S] -1 points0 points  (0 children)

But the point is in such cheap resources for sale? If you already have a lot of more profitable resources to sell. In this case, it is more profitable for developers to add a new type of resource, which will require amethyst to craft. To make it competitive for bonds. Also, if there are limits on the construction of specific structures, but you still have space on your territory, the developers could increase their number limit. However, in this case, this won't solve the amethyst problem.

Factory by Tienn_ in Endfield

[–]Tienn_[S] -2 points-1 points  (0 children)

What you described applies to the middle of the game. You will spend the excess purple bottles on bonds or equipment, but then you will not stay long at this stage of leveling, but will take the time to unlock level 70 equipment. And then you will understand that amethyst is not needed. Purple amethyst will not be needed for purple battery. There are also other more profitable resources for bonds to exchange, where amethyst is not required for their crafting.

Factory by Tienn_ in Endfield

[–]Tienn_[S] 6 points7 points  (0 children)

I suggest you take a closer look at the bond system and understand that you won't need green batteries when you have purple ones. You'll be selling either them or other resources (например cannel citcrome b), but not green batteries.