Honestly, the most disappointing part of this for me, was we never got to see this supposedly "advanced" faction that asshole ship captain came from. Sure if they're all as arrogant as the captain, they all probably died from the sun, but there's a real difference between knowing they probably died, and personally being able to see how they like being under the threat of superior firepower.
Wonder if the bunker buildings are more than just the numbers shown, like, the nicer living quarters say they have schools, and the others remove it for more beds. Perhaps the game sees you went for efficiency and 'industrial'/'communal' type of picks and gave an ending based on that??
About the mines / conveyors etc: To be fair there is a step to be taken in order to make mines efficient. And finging yourself in a spot where you go like: "This makes no sense - I am at a certain point in the game that feels completely counter intuitive... there is something off" chances are, you miss something. On the other hand - such a crucial step mustn't be hidden behind some unassuming button inside a menu. I think the option to upgrade the mines was pretty much implied, but not really communicated well. This might even feel pretty straight forward to the devs like 'Well, all upgrades are behind this kind of button everywhere..." but as we've seen - obvious for you doesn't neccessarily mean obvious to the audience. It's a minor nitpick and I don't know if the devs got to it in the main branch of the game and this is just a remnant in the pre-release branch Pravus plays... but this small issues don't need to burden a game, if they are seemingly pretty easy to fix. A tooltip, or some 'Hey - here's something to upgrade!' highlight... A tutorial tip... and you're golden... In short: Keep an eye out for things that might be less obvious to the players rather than you as devs. The challenges should arise from the story and the game, not from the UI...
Perfect genetics was covered in a Star Trek "The Next Generation" episode. With perfect genetics there is no need for innovation. LaForge's eye piece for example.
I'd love to see another run in this game, this is really so much fun. I really hope that you can turn off the end of the world solar flare in a sandbox mode to so you can build the city you want rather than be forced to always build the bunker in a set timespan the game has that leads to a run end.
Just finished the game and..Yeah, the ending had me quite confused. Here I thought I was a good chief, going good and giving benefits...So that escalated quickly! XDD
I’m sorry, I like the bunker, but there needs to be a game beyond / in addition to that one ending. I get this is the story mode… so what are the others? What do they do? Really, having watched this the end-game story is interesting but also weirdly in depth and… irrelevant to the game itself. Frostpunk this is not, despite how good the aesthetics look and the economic and social design factors appear. It’s going to need a lot more polish with both alternative ‘endless’ endgame modes, but I feel they utterly failed in developing any plot line regarding other settlements in the world. If I were them, I’d redesign the entire surface world / map beyond the city to accommodate several different factions, add in shipping and perhaps airships, then let them slowly expand and fight over those areas, so you can lose out on productive areas to people who expand first - with a simple ‘the most + most advanced wins’ military system, to add a draft/recruitment mechanic to keep an armed force staffed - then allow trading and perhaps add rare or strategic metals, to ensure it’s always possible. By all means, keep the bunker in - the idea of trying to keep your people out in the wilderness mining and producing for the few in the bunker as the world goes to hell is excellent, you can even add later cycles in with technology that helps your troops / people / slave extractors (which clearly is an option) going in the dying atmosphere, stuff like air tanks, survival suits and the like - and finding the balance between defending/ maintaining a shrinking empire in the face of a dying world and building what you need for the bunker seems… better than what their is, which is an excel spreadsheet at work. Plus, the game begs for dieselpunk armoured trains fighting each other to transport resources somehow.
He said the pre-release branch that was sent to some content creators beforehand. And it's known to be buggy, with the bugs being fixed in the main branch already. Unfortunately he couldn't migrate the savegame to the main branch and so there's the consant question, if something not working is a) a bug or b) some oversight by Pravus or c) some oversight by the devs...
Eugenics needs to stop being treated as a dirty thing. We all practice it. If you had two potential mates you were courting and learned one had hereditary disease issues and the other did not while they were perfectly equal in all other ways and you were equally attracted to them that would make and break the deal. You would pick the one without the background of genetic disorder. All life does this because it's simply a survival mechanism. So much so that by choosing the middle ground in the future when that persons line starts giving the populace people with disease they will be ostracized and made to suffer for it by their peers. Even more so when everyone needs to be pulling their own weight. In other words what seemed like a mercy was the cruelest choice you could have made. You have condemned a few people to suffer in the future because you couldn't hurt yourself. Remember these words, mercy to evil is cruelty to good. Mercy to incompetence is cruelty to skill built by effort or naturally occuring as talent. Your choice has psychologically revealed that you are in fact NOT a good person.
Thanks! I got everything... did everything... then nothing would happen so I was like... wut da fuuuuuh. 1 youtube search later you saved me from literally 2 more hours at least, of just... waiting... Pretty friggin lame. I enjoyed in... going to uninstall it now and never return.
I think the ending depends on a combination of what you build in the bunker and the choises of who got to enter.
Still a great game and PRASE PRAVUS!!
yeah, making all the living quarters without schools make this ending
Honestly, the most disappointing part of this for me, was we never got to see this supposedly "advanced" faction that asshole ship captain came from. Sure if they're all as arrogant as the captain, they all probably died from the sun, but there's a real difference between knowing they probably died, and personally being able to see how they like being under the threat of superior firepower.
I, too, was looking forward to more gunboats diplomacy
if you enjoyed it, I'd be happy to watch another run.
All good things must come to a end.
Hope we revisit this game after a update or DLC.
Praise Pravus.
Wonder if the bunker buildings are more than just the numbers shown, like, the nicer living quarters say they have schools, and the others remove it for more beds.
Perhaps the game sees you went for efficiency and 'industrial'/'communal' type of picks and gave an ending based on that??
Very likely. Haven't found any solid info on it though. Guess the game is still too fresh.
About the mines / conveyors etc: To be fair there is a step to be taken in order to make mines efficient. And finging yourself in a spot where you go like: "This makes no sense - I am at a certain point in the game that feels completely counter intuitive... there is something off" chances are, you miss something.
On the other hand - such a crucial step mustn't be hidden behind some unassuming button inside a menu. I think the option to upgrade the mines was pretty much implied, but not really
communicated well. This might even feel pretty straight forward to the devs like 'Well, all upgrades are behind this kind of button everywhere..." but as we've seen - obvious for you doesn't neccessarily mean obvious to the audience.
It's a minor nitpick and I don't know if the devs got to it in the main branch of the game and this is just a remnant in the pre-release branch Pravus plays... but this small issues don't need to burden a game, if they are seemingly pretty easy to fix. A tooltip, or some 'Hey - here's something to upgrade!' highlight... A tutorial tip... and you're golden...
In short: Keep an eye out for things that might be less obvious to the players rather than you as devs. The challenges should arise from the story and the game, not from the UI...
I love games like this, where the right answer can feel wrong. It’s sadly quite realistic in this aspect.
27:40 welcome to enclave!
0:14 that laughter🤣
Perfect genetics was covered in a Star Trek "The Next Generation" episode. With perfect genetics there is no need for innovation. LaForge's eye piece for example.
I'd love to see another run in this game, this is really so much fun. I really hope that you can turn off the end of the world solar flare in a sandbox mode to so you can build the city you want rather than be forced to always build the bunker in a set timespan the game has that leads to a run end.
This game seems to be peaceful. No attacks or even the ship people faction.
Congratulations on closing the mineshaft gap!
"Mein Führer, I can walk!" ;D
Well, that ending did seem like the kind of society the good doctor would come up with.
Another run with the hot fixes! Let’s go!
Frostpunk without the snow. I'mma play this!
Genetic conditions are not made equal. The hereditary element of some conditions provide buffer to environmental conditions.
Amazing gameplay!
Praise Ainyaly, the Heir and Gimli!
After 1000 years of living underground in a diesel punk bunker the would go the way of the 40K humanity
Enjoyed your play through. I don't know if it is just me, but this game seems like a very short play through!!
Honestly, would love for you to do another run of this with what you know now.
You’re funny! “Wait, wait, wait, wait - Got it!!!” If only everything in life was that simple.
Please play again! The updates have made a massive change in the way the game plays!
Just finished the game and..Yeah, the ending had me quite confused. Here I thought I was a good chief, going good and giving benefits...So that escalated quickly! XDD
Pravus when does a Joke become a Dad Joke? When it becomes a-parent!
would be nice if they added bandits or something or even make you build the bunker then later say opps we made a big mistake LOL.
Reload it at the end and try a different load out in the bunker, see if there is a different ending.
I'd love to see what that excel sheet looked like once you were done with it.
Still haven't added part 3 to the playlist
Do you need enough people that is not working to do improve food distribution rate
Hopefully u do another play though when the game fully comes out
So the end is to be Moorlocks.
As far as I know, the ending timing is mainly timed and based on some events
I’m sorry, I like the bunker, but there needs to be a game beyond / in addition to that one ending. I get this is the story mode… so what are the others? What do they do?
Really, having watched this the end-game story is interesting but also weirdly in depth and… irrelevant to the game itself. Frostpunk this is not, despite how good the aesthetics look and the economic and social design factors appear. It’s going to need a lot more polish with both alternative ‘endless’ endgame modes, but I feel they utterly failed in developing any plot line regarding other settlements in the world.
If I were them, I’d redesign the entire surface world / map beyond the city to accommodate several different factions, add in shipping and perhaps airships, then let them slowly expand and fight over those areas, so you can lose out on productive areas to people who expand first - with a simple ‘the most + most advanced wins’ military system, to add a draft/recruitment mechanic to keep an armed force staffed - then allow trading and perhaps add rare or strategic metals, to ensure it’s always possible.
By all means, keep the bunker in - the idea of trying to keep your people out in the wilderness mining and producing for the few in the bunker as the world goes to hell is excellent, you can even add later cycles in with technology that helps your troops / people / slave extractors (which clearly is an option) going in the dying atmosphere, stuff like air tanks, survival suits and the like - and finding the balance between defending/ maintaining a shrinking empire in the face of a dying world and building what you need for the bunker seems… better than what their is, which is an excel spreadsheet at work.
Plus, the game begs for dieselpunk armoured trains fighting each other to transport resources somehow.
You created an army of molemen lol
What version u playing?
He said the pre-release branch that was sent to some content creators beforehand. And it's known to be buggy, with the bugs being fixed in the main branch already. Unfortunately he couldn't migrate the savegame to the main branch and so there's the consant question, if something not working is a) a bug or b) some oversight by Pravus or c) some oversight by the devs...
That 1000 year long third Reich repeats in cycles every 1000 years apparently. Dumb ending.
please play it again but do it slower if you have time.
yo
Eugenics needs to stop being treated as a dirty thing. We all practice it. If you had two potential mates you were courting and learned one had hereditary disease issues and the other did not while they were perfectly equal in all other ways and you were equally attracted to them that would make and break the deal. You would pick the one without the background of genetic disorder. All life does this because it's simply a survival mechanism. So much so that by choosing the middle ground in the future when that persons line starts giving the populace people with disease they will be ostracized and made to suffer for it by their peers. Even more so when everyone needs to be pulling their own weight. In other words what seemed like a mercy was the cruelest choice you could have made. You have condemned a few people to suffer in the future because you couldn't hurt yourself.
Remember these words, mercy to evil is cruelty to good. Mercy to incompetence is cruelty to skill built by effort or naturally occuring as talent. Your choice has psychologically revealed that you are in fact NOT a good person.
Bunker 86 anyone 😂
Thanks! I got everything... did everything... then nothing would happen so I was like... wut da fuuuuuh. 1 youtube search later you saved me from literally 2 more hours at least, of just... waiting... Pretty friggin lame.
I enjoyed in... going to uninstall it now and never return.
Game is meh
I KNOW YOU CAN SEE THAT THE PEOPLE DON'T LIKE THE NEW OUTRO
big loves tho
Pravus should play more democracy 4. i would love to see a hardest difficulty america run. day 357