or just people who are terrible at spelling. Yeah, opsWe probably do have some very young players.
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or just people who are terrible at spelling. Yeah, opsWe probably do have some very young players.
The core problem with this last bit is that it relies on you actually having enough planets to specialize, which is by definition not true at the start of the game. On some settings, it won't be true for a long time - and for some starts, regardless of settings.As others have said zones are laying a foundation. But even if the devs suddenly agreed that they need to completely remove them it's not like they can just press the delete key and be ready for 4.0's release. This has been in the works for a long time (they were teasing the custodians were working on something big long before christmas last year) and has been designed in conjunction with the new pops systems. There's no way a beta would ever cause the devs to 180 and magic up enough man hours of developer time to redesign it in the time left.
I was quite wary of zones at first but honestly as more bugs are being shaken out the beta they're not that big a deal. They probably will take several patches to finesse but sans the bugs and balancing making it difficult to use them I don't think they're fundamentally bad and worth chucking. One common criticism is that if you have a mixed planet it's hard to make just the jobs you want, but that seems entirely the intent. Specialised planets won't have that problem so now there will be more of a choice to think "do I boost my research and alloy jobs or just one of them" and you go to different planets for that.
The core problem with this last bit is that it relies on you actually having enough planets to specialize, which is by definition not true at the start of the game. On some settings, it won't be true for a long time - and for some starts, regardless of settings.
This is only not a big problem if your settings and empire align to make it fine. The empires that actually work have so far excluded the worst cases, but they still exist - they're just not playable in the beta yet.
It's an intolerable problem to have, and it's not at all by design - the design is not that your economy will explode because you got jobs you didn't want. The design is that mixed output is far better than it used to be. The REALITY is that your economy will explode - you can even get around it by closing unwanted jobs. But a design that relies on going to a planet after it finishes a district so you can close all the jobs you didn't actually want and wait for pops to demote back to the jobs they previously had is really, really bad.
I feel the opposite. I think once the frustrations are removed, and we have maybe one more diel for dealing with mixed urban districts it will be quite fun. In fact, unless I mix my districts in a rather bad way, I'd say it's pretty good actually.The real problem is that at its core, it's just not fun. It's not intuitive, it's not pleasant.
I don't think zones are as integral to 4.0 as people keep saying.The real problem is that at its core, it's just not fun. It's not intuitive, it's not pleasant.
They aren't going to 180 and undo it. That's just the reality of economics, especially since a lot of the upcoming DLC are likely built around it. But they really, really should. Not every idea is a good one.
This is, in fact, precisely what I am pessimistic about.But they need to do some overhauling to fix the problems
I've made this thread on the basis that if they weren't willing to make feedback adjustments, they wouldn't bother with a beta.This is, in fact, precisely what I am pessimistic about.
You've a higher opinion of them - or more specifically not the developers but the people in charge of the timescales - than I do. In my experience, whenever I see something like "Design is incomplete" or "Unoffical numbers", I just automatically assume that the design is in fact complete and the numbers are finalized - because they always end up being just that.I've made this thread on the basis that if they weren't willing to make feedback adjustments, they wouldn't bother with a beta.
Yeah, I agree - they're not. They very obviously lift out.I don't think zones are as integral to 4.0 as people keep saying.
To me the zone-building-interactions are the good part about the new system. What's annoying is the shared job allocation.I don't think zones are as integral to 4.0 as people keep saying.
You could add buildings duplicating the effects of stuff like betharian zones. Keep the buildings as a whole the same as in the beta, just not zonelocked. Make district types for each resource. That's uh... that's it, that's zones replaced. That's not code-heavy. It's not even design-heavy, and the UI isn't polished yet anyway so it doesn't require doing that any more than is already necessary.
A solution to that would be to just add a toggle for auto-fill or not. That way if u dont like the system, u just dont use it or use it on some worlds but not on othersI'd be complaining about having to go into my management tab every time I built a new job and it 'free all jobs' or scroll around to find a new one. clunky and annoying, I think. There should be a solution out there somewhere. but that is not it.
Update: Eladrin has just said they don't consider zones an 'experiment' so... yeah no they're here to stay. And while they do have existing planetary management and such, just look at the 2025 DLC announcement. Look at how far out they plan these things. Just for the DLC they're locked in, what do you think Zones are like?Yeah, I agree - they're not. They very obviously lift out.
There are comments in this thread that acting as though coding Stellaris is magic and everything they've done was an insurmountable effort.
No. It's hot code. You know what that means? It came together quick. Look at the kind of bugs that were in these beta tests! This stuff is hotter than a lot of mods that release and some of it is basically an experiment.
As for "They can't just press delete and have something new ready to go!" The live game already has a coherent planetary management design and UI layout. It has nearly a decade of maturity and refinement.
It can absolutely be U-turned and that should be the point of hosting a beta.
Cut zones. Let the custodians tinker with more interesting areas of the game in the next 24 months, not spin their wheels in the mud on this.
They may not consider them one, but they ARE one.Update: Eladrin has just said they don't consider zones an 'experiment' so... yeah no they're here to stay. And while they do have existing planetary management and such, just look at the 2025 DLC announcement. Look at how far out they plan these things. Just for the DLC they're locked in, what do you think Zones are like?
Well, no. In the context it was a reply to someone asking if they're willing to consider rolling back the 'zones experiment'.They may not consider them one, but they ARE one.
They may not consider them one, but they ARE one.
Right, but that's how I'm saying it's an experiment.In a way yes, but also no.
They're an experiment in the sense it's a new feature that will need testing, reworking, and at some point in the future might even be replaced. But they're not an experiment in the sense they're locked in as a mechanic and have been for a while. It's not like the breakthrough systems in the tech beta that the devs explicitly might keep or might remove.