Zombie Posted October 31, 2022 Share Posted October 31, 2022 Quote We've added a system so that the sell value of items can gradually decline as you sell more and more of them. I'm going to be using this as soft pressure to discourage players from grinding too many crash sites (doing so makes the game very repetitive), as the returns will eventually fall below the Airstrike / Bounty value of the crashsite. I don't agree with this. Let us play how we want to. Who cares if it's repetitive, it's only affecting the person behind the keyboard or controller. If they want to subject themselves to grinding it's the player's fault. If you don't code this right you still might be able to skirt the issue by simply stockpiling equipment for months/years at a time and then selling the whole lot in one go. At the end of the day is it even worth dev time to code that in? All it's doing is protecting the players from themselves. If you don't get much money from selling the loot and are only looking at airstrike/bounty as income sources (besides country funding) then how will the game become any less repetitive than perpetually airstriking sites ad infinitum? - Zombie Link to comment Share on other sites More sharing options...
Thorondor Posted October 31, 2022 Author Share Posted October 31, 2022 It's usually best to leave such things to player discretion - it's your time and disposition that determines what you want to pursue. At the same time though, this wouldn't come across quite the way it did had it been presented differently - had the developer stated that a system had been put in place to better simulate market dynamics, making goods depreciate as market saturation increases there wouldn't be much to be ruffled about. It's a design decision. There's also no way of telling at this stage how gradual will said decline in value be. I do doubt it will be that severe, as it's clearly still a part of the economic model of the game, factored in as one of the ways the player can help sustain his own forces. Viability of player success is a pretty big deal and ties into difficulty curve. With Early Access supposedly starting next year there's going to be no shortage of input to help calibrate things, so I wouldn't worry overmuch. Zombie 1 Link to comment Share on other sites More sharing options...
Zombie Posted November 4, 2022 Share Posted November 4, 2022 On 10/31/2022 at 10:05 AM, Thorondor said: At the same time though, this wouldn't come across quite the way it did had it been presented differently - had the developer stated that a system had been put in place to better simulate market dynamics, making goods depreciate as market saturation increases there wouldn't be much to be ruffled about. It's a design decision. Yeah, when I read the dev's description I immediately thought "supply and demand". You flood the market with something and then the price starts to go down. H-o-w-e-v-e-r: my beef is with alien items. In real life, governments would be clamoring to get their grubby little hands on alien plasma rifles for their armies. It wouldn't matter how many you could supply as there would be almost endless demand. Same for a lot of the other stuff. There would always be a demand (might not be through legit channels, more of a black market type of thing). If the general populace hears about it they will find ways to utilize it too. On 10/31/2022 at 10:05 AM, Thorondor said: There's also no way of telling at this stage how gradual will said decline in value be. I do doubt it will be that severe, as it's clearly still a part of the economic model of the game, factored in as one of the ways the player can help sustain his own forces. Viability of player success is a pretty big deal and ties into difficulty curve. Unless the devs are playing your hand and cramming endgame down your throat. I've seen this before in other games and honestly I lose a lot of interest if it becomes more or less scripted after a time. If you lose the ability to play the game you want to, it eliminates a good portion of the strategic element. -end broken record rant- There is a very fine line to tread here though. Too much and you end up with nothing, too little and you may as well not even code it in. Or if you don't code it correctly to account for smart players who will find a way to get around the restriction. And we all know, there are a lot of smart gamers out there. - Zombie Link to comment Share on other sites More sharing options...
Thorondor Posted December 2, 2022 Author Share Posted December 2, 2022 :: Xenonauts 2's latest progress report has now landed here. Zombie 1 Link to comment Share on other sites More sharing options...
Thorondor Posted January 5, 2023 Author Share Posted January 5, 2023 :: Xenonauts 2's most recent sitrep is here. Zombie 1 Link to comment Share on other sites More sharing options...
Zombie Posted January 8, 2023 Share Posted January 8, 2023 @silencer_pl is a V25 beta tester for Xenonauts 2 so if you are curious on the game's progress you can check out his videos on YouTube. As far as I know he doesn't have a playlist set up for this yet. The link I provided is a search so you'll have to watch by sorting them yourselves. - Zombie Link to comment Share on other sites More sharing options...
Space Voyager Posted January 9, 2023 Share Posted January 9, 2023 I did check it out. No real shockers there. Seems like another rehash of X-COM. Link to comment Share on other sites More sharing options...
Thorondor Posted January 12, 2023 Author Share Posted January 12, 2023 :: Video - Xenonauts 2 | Gameplay trailer Link to comment Share on other sites More sharing options...
Thorondor Posted January 25, 2023 Author Share Posted January 25, 2023 Quote The demo will offer a fully-armed and operational slice of gameplay with all features accessible. Players will have 50 days' worth of in-game time to lead the early phases of your defense of earth. :: Xenonauts 2's demo will become available on Steam on the 6th of February. Zombie 1 Link to comment Share on other sites More sharing options...
Thorondor Posted January 31, 2023 Author Share Posted January 31, 2023 :: Xenonauts 2's latest progress report is here. Link to comment Share on other sites More sharing options...
Thorondor Posted February 4, 2023 Author Share Posted February 4, 2023 :: Video - Xenonauts 2 demo test run, impressions | DGA YouTube channel Link to comment Share on other sites More sharing options...
Thorondor Posted March 2, 2023 Author Share Posted March 2, 2023 :: Xenonauts 2's most recent sitrep is here. Link to comment Share on other sites More sharing options...
Thorondor Posted April 1, 2023 Author Share Posted April 1, 2023 :: Xenonauts 2's latest progress report is here. Link to comment Share on other sites More sharing options...
Zombie Posted April 2, 2023 Share Posted April 2, 2023 I like the campaign options but wish it was more customizable though. - Zombie Link to comment Share on other sites More sharing options...
Thorondor Posted April 2, 2023 Author Share Posted April 2, 2023 There's inevitably quite a lot subject to change before launch, so it's all up in the air. That's what Early Access is supposed to be for - catching problems, taking in player feedback - and seeing as that is only expected to start in July or August, with actual release a year or more past that you can imagine how much room for improvement there is. At the same time the issue with these projects tends to be drag. Spend long enough on something like this and you can start to lose perspective as a developer, there can be feature creep, game engine ageing, overcooking things, etc. Given all that, Early Access will be an important milestone, providing an influx of cash and fresh eyes on the game to get momentum going again. Zombie 1 Link to comment Share on other sites More sharing options...
Thorondor Posted May 3, 2023 Author Share Posted May 3, 2023 :: Xenonauts 2's most recent sitrep is here. Zombie 1 Link to comment Share on other sites More sharing options...
Zombie Posted May 3, 2023 Share Posted May 3, 2023 One of the comments in Steam says: "When Xenonauts 3"? - Zombie Link to comment Share on other sites More sharing options...
Thorondor Posted May 4, 2023 Author Share Posted May 4, 2023 The poor fellow lost sight of his tinfoil hat, so that's what you get. Zombie 1 Link to comment Share on other sites More sharing options...
Thorondor Posted June 5, 2023 Author Share Posted June 5, 2023 :: Xenonauts 2's latest progress report is here. Zombie 1 Link to comment Share on other sites More sharing options...
Zombie Posted June 6, 2023 Share Posted June 6, 2023 UFO2:ET - 5x5 base = 25 modules. Hangar = 2x2 Xeno2 - 6x6 base = 36 modules. Hangar = 1x2 - Zombie Link to comment Share on other sites More sharing options...
Thorondor Posted June 6, 2023 Author Share Posted June 6, 2023 Oh, yes, a veritable world of possibilities. Zombie 1 Link to comment Share on other sites More sharing options...
Thorondor Posted June 19, 2023 Author Share Posted June 19, 2023 :: Xenonauts 2 is now officially slated to become available via Early Access program on the Epic Games store, GoG and Steam on the 18th of July. Link to comment Share on other sites More sharing options...
Thorondor Posted July 14, 2023 Author Share Posted July 14, 2023 :: Polygon's Charlie Theel writes about Xenonauts 2. Link to comment Share on other sites More sharing options...
Thorondor Posted July 15, 2023 Author Share Posted July 15, 2023 :: PC Gamer's Rick Lane too writes about Xenonauts 2. Zombie 1 Link to comment Share on other sites More sharing options...
Zombie Posted July 16, 2023 Share Posted July 16, 2023 23 hours ago, Thorondor said: PC Gamer's Rick Lane too writes about Xenonauts 2. Another XCOM fanboi whose feeble brain can't fathom actual thought-provoking strategy rather than the dumbed-down variant. Got it. If you've read one, you've read them all. I'm looking forward to Xeno 2 actually, whenever it comes out. - Zombie Link to comment Share on other sites More sharing options...
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