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Separate Survival and Creative Balancing Values

Andrew D Cook shared this feedback 4 years ago
Not Enough Votes

I would like to suggest that the values usedfor game balance like:


▪ How much power a battery produces.


▪ How much power an assembler uses.


▪ etc.


To be separate for Creative and survival modes becausethey are very different and something that makes sense for Creative will notmake sense for survival mode.


My reasons for this suggestion are as follows: Ihave been playing survival mode for a long time, since 2013 (Almost all ofearly access), through to the present day. I have issues with updates breakingthe ships I am using in survival mode and the latest one Battery power output, occurringsometime last week. I can only assume has been a change for creative modebalancing issues (Since people can just drop them down at whim). This incidentwas the straw that broke and has brought me to this site to suggest changes tostop things like this from happen, because these are ruining a game that Ireally enjoy playing, every weekend (when I can).


To clarify why I think the above was a creativechange, I just cannot imagine someone spent 1000 hours in game and decided,once they had finished building a base and a load of ships, that all of asudden the battery power was overpowered.


My final point is that I am using batteries afterdiscovering that Uranium is now missing from planets and I have to use batteriesinstead of the large reactor on my small ships. I change I did not mind so muchsince Uranium still works I just have to leave the planet first before I cancontinue using reactors. The batteries I am find however, in no way compare tothe reactors and as a result I feel they are too under powered, which makes theabove change seem ludicrous.


As a result please can you make the game have separatebalance changes for Creative mode and Survival mode?

Replies (1)

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1

Hi,

Thanks for the feedback

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