There is nothing to stop someone from banking *these* and then "popping Madness pills" to get any necessary research done. Don't underestimate how annoying losing your progress is.Ĭontradicting this design intent is the fact that you will be able to acquire items in the world that grant you some Madness when used. Madness effects should also not drain your other currencies!! That's just annoying and will put people off doing Research at all, or even stop playing entirely. ![]() ![]() To reinforce the fact that YOU DON'T WANT TO KEEP HOLD OF MADNESS EVER, all effects inflicted by Madness should be negative, and existing rare positive effects removed completely. Interestingly, Madness is not something you are intended to "farm", as in collect endlessly to use later (or never) but to either be used by the Research system to unlock new crafting options immediately or avoided entirely as it inflicts a variety of very unhelpful random effects on the player so long as you have more than a certain amount of it collected. For the moment these are preliminary impressions based on reading through the commits rather than actual gameplay testing.įirst up is the unique resource required to run the system, Madness.įor gameplay purposes, Madness is an "endgame" counterpart to the Research resource, which will presumably be used to go places that Research alone can't reach. Comments are apparently welcome on this new system, so here we go. ![]() Eagle-eyed players checking the GitHub commits will notice that as of the next update, FU's Research system will actually be usable! First up is the Madness-based system.
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