The 2000 hour feedback thread
Posted: Thu Sep 19, 2019 5:11 am
I hit over 2000 hours this week. It got me thinking about the game: why do i stick with it? why have i stuck with it? and most importantly what can it do better?
What kept me going was the mods. When it wasn't a theme mod, it would be an end game mod: tougher creatures, stronger enemies, etc etc. Which really points out a big weakness in the game: What is the end game? Is it going to the south east? is it getting all the technologies? what is it? It really varies from person to person.
Now, what the game got right was grind. The grind is great, the grind is why you stay. Kenshi proves that a good grind does not need a quest, and really quests are why i stopped playing skyrim. why keep redoing the same quests?
so what would make the game last longer? What does kenshi need in my opinion? what, after 2000 hours, could add more value?
More squad ai and interaction, including moodlets and sim style wants and needs. This is, of course, something that is really hard to program in with a small dev team. But why do i feel that it needs this? Because it is a grind that adds value by adding personality to the squad members. We grow attached to the people, we like the conversations(especially with the named characters), and watching them grow. I enjoyed that aspect of the game.
This is where the first big problem comes in: the characters are robotic. This is acceptable for skeletons, but the people need some work. Everyone loves beep, because he has the most personality. Everyone else needed personality, outside of a few lines of special dialogue, there really is not much going on. What makes this stand out is when they work non-stop 24 hours laboring. While fun to watch it breaks the immersion, and makes things a little easy. Imagine how difficult it would be if not only did you have to manage hunger but also managed fatigue? Imagine if having beds was important for keeping people productive? suddenly the bandit raids on the bases are even more dangerous. It makes having a skeleton on the team more important.
Those quality of life mechanics are something that should be considered. imagine a full sandbox where everyone works, sits, talks, lives and dies together? Where some people have violent personalities and are fine killing bandits, but others break down and get debuffed until they become hardened.
These are not complaints. I got 2000 hours out of the game. I have no room to complain. However, How often does a dev get feedback from someone who put that much time playing a game?
What kept me going was the mods. When it wasn't a theme mod, it would be an end game mod: tougher creatures, stronger enemies, etc etc. Which really points out a big weakness in the game: What is the end game? Is it going to the south east? is it getting all the technologies? what is it? It really varies from person to person.
Now, what the game got right was grind. The grind is great, the grind is why you stay. Kenshi proves that a good grind does not need a quest, and really quests are why i stopped playing skyrim. why keep redoing the same quests?
so what would make the game last longer? What does kenshi need in my opinion? what, after 2000 hours, could add more value?
More squad ai and interaction, including moodlets and sim style wants and needs. This is, of course, something that is really hard to program in with a small dev team. But why do i feel that it needs this? Because it is a grind that adds value by adding personality to the squad members. We grow attached to the people, we like the conversations(especially with the named characters), and watching them grow. I enjoyed that aspect of the game.
This is where the first big problem comes in: the characters are robotic. This is acceptable for skeletons, but the people need some work. Everyone loves beep, because he has the most personality. Everyone else needed personality, outside of a few lines of special dialogue, there really is not much going on. What makes this stand out is when they work non-stop 24 hours laboring. While fun to watch it breaks the immersion, and makes things a little easy. Imagine how difficult it would be if not only did you have to manage hunger but also managed fatigue? Imagine if having beds was important for keeping people productive? suddenly the bandit raids on the bases are even more dangerous. It makes having a skeleton on the team more important.
Those quality of life mechanics are something that should be considered. imagine a full sandbox where everyone works, sits, talks, lives and dies together? Where some people have violent personalities and are fine killing bandits, but others break down and get debuffed until they become hardened.
These are not complaints. I got 2000 hours out of the game. I have no room to complain. However, How often does a dev get feedback from someone who put that much time playing a game?