![]() In the later stages of endless mode, all three of these sort of become irrelevant because the cold doesn't hurt you much any more, your city is built, and your society is basically stable. ![]() But I think that in order for Frostpunk to truly shine as a valid, long-lasting game, it's going to need to eventually leave that mentality behind and have the focus of game become something much different and more profound.Īt its core, there are three characteristics that sort of define Frostpunk: cold settlement survival, city planning, and society management. ![]() The race to stockpile surplus resources in order to survive storms is a superb early-game mechanic. I think using the same old game mechanics, like increasing storm severity, to make the endgame more challenging is a little dull. I just wanted to share, and hope perhaps that maybe others can think of ways endless mode can be made better, and perhaps 11 bit will consider adding more to it, as they seem very aware of what users are suggesting and requesting, and have been very good about constantly improving the game.Īgain, I like where Frostpunk is at, and what Endless mode is, but I believe it can be so much more. I truly hope that endless gets enhanced more, and if there's perhaps something I missed that will add these things in, then by all means, please inform me. I've got the lore bits, and I don't feel scouting has any meaning left, as I have more steam cores than I know what to do with. I just expected there to be much more to this mode, but it instead just feels like A New Home, without the horrific storm at the end, or the social issues in the middle. I am thankful they released it, and I don't want anyone to think that I'm being overly negative of Frostpunk, as it's a really fun game, and I would recommend it. I'm not saying endless mode is bad, or I didn't enjoy playing it. I expected storms to last for days and heavily tax my ability to stockpile food and coal, and manage my generators overdrive function. I expected to have resource shortages, and need to establish outposts to meet demands, or perhaps even deal with other cities for resources, but that didn't happen. I expected to have a megacity, but the population seems to be capped. I chose the largest area because I expected to have a constant influx of people I'd have to handle, and I went faith and focused on discontent and hope because I thought there would be problems with the influx of people. ![]() I was at 99999 coal, burning at level 5 with my automatons doing almost nothing. This mode is endless, in that it doesn't force you to end it, but it does have an end, which is when you realize you've done everything there is, and all that's left is scouting essentially the same landmarks for nothing you don't already have tons of. You also don't have any resource shortages, that you need to scout for more supplies or establish outposts, or interact with other cities (if there were any). In Endless, you simply scout, hunker down, scout, hunker down, and it doesn't take all that long to have a fully automated city where its population has to do nothing, and storms aren't terrifying at all.Īfter the first storm, there's a distinct lack of terror with regards to the storm, and as soon as you get your population up to 600 something, you get no more immigrants, and even immigrating 600 people, you never have a single social issue you don't create. Certainly, by technicality, it's endless in the sense that the game never forces you to end it, but in the other scenarios, there were big challenges to overcome, whether a terrifying storm, massive immigration, and/or social upheaval, and all of that was combined with a race against a clock. ![]()
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