Make badwater completely optional
i think that we should make bad water optional so that the new players can adjust before bad water and bad tides hits and they dont know what it does so i say add a switch so you can toggle bad water on or off or add maps that dont have bad water
Comments: 20
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09 Oct, '23
Gin Fuyou AdminHow they will know what it does if they toggle it off? No offense but this reasoning is very weak.
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09 Oct, '23
wyattits not more about reasoning its more about the new players when i started it was VERY hard even with the tutorial and now with the addition of bad water its SO much harder and im not even talking about bad tides also it could be a button on the side that says toggle bad water
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13 Oct, '23
tweekIt’s already entirely possible.
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when you create a game, fortunately there is a "custom" option on the far right of the screen after "easy, medium, hard"
simply set all modes to ZERO and set the temperate days from 365 to 365 days. drought, 0, to 0 days, for 0% penalty, the same for contaminated water. "period of contamination: 0 .. impact: 0! .."
etc
but in fact it is important... I believe that they do not realize the difficulty of the thing... I still do not understand how to create a source that survives the drought... we must close the dams before drought? but what does it have to do with it?... when there is a drought, the water evaporates... I have to look too far! .. or not enough, I don't know.. but there is illogic and a Zero pointed out in the tutorial. -
18 Oct, '23
Gin Fuyou AdminJust to be clear: game doesn't have a concept of 365-days year, there are only cycles of 2 seasons each
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04 Nov, '23
Hester MergedI think the badwater feature is really cool, but it's quite intimidating for me at the moment, and I would love to be able to toggle and play it when I'm more comfortable with the game mechanics.
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04 Nov, '23
Gin Fuyou Admin"No badwater setting" (suggested by Hester on 2023-11-04), including upvotes (1) and comments (0), was merged into this suggestion.
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29 Nov, '23
Felton White MergedNot happy with the Bad Water decision. The game is tough enough as time goes by, don't need droughts and bad water to complicate it more.
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29 Nov, '23
Gin Fuyou Admin"Make "Bad Water" optional" (suggested by Felton White on 2023-11-29), including upvotes (1) and comments (0), was merged into this suggestion.
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19 Dec, '23
morinkaI think that you should definitely have the option to disable Badwater in easy or normal mode.
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19 Dec, '23
Jcheung Admincustom settings can get rid of badtides, and as long as there's a badwater source on the map you aren't impacted as far as terraforming goes.
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28 Dec, '23
JinBadwater should be optional. having badwater as a normal feature makes the game different, I think you have gone in a wrong direction if it is standard part of play. I've been playing on experimental and it was a ok, just another challenge I've played about 4-5 games with it. I like the idea of badwater power all the time (iron teeth ) but I was thinking of playing again and I just thought oooo its so dirty, I don't want to mess with it. I don't like the idea that timberborn is now all about pollution and dirty bad water. so my impression is why do I want to mess with a dirty game about pollution. so go with it as an option, add the automatic water gates, give the folk tails the ability to have badwater all the time. set up game start like civ 6 and let the player set the disaster levels or have map versions with out badwater. I think you are wrecking your game making players play with bad water without options.
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14 Jan
NRadeI have a 7 year old nephew that plays this game and his immediate reaction when I showed him Experimental is that the badwater scared him and he didn't want to play with the new features. I can imagine it ruining quite a few people's first games too, since it can have such a devastating impact and no easy counter at the start of the game beyond just suffering through it (and the aftermath) with enough food and water reserves.
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Maybe it should be disabled by default on easy mode so people don't have to go into custom settings to even know turning it off is an option. And then maybe it should be clearly described when you select your difficulty that badtides are one of the challenges of the harder modes. -
19 Jan
Chrome(I just got 5.0 yesterday after playing this game since ~August)
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Very unhappy with the badwater addition. Please give the ability to turn it off.
You've changed the entire vibe and direction of the game with this patch, and not in a good way.
I liked playing new maps (and am stoked for the new maps!) and figuring out new strategies for each as I upped the difficulty. I just like the game the way it was, basically, and badwater is adding a mechanic headache I don't want. -
23 Jan
Steve MergedI have loved the game and play it for the zen nature of it - not a fan of the bad water thing stopping use of things like the dynamite and the agora -- really don't like it -- would be nice if you could produce an alternate substance to use in place of it from the plants or something.
I m sorry. "Bad water" is a HUGE miss because there is no work around for it. -
24 Jan
Gin Fuyou Admin"Alternate for bad water requirement" (suggested by <Hidden> on 2024-01-23), including upvotes (1) and comments (0), was merged into this suggestion.
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02 Feb
The_Goobler MergedMost of the ideas I'm gonna express here I found on a community post.
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Badtides piss me off. I feel like it would be way more fun to have a seasonal system, like the wet season, a drought season, and a winter season. I'm fine with badtides but they need to only come into play once the player is able to build some later-game tech like dynamite (to divert clean water), and honestly thats my biggest complaint. The fact that you now need badwater to build dynamite gets under my skin, because the centrifuge is expensive to build early on and you need a whole myriad of stuff for it, meaning that your first few badtides will be miserable without any clean water, which can lead to devastating food shortages. I would prefer occasional floods, snow that would make crops harder to grow/kill them off entirely. Don't get me wrong, I think most of the new badwater tech is pretty cool, but I do think that they need to be milder, later, and less common, because 7-day badtides in a new colony isn't fun -
03 Feb
MikailWhile I do not have any issues with how the badwater tides work, it's a fun new challenge to solve, I support this being a toggle.
I often used to run the game in the background, while doing something else and only occasionally checking if everything is still alright.
The badwater being less predictable and messing with the fresh water sources makes it impossible to build a town that can just be left alone for a few cycles while prospering, which was previously my goal for the game - to have a positive efficiency for each resource and a water system that allows the town to survive long droughts. -
07 Feb
Gin Fuyou Admin"Badtide suggestions." (suggested by <Hidden> on 2024-02-02), including upvotes (1) and comments (0), was merged into this suggestion.
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10 Feb
Scott MergedBad water is a great concept for a more challenging game. It can be fun and I've put a bunch of hours playing both versions.
For me, I wanted to see the game develop more from where it was before bad water. I find myself enjoying it less and less than I had before. It's more of a grind than an enjoyable romp. I like it as maybe a challenge mode, but not a core mechanic of the game.
I was hoping it would go in the direction maybe seasons, or even faster/higher tides you have to levee up the streams or build temporary dams. Maybe even that the whole map will fill with water like the ice caps have melted and you have to build floating platforms or dam around the whole area to withstand the tides. -
13 Feb
Gin Fuyou Admin"Hoping Bad Water is rolled back into a challenge mode" (suggested by <Hidden> on 2024-02-10), including upvotes (1) and comments (0), was merged into this suggestion.