"New Cycle" is a survival gameplay city construction game in the end of the end. Players play a "village chief" and lead the survivors who have experienced the disaster of the sunCasting human civilization.
This story background and gameplay are easy to associate with the "Ice Era".So, except for the difference between the "frozen death" of the predecessors, what is its unique features?
The achievement of the 600 population is too far away, forgive it ...
Little innovation worthy of praise"The Era" has a more common gameplay of urban construction games: players play a leader of the survivor settlement, oneOn the overlooking angle map, through reasonable and regulatory building layout, mining resources, and assigning people to carry out production, research and development, etc., on the other hand, in decision -making meetings, select important development issues, and finally realize the reconstruction of production and order, lead their ownThe group gradually lives a better life.However, on this basis, it also iterates to some small pain points of the "traditional" survival construction game and make its own characteristics.
Generally speaking, urban construction games will have a bunch of buildings related to mining resources, such as a logging farm that is almost absent from each game.Although for gamble, the various materials that human survival needs in common sense are already omitted in the game world, but a series of corresponding buildings will still be required, which is a bit cumbersome in management.
In the early days of the game, "Yao Ban" has been functionally integrated with resource buildings.Building materials such as stones, wood, and iron ore have been merged into a building with a "resource collection" function -under routine, these three things will belong to 3 buildings.According to the same logic, food resources such as meat, mushrooms, fish, etc. are also merged into another "collection" function.This method of simplifying ideas makes people feel a lot of convenience when playing.
This is not a "one-stop service"
Another freshness isDifferent from most urban construction games "grid with clear grids", "The Era" supports completely free building layout and supports various curved roads.The staggered urban pattern formed by the survival space and the roads around staggered.
And, for players habits, this complete freedom and regular placement are casual switching. Whether it is obsessive -compulsive disorder or players who pursue the natural beauty of the city, they can easily follow their preferences and relax.planning.
In the design of map resources, "The Age of Yao Ban" uses the real sense as the core. In order to achieve this goal, players must also considerSeveral distribution forms of different resource levels.For example, the wind speed of the entire map is different. To build wind power in low wind speed areas, efficiency will be much worse than high -wind speed areas; establishing farmland in fertile land will also be much higher than barren regions.
The green wind direction symbol shows that it is suitable for wind power
For the purple in the oil distribution area, just hit the oil well here
This design has increased players thinking items for urban planning.This type of game traditional resource point form.Many resource advantages will inevitably have conflicts of choice. For example, the wind along the coast is often ideal, but important food sources (fish) also need to be collected on the coast to obtain; wells may also need to "modest" with the mine.Therefore, it is also a fresh experience to think more about three -dimensional thinking.
Other details, there are many designs that make people feel rising.For example, urban construction games often use "idlers" as architects, like "City of Storm", as far as "City of Exile".This will cause the embarrassing situation of all labor for all labor in the early days of the game, but there is no artificial house.The construction workers of "The Era" do not occupy a disposable population at hand at the player, which is equivalent to "the system automatically helps players", so it is very smooth and unpretentious when building the building.
In addition, although the pattern of "The Age" is similar to the "Ice Era" to a certain extent, it is necessary to properly cope with "Diaomin", but in general, you, youThe people led still have a "own person" temperament, and the demand mentioned is more legitimate. It is true to the benefits. It is still very comfortable and immersed in good psychology.
"Diao Min" has always been a headache for players, but this time it is okay
In terms of scientific and technological span, "The Era of Shine" also has good ambitions.From the Stone Age of the player, the current version can always reach the steel era that can run the train, and looking at this posture, the full version still has the meaning of continuing development.
In the game, players can create a modern technology product of "conveyor belt". Although it does not achieve mature automation effects like the Dyson Ball Project, they can still see production productionThe idea of the group.In addition, the game story even involves some details such as the formulation of some scientific research schemes. From this perspective, "The Age of Shine" is more pursuing than some works in the lock -up development.
For example, at the end of the experience version, players establish a "underground refuge" to avoid the solar storm (in fact, "the wandering earth")Its right.Therefore, players may be able to look forward to gameplay such as "drilling into the castle and cooking the days, and then coming out to continue rebuilding" should be a very interesting fresh content -if the part of the underground city construction is made, it is even more amazingEssence
The sun is wrong, this episode is familiar
inevitable small problemFrom the perspective of the current game presentation, the production team of "The Era" should be understood by the survival construction game, and they also know what the players wantEssenceHowever, because of poor experience, there are still many special basic problems in the game, which affects the current experience.
The first problem is the imbalance of numerical design -roughness is a bit uncomfortable.Perhaps it is to pursue realism and let players experience the real sense of doomsday survival. The benefits and feedback of many values in the game are quite harsh, and they often appear in contradictions.
For example, for a long period of time, players only have an electric energy channel for wind power, and its parameters are very low. In the first edition of the launch on January 19, wind power is only available in wind power.Dozens of energy in account.And players have developed a little bit of technology. At about 3 levels, the power demand of the building is already hundreds of power. At this time, it is often necessary to use the wind and power to power the electricity.No need to design this.
The good news is that the production team knows that it is changed.In the subsequent version update, the parameters of wind power generation have been raised to 200, and the faults at least 1 to 3 are not too serious.But the bad news is that the production team seems to be too obsessed with wind power. The updated new power supply building is just an upgraded version of the wind power. The upgraded power supply only changed from 200 to more than 400, and it did not completely solve the problem.Judging from the frequency of the production team, maybe more power generation methods will be added in the future.
A picture illustrates despair, the right is a building menu with a level 3 technology, pay attention to the upper right power
It is like an upgrade gain. In the first edition of January 19th, the cost of water wells made by players level 1 technology is extremely low, with 96 units production capacity, and upgrades to water pumps require a bunch of level 2 or even level 4 technology materials.The upgraded production capacity is only 160 units, and the electricity of 260 units is needed. This has a feeling of "reverse upgrade" -so of course, I did not rise a pump, and the one who had just been upgraded was even removed.Create low -level.
Generally speaking, this water pump is either so high (actually need 3 wind power at the same time to move), or the gain is large enough (for example400 unit).The current state in the game is that it is not close to the efficiency of the pump in reality, but also makes it unreasonable for players who are used to virtual.
In general, there are indeed a lot of designs like such low -level errors.Fortunately, this kind of error can be changed to a number without injury and bones.
I suddenly miss "Alien Factory", that is called technology upgrade
The two problems are technology trees that are very suspected of "digging" for players.Under normal circumstances, the technology trees of such games are step by step.However, in "The Age of Yao Ban", there are more than one place that appears in the first level of science and technology actually need the rear or even the two -level resources to be unlocked or actually operate. If this effect is in other games, it will generally be tree -shaped.Bype to let the player find out.
What impressed me is that level 3 technology can unlock the adventure function to go out to find mines. It is really incredible to wait until level 5 of technology unlocks canned food.At the same time, the lack of appropriate guidance in the game has led me to waste a lot of resources to establish a field stronghold, and waste the labor area that cannot be excavated at all in the field -and they have no accounts at all.
In the subsequent update version, it is seen that the production team is also trying to adjust this problem. Some foreign buildings can already be unlocked earlier at science and technology levels.But I still didnt let go of my thinking or knowledge angle.A more obvious example is that according to the text of the game, the expedition needs canned food to go far, but we all know that human beings have various means of storage in ancient times.You can also get out of your hometown.
The "regional renovation" technology in the lower right corner is really a bit far away
Third pointIt cannot be counted as a problem, but it is also a common common problem for urban games, which is the "labor growth curve".It can be said that starting from the form of a small and small villages like "Exile City", players in the early days of the game are facing the problem that cannot increase labor. It is too slow to rely on themselves.Therefore, many of the later works, such as the "Ice Age", mostly use the way of foreign survivors to allow players to increase people as soon as possible."Yao Ban" is too "classical" in this regard, almost only the form of foreigners, and the number and frequency are very low.This is a bit tortured, because last years "The City of Storm" has reached a better answer to everyone, such as allowing players to increase the number of people to increase the number of people. Although it is directly, it is very effective.
Whats more terrible is that the technology -level unlocking of "The Era" also depends on population parameters.In the game, I really encountered an excessive one -year -old process that could not be promoted by science and technology, and I had to do it for more than a year.To be honest, I would really miss the days when I was the mayor, the village chief, and the governor in other towns ...
Ah-
In addition, in terms of the world view of "Age" itself, when some mandatory choices with plot descriptions appear, they should have the opportunity to increase some labor.But there are very few such situations in the game.In the mandatory incident, I did encounter a "trafficker", but it was only once, and the price was expensive. It was too limited ... There was a feeling of "standard wrong answer".
There are still many details, such as the difference between the building is too small, the player is extremely difficult to distinguish, etc., but the game also supports the function icon of the ALT key to excite the function icon to make up for thisThe defects can see that the production team is actively trying to find a way.
Conclusion
In general, although "Yao Ban" has many shortcomings,But there is enough room for adjustment. It is not difficult to optimize.Moreover, the game is still in the stage of the first experience. Most problems caused by lack of experience in the production team can be used to make up slowly. In this regard, it can be seen that the production team is still very thoughtful.It has been updated for 4 large patch, which is diligent, and it is worth the "future."
From the perspective of the player, it really cannot be compared with the best works such as the "Age" and "Ice Vapor Age", but as a urban construction with distinctive waste soil styleCategory, its cost performance is still good, it is worth playing.
The sense of ritual in the switching era is also good