Surviving the Aftermath

Surviving the Aftermath

View Stats:
ROTA 21 Jun, 2021 @ 2:26pm
Magnetic storm is just awful
Ruins your entire game, its just extremely not balanced. The damage it does to your late game its not fun, make me dont want to play it anymore.
At late game you struggle to get junk enough to make parts for the colony, when comes to magnetic storm you will lose at least 70% of your stuff.
How can you recover from that if everything demands parts.
My game is just over because of that.
Had like 320 colonists and over 300 and something days. Just gave up.
The lightening rod works but who will make 20, 30 lightening rods all over the map?
Impossible.
< >
Showing 1-14 of 14 comments
Eventide 21 Jun, 2021 @ 5:59pm 
I'm at 200 population think it's tough, but not unfair. It's one of the "short" catastrophes, compared to Winter - which hurts more, if you don't have huge food stockpiles during the period when Farms are not usable. Winter also bad, If you are not collecting enough firewood to keep Burners / heat running.

I had over 100 components found from world map, before I started building electric. Make a few "power farms": wind/solar/battery - surrounding one lightning rod. Then only Transformers and some electric powered buildings are not covered.
iceflake_joanna  [developer] 21 Jun, 2021 @ 11:03pm 
Heya!

Thanks both for the feedback - I will forward it to the rest of the team so that they can take a look at the balance of the Magnetic Storm. Just to check - do you remember what difficulty you were playing at? You can see the % from the Milestone Menu but also if you remember the pregame choices and which ones you selected? This will help them in knowing what level to check and balance.

Thanks again and of course, thanks for playing!
Eventide 22 Jun, 2021 @ 3:09pm 
75% for me atm. I don't know how possible it is to draw much comparison between our comments - our colony build-outs could be very different.

"... if you remember the pregame choices..."

I've made a few in-game reports, one of them included: "While writing this I wanted to review my game start difficulty choices, but all I can find is total % difficulty, on the Milestones page. HINT :)"
Last edited by Eventide; 22 Jun, 2021 @ 3:18pm
iceflake_joanna  [developer] 23 Jun, 2021 @ 10:45pm 
We can compare the reports and feedbacks themselves a bit - for example, you are playing at a high level of difficulty, so it should feel tough but not unfair as you stated. If however ROTA is playing at an easy difficulty and still feels like it is too unfair, then the balance of the easy settings could be off. Of course how the colony was built and how prepared you were for the catastrophe can explain a lot, but at least this way we can run some tests internally and see if there are issues in the balance on a certain difficulty setting.

And yes indeed, the pregame selections are not visible anywhere (except the % in the Milestone Menu), but some players might always go for the choices that are first on the different categories of the pregame choices, or the choices that are lowest - so have to ask if they might remember their choices this time :)
Eventide 23 Jun, 2021 @ 10:54pm 
Originally posted by iceflake_joanna:
And yes indeed, the pregame selections are not visible anywhere (except the % in the Milestone Menu)
This is a Problem - players are unable to share accurate info, unless they have great memories or screenshot everything as they go. Please request a UI feature addition to the Milestones page, so that we can review our pre-game choices.

It would also be good info to have for an "end-of-game" summary / review screen - no need to go animated like Frostpunk, which was very cool - but, their endgame review of the choices you made, how many people you saved and how many died through your action or in-action, was classic.

("end-of-game" in quotes because many players will want to keep a colony going afterward, to push just how far they can go before the wheels fall off - even if main quest is over.)
iceflake_joanna  [developer] 23 Jun, 2021 @ 11:30pm 
We are indeed still missing the end-game content, so I will pass on this request - and the option to see all your pregame choices later on as well!
Eventide 23 Jun, 2021 @ 11:42pm 
TYVM :))
[Legends] redholm 15 Nov, 2021 @ 10:00am 
Even if you have 20 Lighning Rods all over the place. 1 storm will take out every single one of them. And they are really expensive so I'm just waiting for day 365 to tick by so I can uninstall the game with all Achievments.
jbradhicks 15 Nov, 2021 @ 11:22am 
Originally posted by Legends redholm:
Even if you have 20 Lighning Rods all over the place. 1 storm will take out every single one of them. And they are really expensive so I'm just waiting for day 365 to tick by so I can uninstall the game with all Achievments.

That is exactly my experience. Lightning towers survive maybe two hits, tops. Lightning rods, one. Even if they survive, they're on fire, and burn down faster than carriers can get repair supplies to that many burning lightning rods at once. And once they blow up or burn down, the lightning does the same amount of damage to the stuff they were protecting as if you hadn't built them in the first place.

I'm hoping the day-zero patch rebalances this, a lot. If not, I'll just shrug my shoulders and be grateful that it's a very, very rare catastrophe, accept the fact that I'll have rebuilding to do after it's over.
[Legends] redholm 15 Nov, 2021 @ 11:32am 
Originally posted by jbradhicks:
Originally posted by Legends redholm:
Even if you have 20 Lighning Rods all over the place. 1 storm will take out every single one of them. And they are really expensive so I'm just waiting for day 365 to tick by so I can uninstall the game with all Achievments.

That is exactly my experience. Lightning towers survive maybe two hits, tops. Lightning rods, one. Even if they survive, they're on fire, and burn down faster than carriers can get repair supplies to that many burning lightning rods at once. And once they blow up or burn down, the lightning does the same amount of damage to the stuff they were protecting as if you hadn't built them in the first place.

I'm hoping the day-zero patch rebalances this, a lot. If not, I'll just shrug my shoulders and be grateful that it's a very, very rare catastrophe, accept the fact that I'll have rebuilding to do after it's over.
Yea. I wish that the Lightning Tower which should take more than a Rod would not basically die in 1 hit. Because I have watched the stupid colonists just do nothing as buildings burn down from 20% to 0. And I have 1K of all resources just sitting there for use as is. Like have them take 50%.

Worst part is that without it buildings only seem to take like 50% anyways or less. So it's worthless late game since you have to rebuild stuff anyways.
I`m coming from surviving mars (experienced) and wanted to leave my 2 cents.
My first gameplay was on easy but was too easy for me, now on my second run at 200% difficulty.
First time i didn`t faced magnetic storm, now i`m on my first one, and gotta say, doesn`t feel unbalanced, if you know what you doing.
I don`t have lightining rods but was well prepared to completely shut down all my electric buildings and halt everything to wait the storm out.
If you do pause all electric buildings, means no damage to them, meaning no cost.
Now am being careful with not growing too quickly, about day 130 with about 150 population, i`m trying hard to keep my resources in check because 200% is one catastrophe after the other, when it comes, u better be ready!

Now the MAIN thing that annoys me about this game, is the absence of infinite base resources (metals and plastic), i know there`s plenty of resources to go very far, but i cant avoid to keep thinking about late-late game, i`m trading heavily already and i feel i cannot maintain a large colony by virtue of trading (metals and plastic), so its sad that this game cannot go on too far.
I like playing those games to reach economy equilibrium, this is what i enjoy the most in those games, and gotta say, i`m sad about late-late game, cause i cannot:
- Build, Balance & Repeat.
Knowing i can`t keep it going late-late game in terms of resources is my main pain point with the game.
Originally posted by split.pierre:
I`m coming from surviving mars (experienced) and wanted to leave my 2 cents.
My first gameplay was on easy but was too easy for me, now on my second run at 200% difficulty.
First time i didn`t faced magnetic storm, now i`m on my first one, and gotta say, doesn`t feel unbalanced, if you know what you doing.
I don`t have lightining rods but was well prepared to completely shut down all my electric buildings and halt everything to wait the storm out.
If you do pause all electric buildings, means no damage to them, meaning no cost.
Now am being careful with not growing too quickly, about day 130 with about 150 population, i`m trying hard to keep my resources in check because 200% is one catastrophe after the other, when it comes, u better be ready!

Now the MAIN thing that annoys me about this game, is the absence of infinite base resources (metals and plastic), i know there`s plenty of resources to go very far, but i cant avoid to keep thinking about late-late game, i`m trading heavily already and i feel i cannot maintain a large colony by virtue of trading (metals and plastic), so its sad that this game cannot go on too far.
I like playing those games to reach economy equilibrium, this is what i enjoy the most in those games, and gotta say, i`m sad about late-late game, cause i cannot:
- Build, Balance & Repeat.
Knowing i can`t keep it going late-late game in terms of resources is my main pain point with the game.

This run is a challenge in which I'm trying to stay at around - 100-200 pop, then trying to reach full round equilibrium, meds, energy, resources, and try to estimate what is the minimum average setup to keep colony alive and fairly happy (mid), through full cycle of catastrophes, without relying on outside scavengers, specially in regards to meds. We'll see..

But so far, gotta say, not easy.
Even for 100 pop, you gotta have some serious infrastructure in order to not rely on meds from trade or scavenging.
I'm looking at a min 4 med labs, 4 green houses, for a 100pop, I'm guesstimating here, but let me know if you're curious about how this goes and I'll update.
Last edited by split.pierre; 3 Aug @ 12:42pm
ROTA 3 Aug @ 7:20am 
Originally posted by split.pierre:
Originally posted by split.pierre:
I`m coming from surviving mars (experienced) and wanted to leave my 2 cents.
My first gameplay was on easy but was too easy for me, now on my second run at 200% difficulty.
First time i didn`t faced magnetic storm, now i`m on my first one, and gotta say, doesn`t feel unbalanced, if you know what you doing.
I don`t have lightining rods but was well prepared to completely shut down all my electric buildings and halt everything to wait the storm out.
If you do pause all electric buildings, means no damage to them, meaning no cost.
Now am being careful with not growing too quickly, about day 130 with about 150 population, i`m trying hard to keep my resources in check because 200% is one catastrophe after the other, when it comes, u better be ready!

Now the MAIN thing that annoys me about this game, is the absence of infinite base resources (metals and plastic), i know there`s plenty of resources to go very far, but i cant avoid to keep thinking about late-late game, i`m trading heavily already and i feel i cannot maintain a large colony by virtue of trading (metals and plastic), so its sad that this game cannot go on too far.
I like playing those games to reach economy equilibrium, this is what i enjoy the most in those games, and gotta say, i`m sad about late-late game, cause i cannot:
- Build, Balance & Repeat.
Knowing i can`t keep it going late-late game in terms of resources is my main pain point with the game.

This run is a challenge in which I'm trying to stay at around - 100-200 pop, then trying to reach full round equilibrium, meds, energy, resources, and try to estimate what is the minimum average setup to keep colony alive and fairly happy (mid), through full cycle of catastrophes, without relying on outside scavengers, specially in regards to meds. We'll see..

But so far, gotta say, not easy.
Even for 100 pop, you gotta have some serious infrastructure in order to not rely on meds from trade or scavenging.
I'm looking at a min 4 med labs, 1 refinery, 4 green houses, for a 100pop, I'm guesstimating here, but let me know if you're curious about how this goes and I'll update.
damn... made this post in fkn 2021.. lol
You dug this sh`t up lol
make me want play a bit again. they already abandoned the game, sadly.. no more updates for long time.
But i believe its in a good state right now, back in the days had so many problems..
Originally posted by ROTA:
Originally posted by split.pierre:

This run is a challenge in which I'm trying to stay at around - 100-200 pop, then trying to reach full round equilibrium, meds, energy, resources, and try to estimate what is the minimum average setup to keep colony alive and fairly happy (mid), through full cycle of catastrophes, without relying on outside scavengers, specially in regards to meds. We'll see..

But so far, gotta say, not easy.
Even for 100 pop, you gotta have some serious infrastructure in order to not rely on meds from trade or scavenging.
I'm looking at a min 4 med labs, 1 refinery, 4 green houses, for a 100pop, I'm guesstimating here, but let me know if you're curious about how this goes and I'll update.
damn... made this post in fkn 2021.. lol
You dug this sh`t up lol
make me want play a bit again. they already abandoned the game, sadly.. no more updates for long time.
But i believe its in a good state right now, back in the days had so many problems..

You alive!
Hahahahahha
Yeah I'm playing vanilla, got a good discount, it's a fun game, sad seeing it abandoned, so much potential, but it is what it is, next I'll play Endzone, see if it's any good.
< >
Showing 1-14 of 14 comments
Per page: 1530 50