I'm having an issue, I bought the red o-ring but when I got to Haley It doesn't register on the list and now I can't buy the o-ring anymore. Is there any way I can fix this? Can I use some cheats or something?
I would very much like to have that save, could you send it to me in PM ?
Well congrats, cause you are NOT the norm. The income system straight up doesn't make sense. Narratively or logistically. And the Devs seem to be listening only to its apologists. Knowing how to get three income dot is in NO WAY intuitive. And even when I looked it up... still not happening. And yes... there are loads of error messages (IE: paddingly scenes). Devs, there is a lot good about the game, but there's a lot of recent mistakes. Just don't make the EXTRA mistake of listening to people who don't mind or don't care.
About the error messages you may want to update to 0.41.4.
Also please tell me how I could not listen and acknowledge people criticizing when I give them lengthy replies, often explaining my choices or the process behind it.
You won't see me act when few people complain about a structural issue. That is not how it works.
Because you don't see me act at all. Unless I do a devstream, but given my current irregular schedule, I don't.
When you touch a structural part of the game you need to take time thinking it over. What could fix that problem ? How will it affect the rest of the game ? Is it something I really want to do that way. Will it works well with the future things I planned ?
It is not about just applying a bit of tape. No you need to grind the surface, clean it and then apply the glass fiber and epoxy. Then you have made something now part of the whole.
But here in the case of income it is something different still. It was a deliberate choice to release it without explanations. I needed to get the feedback from the players to finish that part.
We don't do playtest features, we just release them as is. So for this one we released the system with a finished back-end but with a WIP front-end.
We don't intend to leave the player in the dark on its finished state.
The feedback allow us to know what needs to be told and what doesn't. With that knowledge we can then engage the process of implementing a way to give that info to the player.
The feedback from those you call "apologists" also gave us interesting information. In game design there is something akin to the cinema's "show don't tell", it is best to introduce the income mechanic with as little information as possible, and with said information given in a manner it flows with the narration and gameplay.
So your "doesn't make sense" feedback gives us to some clues of what is needed and the "makes sense once you understand it" informs us that there is a tipping point.
Both are useful. Albeit not always to the same extent, thanks mostly to hyperboles.
For example it would be very interesting for me that you tell me what you understood exactly about the income system before you read my explanations of course.