I got that. My point was that you need to build another hydroponics and depending on your construction skill it can take ridiculous amounts of time. Since you have a quest right off of the bat in which you need to implement a hydroponics in another location, the player will be lead to believe it is just a matter of quick implementation. It is confusing.
Yeah, I just rolled out. 1.03I just got a 78MB patch.
I’m still trying to understand what makes the gameplay so opaque. I think is that it is a game heavily influenced by set time narrative events accompanied by an open world you can’t actually explore. I replayed again. After staying inside a couple of days, I start receiving more contacts. Then I decide to go outside to receive a *package* and stuff. The game offers me the ability to go straight to the hoover. I think, why not. The problem is that I can’t go anywhere with the hoover without the batteries running out and I can’t find the package on the world map with it. So I decide to leave the hoover and go around on foot. The problem is that now I can’t leave the hoover because I keep reading this message that there is nothing interesting to do in this area. Now I’m stuck inside the hoover with two locations that mean nothing to me because I have zero technology ready.
Are you saying that it made the game more confusing? It only works after you've been in the Rover at least once. Maybe the feature should kick in only after hooking up the first pump or something. Or better yet, I'll make a docking airlock a buildable item. In any case, I'll add Rover navigation to the tutorial as well. I think a bit of (optional) handholding will go a long way in making it a bit more transparent. Figuring out what to do is supposed to be part of the charm, but it's no good if everyone dies of starvation on their first run.
You can go from the Outpost to Feia Lacus and back on one charge. That location should mean something by that point, as Karl tells you what you need to do there. Phil tells you exactly where to go look for the package, on the west wide of the Space Elevator platform, not on the world map. I'll turn getting the first shipment inside into a quest with clear directions.
That's because you had been driving around for a bit. You left the Outpost on the world map, and no matter how close you appear to be to the icon, at the real physical scale you're still a couple of kilometres away, which is not walking distance. You need to drive back to the Outpost, but for that to trigger you need to drive away for a bit, first. That last part isn't very intuitive, I agree. I'm working on a solution for that.The problem is that I couldn’t leave the Rover in the outpost.
Now I understand why Age of Decadence made so much use of teleports. A heavy narrative game can easily lead to confusion due to all sorts of irrelevant things and misconceptions.