crimsonarmy wrote: Thu Jul 17, 2025 4:46 pm
It's still advocating for a system that solve literally 0 problems.
While I wouldn't say zero problems, now that I look back at the recent proposals it has become quite a complicated system to partially solve a small problem.
I think my initial motivation to support this idea came from wanting a way to upgrade the quality of the initial ingredients everywhere and make quality items always have a use.
To explain why this shouldn't be changed:
1. Planet specific quality items do not have an efficient way to become legendary; you just need to throw capacity at it. This makes developing large industry on a planet that you want the legendary resource from needed to get it in large quantities.
2. Legendary bioflux is one of the most powerful resources in the game. Making it easier to get in large quantities, even if only slightly, is a problem.
3. The play pattern this would make is minimal depth for the complexity (complicated but not very interesting) due to how late into the game this comes up. If you want to play around with juggling different qualities try the Maraxsis mod which integrates this play pattern far better than it would here.
I hope this serves to explain simply why this suggestion is counterproductive.
Don't get me wrong, i wish quality seeds would serve a purpose instead of being a risk. Currently if you try to do quality on Gleba by using quality module in the processing of fruits, you will end up with quality seed. If you don't plant them, you run the risk of not having enough regular seed. But if you plant them all you will overflow with seeds, so that's a "challenge" that i feel make sense. It's not imposed on players that do not try quality, but it's like a "trap" or a "side-obstacle", it's not super hard to deal with once you get it, but it creates a "eureka" moment, when you realize it. I feel it's good gameplay.
Now from the perspective of someone who value quality seeds for plant that i consume later in real life, i believe something could be done in game for the legendary seeds, but to me it's more in the realm of suggestions, or even "mods" because that's kind of a "me" thing.
When regarding stricly balancing i feel that Gleba is already the planet players complain/struggle the most with; and any change to the game that would introduce "more complexity" in Gleba would probably be "badly received". Even worse if the aim is only to make "easier" something "reserved for those that wants to tackle hard problems". That would be detrimental to the gameplay value imo.
I'm still interested in proposition that would make quality seed "valuable", i feel the speed of growth for trees would work well because there's less drawbacks i can see, it forces player to find a way to "stop" their agricultural tower if they haven't already, that's it. I don't think it's a big deal because that can be done (also) without circuits, just with a lane backing up. So i feel for "balancing" it would be the more on point from those i read so far.
Shulmeister wrote: Thu Jul 17, 2025 3:30 pm
If you think you do need an easier way to scale your legendary production on Gleba and you propose making the game more complicated for those who have trouble already while acting superior you're a real idiot to me. You are the one who actually struggle in the game ( to have quality ) and thus most likely one for which a more complicated system wouldn't be a good idea in the first place.
Please refrain from personnal attacks, keeps them in private message like i told you last time i felt you were only trolling
Shulmeister wrote: Thu Jul 17, 2025 3:30 pm
No-one need easier scaling of legendary production on Gleba because it makes no sense.
I feel like some players could use and easier way into quality or gleba or both regarding balancing. And i feel like quality on Gleba make sense, it's infinite ressources, and you don't always need the science.
But I don't feel like "easy scaling" would be good on Gleba BECAUSE it's infinite ressources. Any build that "works" can be copy pasted around some fertile land, that's like the seablock end game, where some blueprints are like "infinity chest but bigger" / with a little terrain restriction easily overcome with bots.
That's the only nuances i would add to your reformulation
