Read moreOh, don't please use the "realism" argument in the game full of cubes, when the ecosistem we should learn not to destroy happily destroys itself, the game where you have to build robots in order to make a light bulb, where the mass magically appears or disappears based on the skills of whoever turn the ON button on a workbench, where the law of energy coservation doesn't work, where some animals population reproduces in the seconds after raid hunting, where the more people observe the rocks the more they forget about gravity and solid surfaces, where human footprints traverse through layers of rock and soil from the deep underground to appear on the surface, where the world depth depends on the ocean depth, where the planet's curvature doesn't depend on its size, where water can be basically dug out, where wild plants can grow in hostile environment but the same cultivated plants can't, where all gases and liquids can travel any large distance trough pipes, but only if the pipe is ...
That's not my argument but the reason for the choices we make and therefore i need to make this aware to you. I cannot refrain from telling you this, given it's the exact reason why we do some things. Our design is based around realism, with simplifications of course, but many of them over the course of development will be gone, too. Obviously for different reasons some parts are more realistic while some are less. The sweeping hands talent for example is as unrealistic as the carry weights - but still way more realistic than other games offer. The production chains is something we want to make more realistic than other things, giving the benefit of a use for a lot of different professions and the economy and the impact for ecology - which are two important pillars of the game content.
Sure, you don't need robots to make light bulbs, but in the future we are going to introduce different tiers of machinery to do things. For the ore processing we'll introduce that and have s...
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