Forum Discussion
I think we may be confusing Viability with Game Completion. There are two different statistics. You can have 100% viability and only 80% game completion in your stats. In my opinion that is how it should be. Viability was only meant to relate to the Pathfinder's ability to make a planet livable. They explain in a few different conversations the exact things needed for viability and they make sense to me. You need to be able to support life (radiation, heat, cold, etc. need to be addressed), you need to be able to establish a colony, and you need to minimize threats from wildlife, Kett, etc. Viability isn't a measuring stick for us as gamers. It's an abstract measuring stick for in-game leaders to best make decisions on where to send colonists and what type of colonists to send.
@VitesseLumiere wrote:
I think we may be confusing Viability with Game Completion. There are two different statistics. You can have 100% viability and only 80% game completion in your stats. In my opinion that is how it should be. Viability was only meant to relate to the Pathfinder's ability to make a planet livable.
That's true, but for me specifically the issue was hitting 100% on Voeld way way early. I had not even cleared the Kett base or defeated the Architect and it had been 100% for quite some time. Other worlds a little too fast too, but not as blatantly (propably did things in different order).
I would like a bit harsher counter, atleast require the "major" things and hold at 95% or something before those are done. And not just get it to 100% automatically doing only the little fetch quests and stuff.
- Anonymous8 years ago
Yeah, I don't disagree with that. A better balance could have been struck, definitely.
- 8 years ago
@Vellu78 wrote:
@VitesseLumiere wrote:
I think we may be confusing Viability with Game Completion. There are two different statistics. You can have 100% viability and only 80% game completion in your stats. In my opinion that is how it should be. Viability was only meant to relate to the Pathfinder's ability to make a planet livable.
That's true, but for me specifically the issue was hitting 100% on Voeld way way early. I had not even cleared the Kett base or defeated the Architect and it had been 100% for quite some time. Other worlds a little too fast too, but not as blatantly (propably did things in different order).
I would like a bit harsher counter, atleast forced to require the "major" things and hold at 95% or something. And not just get it to 100% automatically doing only the little fetch quests and stuff.
Voeld let me establish a colony on it without even asking/it being offered. It was the second planet I visited and it didn't even dawn on me that I probably should of until it was already there. I don't know if that decision was based off of viablilty or just a bug.
- 8 years ago
Hmm, I still needed to go interact with the thingy on the outpost site (required 40% viability or so for it to become available) for the outpost to actually be established. Glitched for you maybe?
- Anonymous8 years ago
@jpcerutti1 wrote:
@Vellu78 wrote:
@VitesseLumiere wrote:
I think we may be confusing Viability with Game Completion. There are two different statistics. You can have 100% viability and only 80% game completion in your stats. In my opinion that is how it should be. Viability was only meant to relate to the Pathfinder's ability to make a planet livable.
That's true, but for me specifically the issue was hitting 100% on Voeld way way early. I had not even cleared the Kett base or defeated the Architect and it had been 100% for quite some time. Other worlds a little too fast too, but not as blatantly (propably did things in different order).
I would like a bit harsher counter, atleast forced to require the "major" things and hold at 95% or something. And not just get it to 100% automatically doing only the little fetch quests and stuff.
Voeld let me establish a colony on it without even asking/it being offered. It was the second planet I visited and it didn't even dawn on me that I probably should of until it was already there. I don't know if that decision was based off of viablilty or just a bug.
I don't think it's a bug but I think once the viability hits 40%, you get the outpost there but it's been a little while since I've done it so I can't be entirely sure.