Chemosynthesis balance problem

I also wonder if domink2ktr was playing on Hard Difficulty, as a higher difficulty level has higher Osmoregulation Cost.

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If he did I suspect he would have said it in the first post.

The problem with that is most patches have either A: creatures to big to engulf, or B: very fast little creatures. Also, I try to expand my iron eaters into other areas.

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You can still catch those with pulling cilia.

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Did you check the hydrogen sulfide levels? They can vary in amount by an order of magnitude based on other species eating them and patch events, and diffusion between patches.

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There are eukaryotes (even macroscopic ones) that use symbiotic bacteria for chemosynthesis.

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And is this bacteria endosymbiosized or externally symbiotic?

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Chemolithotrophy hasn’t been tweaked from the prior patch yet, but I was planning to get to it soon. There has been some immediate feedback that it is too difficult the first few days after release, but I’m seeing some more recent feedback sayings it’s not difficult enough.

One thing I wanted to try was making iron chunks much more short-lived, so players couldn’t just find one chunk and be set for the rest of the Microbe Stage if they kept reproducing in the same spot. There’s some issue with how that amount of iron would display on the patch info GUI however, so that has been impeded.

I will also note that balancing on chemosynthesis hasn’t been tweaked yet because I was waiting to see the effect of the damage tweak. So chemosynthesis can be buffed - rusticyanin can also be debuffed to produce a bit less ATP (though this would come with slower burn rates).

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Would then other large chunks also get decreased lifespans?

Nah, only iron. Other compound types are less bound by their chunks, but iron is fully dependent on chunks for producing clouds AFAIK.

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So how long would a large iron chunk last then? A few minutes?

How much are you planning to shorten the half-life for Iron Chunks compared to the current rate?

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Well, you see.

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It’s only a bit higher. Let me know when you see 100 or 400 of hydrogen sulfide whether it is worth it to use in those cases.

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Aren’t such values only reached during the vent eruption events?

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As aah said, you only see these numbers during eruption events, and they start dropping rapidly afterwards.

But I guess in general H2S levels do tend to be higher than iron, that could be a point of balance for us to look at.

As an aside, for gameplay balance you can always directly @ tag me or Deus. I am happy to respond and bring concerns over to the rest of the team. But I think we would prefer if Hhyyrylainen doesn’t get pulled away from the programming cave for these kinds of questions.

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So we could be looking to boost h2s levels even more for balancing vs iron?

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After some testing, I realized that for a comfortable (but not too easy) game through chemosynthesis, it is necessary to reduce the chemosynthesis’s need for hydrogen sulfide by 2.5 times.

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So the difficulty you are experiencing the most is specifically you are running out of H2S without getting enough glucose out?

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Yeah I think this is the main problem, eukaryotes need to pretty much always be within a h2s cloud for chemosynthesis to be viable for them.

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