Hello,
I’ve been playing PrUn for 2 month and this is my feedback on the game, based on my personal experience as well as on discussions with other players. To summarize:
- a very slow, and thus frustrating and boring early game,
- a fun and enjoyable mid-game,
- a late game somewhat lacking content.
1. Early game. The new player experience in PrUn is bad. The reason is that there isn’t much to do at the very start. There is no reason at all to connect to apex more than twice in a week. Most of the time one does not play the game, one waits the game. Essentially one waits for the very few production lines to produce enough goods so as to load them on a ship, send them to a CX, sell them and buy some materials needed to expand the base. Initially this process is very slow. The first 3 weeks in game are really frustrating. And this is a major issue for the game because this is where it loses potential new players. Not everyone is patient enough to go through this initial very boring phase.
2. Mid-game. The game actually gets much more interesting as one progresses and expands the base. More production lines means more stuff to manage and a yet faster further growth. If one subscribes a PRO license, it becomes even better since one can engage with the local market content. Getting into more advanced production, colonizing new planets and accumulating wealth, all this is very satisfactory.
3. Late game. I haven’t experienced the late game personally, but I had discussions with some veterans of PrUn. Some people that have 8+ bases and are into the very high end production complain about a lack of further goals to strive for. At this stage they essentially trivialized the game. Many also complained on the difficulty to get scientists through POPI. However, not all of them are satisfied with the new governor programs for immigration, as those are too … arcade.
Next are some suggestions.
The game really needs a more dynamic start if it wants to attract more players and broaden its player base. One option is to add more gameplay content with which the starting players can engage. This could be the an energy system (more stuff to manage) and the asteroid mining (provided that mining ships are given at the start). Both features are on the roadmap. An other option is to provide more generous starting packages for a faster start. The size of the starting package could also depend on the initial planet choice, more difficult planets getting larger starting packages. For instance, a larger package for those who start on Nike than for those who start on Phobos. This would also incentivize the beginners to be more adventurous and not all start on the same planets with agri and CX in the system.
A feature that I personally miss is a private contract system and a barter system. I would like to see the option to post ads aimed only at specific players or members of specific corporations, so as no one else could pick these ads. I would also like to have the possibility to exchange through contract some materials for some other materials, without credits involved (barter). There should also be the option to simply donate to some other player materials or credits, without anything in exchange. As of now, players just go around these limitations and post buy orders of 100+ BSE for 1 AIC or sell orders of 1 DW for 100K AIC.
Finally, more content is needed for the endgame. In my discussions, some veterans want to see a conflict system implemented (on the roadmap).
Prosperous Universe has a small core of very dedicated players. In my discussions it appeared that these players want to be more involved into the game development. Like the dev team taking more into account their opinion, as well as a broader access to the test server. As of now one needs a star level early access tier to be allowed on the test server. The general opinion is that this requirement should be lowered, for the better of the game. For instance, it is apparent the the recent Atlas update has not been tested properly. On the release day there were bugs which are very easy to detect (and some are still there).
I hope that the dev team will take note of this feedback and that it will be useful.