AKBigs

Members
  • Content count

    7
  • Joined

  • Last visited

About AKBigs

  • Rank
    Newbie
  1. CO-OP Chair Flying Bug (Why fly your chair when you can fly your partner's chair?) -AKBigs 2017
  2. If you thought having fun with some control of your flying chair, you'll have a blast when you have no control over your flying chair. -Cowking22 & AKBigs 2017
  3. Hi Devs, Bug report; co-op chair flying. I'm sure you are more than familiar with the chair flying bug...well...we found out you can co-op fly chairs. Cowking22 and I found out about the flying 1-seat chair bug. (first image in purple is me flying around, neat photo, hilarious bug) Not gonna lie, its kinda fun. Then after cruising our planet on the second lap around its circumference, I had the curious thought if you could co-op the bug. In short, yes...yes you can. Cowking22 built a 1-seat chair (chair A) I built a 1-seat chair (chair B) I stood by chair B and made sure I was in range to pick up chair A. Cowking22 stood by chair A and made sure he was in range to pick up chair B. With some very dedicated timing, I was able to sit in chair B and pick up chair A at the same time. Cowking22 could sit in chair A and pick up chair B at the same time. This resulted in cowking22 controlling my flying chair and I was able to control cowking22's flying chair resulting in a hilarious co-op chair flight. Highly inefficient, but if we both pointed our coursers in the same direction, we could fly just as fast as if you did the solo version of the bug. We wished would could take a video (don't have the software), but we each took screen shots as we rocketed around the planet wildly flinging eachother's chairs around. It's totally replicate-able. We had 3x co-op chair flights just to ensure it can be done before we decided to report it. As funny as the chair flight is, and even more hilarious a co-op chair flight is, devs need to fix this one... Devs, if you want us to show the bug, please contact me. We'd be more than happy to replicate it for you if you can't get it to work. Again, it's a timing issue of just hitting TAB while picking up your partner's chair...but it can be done.
  4. Hello Astroneers Devs! I'm sure that you have your hands full and a lot of ideas on where to take this game. One thing i've learned from open world games is that many people love them for their sandbox content and within the confinds of the games boundaries, can create anything they dream. However there are some that don't like this because they are goal driven. Why not include a basic list of goals in the game that a player can choose to, follow? Call it a "challenge" mode. I was thinking up what a fun end game idea would be and I would have to say building a satellite station that warps off to earth would be a great climatic end for this game. Of course, no player has to follow this scenario, but I think it would be a fun challenge. My immediate thought of a fun challenge list would be this... 1. There is one part per planet you can visit in the game. 2. Parts found must be sent to the space station via trade platform. 3. Parts suggestion: Habitat cabin, Fuel tanks, solar panels, Food lab, Thrusters. 4. Once all of the parts are found and sent to the space station, the player must then fly to the space station via rocket pod to activate the end game cut scene. Another suggestion is to make the space station a permanent, self sustating, home. 1. Players must build a number of parts to send to the space station. 2. Each part requires a special "Material" located on each planet. 3. Once constructed, a player must place the part on a rocket pod base which automatically sends it to the space station via one way ride. 4. Parts to be constructed are: Habitat Cabin, Food Lab, Science Center, Vehicle Bay, and Power Station. 5. Once all of the parts have been constructed, the player must take a rocket to the space station to activate the end game cutscene. 6. Post cut scene, the player should be allowed to roam about the space station. Each location would contain a "fabrication" bay similar to those you build on each planet. In addition, a NEW planet should be randomly generated in the solar system. This planet should be very difficult to build anything on and require the use of the space station to do so. The goal of the player would be to terraform this NEW planet to create "life". This is the ultimate end goal of the game. Example of how it could look (not my image, artist unknown)
  5. Hello community! I came up with a improvement suggestion for the smelter facility. My friends and I have grown our base to be quite large, and now we have a lot of components just laying around that take up space. We frankly don't know what to do with them... We would love to have some way to deconstruct them or destroy them. I thought it would be handy if you could use to smelter to either break the components back into materials, or, simply destroy them all together.
  6. I just thought of another reason why this would enhance beacons! Currently each player's position is ALSO noted by a notification in the sky. You are able to stick beacons on yourself, this would allow other players to find your direction when you are very far away. Furthermore, you could stick a beacon on any planetary vehicle to give others your current direction, or, in the case of death, you would be able to quickly locate your vehicles direction. Thank you again for your time!
  7. Hi there! My friends and I love Astroneer and wanted to contribute to the ideas/suggestions for the game. The one improvement that we came up with, we hope will be simple to program and may improve the user friendliness of the game. Our idea is would enhance the compass and the beacons. (Please see sketch while reading). We believe it would be a great improvement if the compass was a dynamic compass that noted, by a open circle, where the base habitat location is. We would also like any beacons that are placed by the astroneer to show up as slightly smaller dots. Why we believe this is a great suggestion is that it stays in line with the simplistic game feedback system you are striving for, and keeps the screen free of HUD clutter while helping the player, at a glance, quickly orient themselves in the world. We don't believe labeling the beacons would be appropriate, first, because it would get cluttered quickly, two, the beacons are placed by the user so they could literally be placed for any reason (a mountain you want someone to visit, a resin location, a cool cave entrance, etc.) This is where it makes beacons much more useful. Currently they rely on draw distance. One issue we ran into very quickly was draw view during multiplayer games. In many cases, only the host, or those with more powerful machines, could see the beacon markings in the sky, but only if they were in range of it. We think by eliminating the sky notifications would speed up performance of the game since its less to draw on the screen. The nods would also work, regardless of draw distance, which would allow any player to quickly navigate to where they want to go. Lastly, we would like to see the simplistic compass added to vehicles you are actively piloting on the planet surface. Currently, you have to exit your vehicle to see the compass, which can greatly slow navigation and general travel down, especially since we got lost on many occasions by simply not having a sense of direction. We believe the same simplistic circle compass would be great, just have it show up in a much larger circumference when you hover your mouse over a vehicle, similar to when you hover over the astroneer. We love this game and would love to see these improvement added! Thank you for your time.