hodgsth

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Everything posted by hodgsth

  1. hodgsth

    "Research Update" - December 18th, 2017

    Are you loading an old save or did you start a new one after the update?
  2. hodgsth

    "Research Update" - December 18th, 2017

    @Eoghan, Nice work on the category names. Also, when you start plugging unknown items into the research chambers, you learn pretty quick the different items have different byte values. I've seen some items that are worth as low as a couple hundred bytes (common green blobs) all the way up to over 9,000 bytes (more rare tech-type ones). I wanted to create another list with these research item values, but thought "Nah. That's a lot of work." On a totally unrelated note...Wow, the new Ammonium resource sure is pretty! (Image)
  3. hodgsth

    "Research Update" - December 18th, 2017

    Since I'm an engineering nerd, I love data. I thought I'd look at the costs involved for the new Byte system and share what I found. Click the attached image. To unlock everything it's gonna cost you just over 96,000 bytes. Hey, at least that's less of a grind than getting all the Star Wars Battlefront 2 loot boxes!
  4. hodgsth

    "Research Update" - December 18th, 2017

    I agree the double tap to close your backpack is annoying, but when I evaluate the "research tool" (Backpack catalog) interface I realize it contains 2 distinct functions. 1. It contains your list of locked and unlocked crafting items. This is something I think most people will want to view at specific times such as base planning and making decisions of how to spend your bytes. 2. It lists the current bytes per minute and total bytes. This info is something I find myself checking quite often. The BPM to know if my generators ran out of juice or if a new research item needs to be loaded. I want to keep an eye on my total bytes to see how close I am to my next unlock goal. I'd like to see the "crafting tree" kept to a separate keybinding as @Hamloxsuggested, but I'd prefer to have the BPM and total bytes proudly displayed on my backpack without having to "open it"
  5. hodgsth

    "Research Update" - December 18th, 2017

    Agree wholeheartedly with @reto on these points. Great work SES with the updates to the research system! I love that you really have to work for what you want...there's more sense of accomplishment when you finally unlock something you've been saving your bytes up for. Much better than the old research roulette.
  6. hodgsth

    "Research Update" - December 18th, 2017

    The new research station looks well designed and fun to interact with. Nice new model. The pop-out info panel is a nice touch. Did you guys replace the surface and underground oxygen "nuggets" model? If so, those look nice. I seem to recall them being sharp & spiky. They look more like "lumps" of solid oxygen which is good. I agree with the other folks about the magenta-on-blue for the backpack catalog text. Yuck. Also for the backpack catalog, it was a nice touch to allow the PC users to use the direction keyboard keys to control the interface (instead of making us mouse click the direction arrows on-screen). That was a thoughtful inclusion. I'm liking the new resource colors now that you've matched them to the real world. I do miss the contrast that the resin had before with the purple against the lighter colored ground, but not asking for anything different.
  7. hodgsth

    "Research Update" - December 18th, 2017

    Great new content in the update, folks! I'm just getting started so I'll most more feedback as I find things, but here's the first one. I don't like how the backpack catalog module pops up EVERY TIME I use the backpack interface. On PC I'm used to hitting the "Q" button as a simple toggle for backpack / not backpack. Now It's really annoying to have 3 states every single time: (1)Backpack "closed" (2) Backpack "open" (3)Catalog module open. repeat... Can we keep the normal behavior toggling between (1) and (2) and only access the catalog module (3) when desired by clicking on that part of the backpack? I understand that by including it in the default loop cycle people can't help but discover it and its uses, but I think you could raise awareness of it's use with tutorial style pop-up tips instead. Lot's of great stuff in here too, just haven't gotten to reviewing that yet . Keep up the great work!
  8. hodgsth

    Backpack Interface - 3D Printer Icons

    @Ben Sando Thanks, gatta love PhotoShop! I appreciate the feedback
  9. With so many items you can 3D print from your backpack now, it has become cumbersome to manually arrow click through them to find the one you want. In the attached image, you will see my proposal. Between the left and right arrows, I suggest a 3rd (expand) button. When you click it, a secondary window pops up below with all the available crafting items. You can cursor over each one which will pop up the name of the item and what it takes to craft it. Then, select from the window to either print directly or to collapse the expanded window causing the selected item to become the one now shown in the original backpack UI. In the image you'll also notice I suggest a similar interface to management of the augments. I imagine another pop-up window to the right with on / off check marks to choose which ones are active. Since there are so many augment options, I also suggest them not taking up inventory space, but instead only "existing" in this new pop-up window after each is crafted.
  10. hodgsth

    "Patch 201" - September 15th, 2017

    Try here instead:
  11. hodgsth

    "Patch 201" - September 15th, 2017

    A simple update you folks need to slip into the next patch... Once researched, please change the name of that specific object from "Unknown" to "Known". Sure would be nice not to have to drag an assumed new object all the way back to base only to have it crack open to get a chunk of copper. See picture.
  12. hodgsth

    "Patch 201" - September 15th, 2017

    Wow. What did y'all do to the driving physics of the Medium Rover. It's slow and terrible. Mind changing it back until tested fully?
  13. hodgsth

    "Patch 201" - September 15th, 2017

    It seems that when a Zebra Ball is in selection range it tends to prevent selecting other nearby objects. My cursor didn't show up in the screen grab, but it's sitting over the docked beacon on the right, yet the "pre-selection" indicator is still stuck on the zebra ball. If I click the beacon or the solar panel, the zebra ball is picked up instead.
  14. hodgsth

    "154" - April 26, 2017

    To address the concerns I've read about how much of a grind it is to collect all the research unlocks, I have a suggestion to SystemEra. How about just pushing a save game to everyone that gives the player a generic fully equipped base with everything unlocked. That way, those who are more time constrained can hop in and immediately begin providing feedback on the new features?
  15. Regarding the timeliness of patch releases, I'm A-OK with the SystemEra guys taking their time when it comes to pushing out new updates (Great job, guys!). I plotted the release dates in the attached graph and as expected with software that is ever growing in size & complexity, the trend is naturally headed toward longer times between patches. This is fine... BUT... As demonstrated by the feedback of backers of popular products on sites like Kickstarter, I do feel it would be wise for the developers to simply jot down a few notes on at least a weekly basis to keep the loyal fans interested. I feel the best thing the guys can do at this point is to set a cadence of posting at least once a week a new post in the announcement section with any tidbits of development...even just throwing us a couple bones. I'd encourage them not to feel everything has to be so formal, but instead one of the developers just needs to sit down for 10 minutes and throw out a "Here's what's going on this week!" post. Not intended to be a negative post. Just think you guys can drop a few more bread crumbs along the way to keep us interested
  16. hodgsth

    Patch Schedule

    Regarding the timeliness of patch releases, I'm A-OK with the SystemEra guys taking their time when it comes to pushing out new updates (Great job, guys!). I plotted the release dates in the attached graph and as expected with software that is ever growing in size & complexity, the trend is naturally headed toward longer times between patches. This is fine... BUT... As demonstrated by the feedback of backers of popular products on sites like Kickstarter, I do feel it would be wise for the developers to simply jot down a few notes on at least a weekly basis to keep the loyal fans interested. I feel the best thing the guys can do at this point is to set a cadence of posting at least once a week a new post in the announcement section with any tidbits of development...even just throwing us a couple bones. I'd encourage them not to feel everything has to be so formal, but instead one of the developers just needs to sit down for 10 minutes and throw out a "Here's what's going on this week!" post. Not intended to be a negative post. Just think you guys can drop a few more bread crumbs along the way to keep us interested
  17. hodgsth

    "131" - March 17th, 2017

    I love the game, but I wish they would stop adding the research objects until the items actually unlock more content. It's pointless to add cool looking collectibles only to drop them in the research station to receive a simple bundle of compound.
  18. I placed a small generator on a storage module (8 spot capacity) attached to my fuel condenser. The hologram above it indicating a place to add organic shows up as usual. Added stack of organic which then was consumed for power. When done, the organic is gone, but the hologram does not return, unless I pick up the generator and place it again.
  19. Last laterite is stuck to the trade platform. Can't remove it.
  20. hodgsth

    suicide button

    Maybe a way to kill (heh heh) two birds with one stone... Rather than simply hitting a suicide button, how about adding a mechanic that allows you to accomplish the same thing while adding a useful multiplayer feature? I propose adding the ability to unhook your oxygen supply from your helmet (which has an obvious conclusion if you don't hook it back up). Why the heck would you want this feature?!? Because while your oxygen line is detached, you can attach to a friend and transfer your oxygen to his or her suit. If a friend has strayed too far from the base and is running out of air, you can sprint out to save them by meeting them halfway and transferring enough O2 to allow them to make it back.
  21. hodgsth

    Layers of the Planet

    Good idea. I like the extra challenge.