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About Bron

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  1. Bron

    splitting Barren in half

    ALSO.... "photo"??? get out more.
  2. Bron

    splitting Barren in half

    THIS.... is officially cool. that is all. carry on.
  3. Bron

    Custom Astroneer Figure officially cool. that is all. carry on.
  4. i'm adhering to my previous comments on this. i'm optimistic about the release version and it's story/endgame components. but i'm guardedly optimistic. there are pitfalls but there are advantages to keeping it all hidden. one thing to note, though, Devs. those of us who warn against this course of action do not do so out of any sense that they ultimately know better than you, even if it sometimes come across that way. they do it because they have invested time and care in your little world, they have seen it grow, watched it evolve, and, even though they may not agree with all that has gone before them.... they love it. they love the game, they cant help themselves. it's a most loveable game. because we love it, we cant help be concerned about it's future.... no-one wants to have to say goodbye to something they love because they feel it has changed into something else. so forgive us for thinking we know better. we know it's your game, your world.... we dont want to see it fall apart, that's all. some of us think you don't know what you're doing. i may even be one of those. surprise us all.
  5. Bron

    This game's beauty still amazes me

    too right. this game's aesthetics are magic fairy dust for SES. i can't say how many times I've loaded up this game and ran it for a few hours, not to collect stuff or build more junk, but to just explore and look. hours, man. and these guys need to expand that, as they expand everything else. imagine that beautiful landscape - but with an alien temple on the horizon. imagine that sunrise from orbit - but with a mysterious craft hanging in the rays of the sun. imagine that deep cavern space - but with strange, possibly intelligent movement half glimpsed in the shadowy depths. beauty and wonder. it's a dream i sometimes have.
  6. Bron

    Stalagmites & Rocks

    having played the terrain 2.0 test level i too am deeply underwhelmed about the terrain and the accessibility issues it has. too much stuff at all times seems to be the order of the day, and it's not fun or clever. my idea for a fix was to have a particular terrain colour that is spawn-impervious, that you could use to cover surfaces and build networks etc. you could use the colour sampling /replication tool to grab and use it. but as you say, none of the current terrain tones have any different physical properties, which is a huge shame. we can only hope that 2.0 and the release version have some solutions to this, because it's all going to get pretty frustrating pretty quickly if not.
  7. Bron

    Hope they changed it

    i'm just going to say this one more time. waiting for planets to come in range is how systems actually work. to abandon this would be to abandon the very notion of system creation. i agree that it's a paint in the a** to have to deal with, but there are many ways to address this without simply removing it. like fixing your inability to properly look up, for example. that one flaw makes tracking objects in the sky nigh on impossible. the game needs some kind of launch window alert device, either built into a ship or researched separately. it also needs to address these long periods of time waiting, preferably by having options available to us that we can get on with whilst waiting for planets to move and storms to abate. i have every confidence those options will be available in the release of the game. it would be a tragedy if the attempts at authentic world building were tossed aside just because some people got bored waiting for stuff to happen. the answer is to not let your players get bored. when it rains outside, you find stuff to do indoors. like chess or xbox or even the chores. that is the last time i'm going to say this. honest.
  8. Bron

    Update 0.10.5 - November 14, 2018

    thanks, Allan, for pointing me at this. don't know how i managed to miss this, but there's a lesson for me. always go check every bit of release data before making assumptions. d'oh! i'm sure the SES guys are pretty straight up about stuff. if they say i will pay no more, then i have no reason to doubt that. still, i did feel that there was a level of waffling in that interview regarding their reasoning for holding back on new content. updates were slow because the game was live? really? i've seen other game developers do regular updates whilst not breaking the game for the players. but, perhaps they were not attempting something as dramatically different and radical as 1.0 is being held up as being. we wont know until we actually see the content, so roll on Feb. let's see if ASTRONEER: THE SEQUEL is more a toy story 2 than a Matrix reloaded, mmm? glad my faith in the future of the game could be restored, somewhat. sticking around now seem more like a fun idea than it did before.
  9. Bron

    beacons are kind of useless

    i like draconis' drone's eye view idea, but how about combining it with the little rocket used for fireworks? you build a single shot high-altitude rocket fueled device that takes an image of directly beneath it and beams this to your astroneer, just before blowing up. the image has a compass' points burned onto it, and you can store it in a map-file you can be building for later reference.
  10. btw, i was thinking, shouldn't there be a separate thread here for bugs related to the new moon preview? it's early terrain 2.0 and should probably be differentiated from other bugs. if i dont see one soon and i can be bothered i'll start one.
  11. Natã says: The game can not access the save games, they are there when I search on the HD but the game does not access them, I bought another Xbox one and the game accessed the old saves the first time I played later, when starting the game even after the synchronization only appears the new game option and tutorial. Xbox one.
  12. Bron

    Update 0.10.5 - November 14, 2018

    ok, so i'm back again. i'm nothing if not inconsistent. i'm not so sure. maybe i am wrong , but the general tone of SES_joe's initial comment in this thread seemed to heavily imply that they were 'drawing a line' under the pre-alpha releases of this game and effectively starting again with the release of the 1.0 game. the emphasis he puts on how different and varied and new it is, combined with the emphasis placed on the pricing point for the game's release, strongly suggests that the policy is to leave the early adopters with the 'pre-alpha' game as it stands, as this is the game we payed for, and to market the 1.0 new terrain game as a new purchase. economically, this would make some sense. the community built up here is a pre-existing market for the game, and if they (we) can be monetised correctly the initial release phase would receive a built-in financial boost. outside of the early adopters, the buzz about Astroneer doesn't seem too strong, and they will need to finance a marketing campaign to reach a lot more people if they hope to make their game sell. for some time I've suspected that this policy has been the reason behind their reticence to let their early adopters play with any of the later newer content. it cant be because it doesn't need play-testing (the new moon severely proves that). the only theory that fits the existing evidence is that they want us to want it, therefore they want us to pay for it, above and beyond what we have already payed. the stupid thing is that i get it. in other circumstances, ones where we had not been cut off from the creative development food chain, i might have been happy to answer a request from the devs that, as an early adopter and fan of the game, i might cough up some extra dough to get them off the ground. i understand that games don't get made or sold on fresh air. maybe i'm wrong. it would be nice to think i was. but if i'm wrong, i only have one other theory to explain why they wouldn't let any of the new stuff into the hands of their unpaid game testers, and it doesn't bear thinking about. perhaps the new stuff just isn't that good.
  13. Bron

    Update 0.10.5 - November 14, 2018

    so, here we are at last. the end of a long and bumpy road, that started with a sparse, open, beautiful looking world full of opportunity and potential, and concludes now with an ugly, garish, cumbersome world without even the questionable pleasures of a complex grind. progress? only time will tell. time, and the paying of the cost of this game once more. many of us thought we were paying for a great game when we stumped up our cash in that early phase. we didnt know it then, but we were in fact paying to soak test a game-style mechanism, reporting bugs and correcting gameplay errors because we had faith that the game will be worth the effort. after all that free input, we were left with the decayed husk of a game, neither playable as a game nor upgradeable, not even configurable by the community. the best of this game has been stripped away, and will now inform something they are calling a 'release version', with a new terrain system, new graphics engine, and all the great new content we had such great hope for. progress? i'm angry. angry that these fellows think they can pay us off with a frankly lacklustre suit freebie and a 'preview' of the new system that, by their own admission, is no preview at all - seriously, this new moon has so many caveats attached to it i don't know what to take from it. the awful rendering? the regressive navigation? the cumbersome vehicle control? the flaky sound, the unnavigable (and therefore unexplorable) landscape? what's the point of commenting at all if any or all of it could be deemed 'only basic, it will be different in the release'? no, this new moon is actually worse than nothing. will i be buying the 'release'? dunno. not at the full price. where's my money off voucher? this could well be my last post here, and on this topic. it's been a ride, guys. most of you have been great, truly excellent people whose smart thinking and time and effort deserves more. i salute you. but im gone.
  14. Bron

    I don't know about this 'scrap' thing.

    really interesting thread this. there's a lot of thought going on as to what the game is, or should be, all about. sometimes the eternal dichotomy of games is that they try to give the player both a challenge and an escape. the challenge can be in the form of puzzles or combat or grind or some fusion of these kind of elements. the escape tends to be about allowing the player to be successful in a way they might not ever be in their real world. managing that tension effectively is the hallmark of a great game. there are players who like grind because it's appropriate as part of a simulation of how the real world works - and yet other players hate it for exactly the same reasons. when a game fails to engage with it's players its often because they haven't gotten the formula of grind quite right. i'm an old school Diablo 3 player from way back. for me, the grind in that game (and there was a heck of a lot of it) was superbly offset by the other factors - the character development and diversity. the engaging missions and small tasks. the design and rendering of the world and it's occupants. it wasn't by any means a perfect game, but it balanced well, and i played it for many many hours. another gamer friend of mine recommended i tried Fallout. 'you'll love it, its got a lot in common with D3'. so i tried, but i just couldn't click with it. yes it has all the elements, but for me, it didn't seem to gel quite as well, and the grind began to show through. not the game's fault, because not all games will work with all players. i've played a boatload of hours of Astroneer, so there really has to be something going on here, otherwise i probably wouldn't even be on this forum. but grind is everywhere in this game now, and it's important they do something about it. not remove it, but find a way to infuse it with some meaning. in a way, that is the major difference between our real life and our game time. sometimes in the real world we lose control, we feel that all meaning has gone from the stuff we do just to get to the next day, the next pay packet, the next cup of coffee. in games, we should NEVER feel that, no matter how repetitive the mechanic becomes. that is our escape. my major issue with Astroneer as it stands now is that i stop. i build a base, research stuff, dig stuff up, build more stuff, do a the minimum of planet hopping, then i stop. because i cant see the point in keeping going. try another planet. why? it's pretty much more of the same, the challenges are identical if mixed a bit differently. go exploring. what for? there's literally nothing to see that i haven't already seen. make a shredder and shred scrap. to what endt? exchange for stuff i have already or can get from somewhere else? it's only then that the grind begins to, well, grind. i guess after reading the smart and insightful comments on this board my new definition of grind has become 'that game mechanic that reveals itself when the rest of the game has ceased to engage it's player at some other level'. lets hope the final game content can provide this level.
  15. Bron

    The sad truth about the game.

    i'm seeing this strange tension a lot in the early access community for this game; builders want to build, explorers want to explore. i think Astroneer can be both. the move to mobile, position-able platforms was a big step in this direction, and i think we will see more construct-able components in the 1.0 game. i believe the builders will have plenty for them to be happy with. me, i'm an explorer. i am looking forward to there being more great discoveries, more strange mysteries, more wonders to encounter. i'm sure the game will deliver these in the long run also. but lets not forget; to be able to build, you need to make discoveries, find stuff. you need to explore. and to be able to explore, you need equipment, transport, tools. you need to build stuff. see? plenty for everyone.