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About CobraA1

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  1. CobraA1

    The Crafting Update Feedback Megathread

    Gonna recommend again the option to remap the quick actions or make the long presses optional. Could we please have some flexibility for this? I'm not really keen on the "long press" idea.
  2. CobraA1

    The Crafting Update - September 6th, 2018

    Gonna recommend again the option to remap the quick actions or make the long presses optional. That said, this is a pretty great update, I think I like it so far :).
  3. CobraA1

    Update 0.9.2 - August 6th 2018

    I've tried the game on a controller . . . to be honest, it still feels out of place. It's not something other games do. If I'm playing Zelda: Breath of the Wild on my Nintendo Switch, I don't need to long press to mount my horse - I just tap the A button and my character climbs right on. It's kinda weird to hear people say this is a console thing when the games I play on consoles don't do it. I've actually expressed my thoughts on the controls in another thread. I know there has been a lot of iteration on the controls, but it seems the reasoning behind the latest controls (especially the long press) is rather unclear. Which is kinda strange because System Era is usually pretty transparent. It would be very nice if long pressing the buttons was made optional or if you were given the ability to rebind the instant actions. I'm on a PC, we already have key rebinding, I think it's okay if I can just customize my game so I can just press the E key and be done with it. I don't see the problem with that.
  4. CobraA1

    Update 0.9.2 - August 6th 2018

    Can I bind to a single key? EDIT: Also, not working with the "examine" action?
  5. CobraA1

    Update 0.9.2 - August 6th 2018

    Would like the ability to switch off the long press.
  6. CobraA1

    Update 0.9.0 - July 6th 2018

    Looks good. I'm agreeing with what Shado Echo said in the wall of text - a lot of the text is tiny. Also, I'd like to see the option to replace long presses with instant actions.
  7. CobraA1

    Update 0.8.0 - June 14th, 2018

    You seem to be in a flat denial of the flattening issue and continue to use a flat argument. ?
  8. CobraA1

    Update 0.8.0 - June 14th, 2018

    Leave it to the Internet to argue over the meaning of "flat." It's a word with multiple definitions, and yes it can go either way depending on context, and I don't think anybody in Astroneer will be confused after some experimentation. Should we have a tool that also forces it to be horizontal? Sure, that might be a good idea. I seem to recall they actually tried that at one time? I'll have to do some research; perhaps that ability is still there? . . . and FYI dictionaries are meant to be descriptive, not prescriptive. They tell us how we use commonly words; they don't give us a moral demand on how we ought to use words.
  9. CobraA1

    Update 0.8.0 - June 14th, 2018

    I get a feeling Astroneer may end up like Minecraft: Always adding content, always making changes. Such games never really have a good place to draw the line between early access and official release. I think for the purposes of Astroneer, the 1.0 release really marks the end of major systems development for the developers: Terrain 2.0 and private servers are really the final systems to be put into place for the near future, and I imagine their focus will shift to more content and bug fixing. Having a 1.0 release will also help them with publishing and other parts of the game development business. For example, Sony won't allow early access games on the PlayStation, so officially releasing the game would be required if they wanted to port the game to the PlayStaytion sometime.
  10. CobraA1

    Control scheme - what is the goal?

    Time to bring this back up I guess, since we're closing in on 1.0. Here is my feedback to the devs: Please at least make it optional, and allow us to rebind the keys so that if we want to we can have everything on a regular press and not a long press.
  11. CobraA1

    Update 0.8.0 - June 14th, 2018

    Ah, I play the game on a PC.
  12. CobraA1

    Update 0.8.0 - June 14th, 2018

    Are you having problems saving?
  13. CobraA1

    Update 0.8.0 - June 14th, 2018

    Humm, so a bit of research and I think I figured out why dithering is making a comeback - it's due to modern games using deferred shading / lighting. This technique allows for a lot of lights in a scene, but the cost is that you can only have one object per pixel. This is why modern games have shifted to shader-based antialiasing because multi-sample AA looked for different objects in the same pixel. Transparency does the same thing: It's looking to blend the object in front and the object in back for a semi-transparent effect. . . . although now I'm wondering if AA could be helped with shaders, why not transparency? After the dither, apply a filter that averages the pixels (sorta like a blur filter). Maybe follow up by a bit of sharpening because the averaging will soften the result. Hopefully in the future we'll figure out proper real time raytracing, then we can go back to multiple samples. But that's for nVidia and the developers of Unreal to figure out, I imagine.
  14. CobraA1

    Update 0.8.0 - June 14th, 2018

    So here are my thoughts: I think the tutorial needs to make it clearer what the next step is. As a veteran of the game I figured it all out rather quickly, but it doesn't always seem obvious what to do next. My single biggest bugbear with the way the controls work is, and looks like it will continue to be, the "long press" style actions. I hate them. Sorry. Give us the opportunity to turn them off and map the controls as however we want. I think the graphics has been tuned for the better. The landscape seems a bit smoother, and I think there is a bit more of some style of indirect lighting? Looks great! . . . but - there is something I am noticing that looks odd. It's showed up in games that I play on my Switch, and I mostly passed it off as a bit of a compromise when trying to port games to the Switch. It's a very old technology that was used a lot more in late '90s because blending pixels together was simply too intensive of a task for CPUs and GPUs of the time. I'm talking about dithering - instead of blending colors together to form a new one, just alternate the colors in a pattern. I thought the technique was dead due to GPUs becoming enormously more powerful; I haven't seen it used in a long time. But now it's making a comeback? It's a minor complaint, but something I definitely noticed.
  15. Ah, but you can take it anywhere, and it comes with two controllers that can be detached (they can be used separately for two players, or as a left/right side of a single controller). The draw of the Switch (and the reason why it's the first console I've ever bought) is its flexibility and portability. The basic form factor of the Switch itself is a tablet, but with two "rails" on the sides where you can connect two controllers (called Joy-Cons by Nintendo). It also has a touchscreen, using the same technology as most smart phones. It can be used in three basic ways: Portable, with the controllers attached to the screen and acting as a single controller. Docked, where the dock connects it to a TV. The controllers can be used separately for two players or slipped into a grip to act as a single controller. Tabletop, where it has a built-in stand that can be used to prop it up on a table. The controllers can be used the same way as when it is docked. When compared to mobile devices or previous Nintendo consoles, it's quite beefy. I'd say it's easily more powerful than virtually any cell phone, and it's decently more powerful than their previous system, the Wii U. When compared to other consoles, it's a bit less powerful. Things do have to be scaled back a bit, although some developers have been able to get some demanding games (such as the most recent Doom) running on it. It won't do 4K, but it will do 1080p. For the flexibility, the first party games, and a bunch of smaller indies, I thought it was well worth the price. Nintendo has some top-notch titles for the system, and I've always liked indie games and there are a lot of them. I don't regret getting it.