CobraA1

Members
  • Content count

    85
  • Joined

  • Last visited

Everything posted by CobraA1

  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. The controls of Astroneer have gone through a lot of iterations. Which is a very good thing! It's good to keep trying new things, to keep looking into what could potentially be an improvement. But I have to ask - what is the goal here? I'm pretty confused as to the direction the controls have taken. To try to be fair to the idea that it's for the console, I hooked up my controller, and . . . eh. Still don't really get it. "use" and "examine" are the same thing: You're telling the game you want to do something with the object. But now you get the fun of trying to remember which key to use. One of the innovations of Astroneer was the whole deal with the backpack: You could just drag stuff around or click on things in the world, and it would just work. Now you have this odd splitting of interactions across different keys. Which also hurts the controller, because now you have an extra binding to try to map to it. And about the long press: I don't get this part either. Theoretically, it's for actions you really really want to confirm. But, just like No Man's Sky, it's thrown into everything with no regards as to why it ought to be there. It's not even really fulfilling the role of distinguishing several actions. I'm kinda lost as to why it was put in. Also, there seems to be no love for the bumpers? They could be used for some things, but nothing is really mapped to them. Especially with the backpack open, they could be used to extend / retract the catalog and the terrain tool. I play Zelda: Breath of the Wild a lot on my Switch, and the bumpers are used extensively for navigating between the pages of the menus, and if you think about it, it's pretty similar when the backpack is open. It just makes too much sense to not do it that way. Really, the overriding principle should be to Keep It Simple and Straightforward. And the current controls are a tad too complex IMO. So I'm not really seeing the goal of this particular control scheme change. Why were these changes made? (The controls for vehicles also seem a bit odd in this release? And tapping the button isn't always responsive, either.)
  11. 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.
  12. CobraA1

    Update 0.8.0 - June 14th, 2018

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

    Update 0.8.0 - June 14th, 2018

    Are you having problems saving?
  14. 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.
  15. 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.
  16. 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.
  17. Yes, you are. The developers get to decide when they officially announce the game is finished and ready to be treated as the final project. That is their right.
  18. CobraA1

    Update 7.0 is out?!

    Great update! Got to try out the rovers, and I love it. The small rover is maybe just a tad OP though ?? I'm just climbing steep mountains, no problem. Also nice that they are far more tolerant of bumps. And yeah, I'm digging the fact that I can turn with the keyboard, no problem. This is actually a pretty great update. . . . but there's still that issue of long press to do everything . . .
  19. CobraA1

    Mobile???

    The only mobile device I think might be worth looking at is the Nintendo Switch. Even if we assume iOS / Android could run it, I doubt the controls would work well on a touch screen - especially the terrain tool. Trying to move around while trying to aim while selecting the right modifier sounds really awkward on a touch screen.
  20. CobraA1

    Control scheme - what is the goal?

    Well, that's not my goal. My goal is to solicit feedback on the design of the controls. I made my opinion known, and you are free to disagree with it.
  21. CobraA1

    Control scheme - what is the goal?

    Well, you are equivocating methods (how things are done) with objectives (the end goal or desired result). Of course that will lead to confusion.
  22. CobraA1

    Update 0.6.5 - March 15th, 2018

    Modifier keys are fine for modifying actions (such as the terrain tool), as that is their purpose. But just for using / examining? Not convinced. It makes it feel like an old flight sim - but old flight simulators had an excuse because they had hundreds of actions. Astroneer doens't really have a "hundreds of potential actions" problem.
  23. CobraA1

    Control scheme - what is the goal?

    Trying new things is not in and of itself an end goal. The end goal is some sort of improvement, but how exactly they define what an improvement is - is rather unclear. It's an unnecessary division of a single action, which makes it more difficult to map to a controller. Also, the actions are merged with other verbs for keyboard / mouse ("Use" is merged with the terrain tool, and "Examine" is merged with the backpack). This means that remapping the actions properly can't be done in-game, and needs the use of third party software. This isn't about me having "fits;" this is about how the controls can be mapped in a way that is intuitive, works for all styles of control, and works for players of all skill levels. Which is actually a surprisingly difficult problem, which is why I took care to applaud that they were willing to try new things. Who said I use an Xbox? I have a Logitech F310 Gamepad and a Steam controller. And a G710+ gaming keyboard and G700s gaming mouse. I play Astroneer primarily with keyboard / mouse, but I do try it with the controllers on occasion to see what it's like (and because I am interested in eventually playing Astroneer on my couch with my Steam controller).
  24. CobraA1

    Update 0.6.5 - March 15th, 2018

    Because of Halo. Halo set this as the standard for vehicle controls in games that use a controller (like the Xbox), but this style of control does not translate well at all to mouse and keyboard. Also, there is currently an odd bug where the A and D keys move the vehicle forward. . . . that said, even when using a controller Forza Horizon 3 uses a "camera follows vehicle" style of control rather than the "vehicle follows camera" style in Halo / Astroneer, and it works very well in that game. So I don't think it's an absolute given that Halo's style of control is always better (Although admittedly Astroneer is more Halo-like than Forza-like). I can handle Halo-style controls (if implemented well) on a controller, but it really kills the experience on a keyboard / mouse setup. This is one area where it is okay to diverge the controller experience from the mouse / keyboard experience. One thing that concerns me with the way things are going with Astroneer is that they have overhauled the controls several times, yet they have remained relatively quiet about their goals with the most recent changes. A crazy amount of effort has gone into the controls of Astroneer, but the goals of the changes aren't exactly clear. I've actually gone as far as to create a thread about it on these forums. Kinda hoping it will lead to something constructive.
  25. CobraA1

    Control scheme - what is the goal?

    Bumping this up because a new patch is out . . . . . . and nothing has really been addressed. It's really hard for me to get back into the game with the controls in the state they are in, especially since I play a good number of games (like Subnautica) which work very differently and feel responsive because the button presses are instant.