Beren99

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Everything posted by Beren99

  1. Beren99

    Update 0.9.0 - July 6th 2018

    Ahh I understand (and meant no offense). I completely agree. The amount of options and space to explore is WAY out of proportion to the amount of unique stuff to do. I have posted before that this would be helped by a much more difficult setting. I want to explore a planet where not every cave has 27 laterite deposits next to 34 malachite deposits. It will make it much more exciting when you pull up to a mass of three of them. All we need for that is a slider at game start for "resource abundance" or a difficulty that includes that. I also agree that even with that I am waiting for 1.0 in the hopes that there is much more depth to the game, bc at the moment I also feel like in my 150 hours I've "done it all".
  2. Beren99

    Update 0.9.0 - July 6th 2018

    Except that the rate of tech unlock is fixed and you can't easily "pretend" that it is harder. I feel that part of early access is about testing things and this seems a poor way to keep players interested (unless there is going to be WAY more stuff to unlock in December. I am certainly not the only one who feels there isn't even any reason to leave Terran anymore. I suggested that the easy fix is just "difficulty" settings. Let us set the resource abundance (lot of other games do this). Let us set the byte economy (from 1 item gives one tech to like 10 items to get one tech). it would be VERY easy and still let you "tinker" while others of us search the whole solar system to acquire all the tech. Also I stand by my statement that in the final game it makes no sense for items you have already researched to give the same amount of bytes. It should be between zero and ~1/10 of the original value. Im just writing in the hopes that these options will be available in 1.0
  3. Beren99

    Update 0.9.0 - July 6th 2018

    This is exactly why the mineral extractor and many of the other current mechanics SUCK! What is even the point of looking for resources anymore let alone going to another planet? There had really better be a VERY strong set of difficulties to choose from to remove this stuff and online interactions (if they ever exist) would only be between people on the same level. I honestly don't how the infinite resources is engaging but would certainly be unfair for trade situations. We need to have reasons to explore. Please go back to the idea that is is very hard to impossible to acquire certain tech/resource types without EXPORING or at least give us a game mode like that, so I don't have to pretend that I don't have infinite energy and rss production from my lander and the dirt around it just to make the game fun!
  4. Beren99

    Nerf smaller planets / moons?

    Agreed. The size and scale of the solar system is WILDLY out of proportion with the time to complete research. The bigger items should be sufficiently expensive (and research rare) as to require to to decide if you are gonna really explore Terran or push for spaceship to access the "new items" on other worlds. Ive posted before but duplicate research times should give ZERO bytes. Give us a reason to go tot he other planets. I want to believe they have a plan to solve this for 1.0 but the closer we get the more I'm preparing to get burned... Solve it with difficulty, solve it with options, whatever...but solve it.
  5. Beren99

    Update 0.6.5 - March 15th, 2018

    New Patch has killed one of my saves. When I had a medium generator, work light and small battery attached to the front of a large Rover I accidentally reconnected it to the base via an extender. It popped all the items off the front of the rover and connected but now I cannot click on ANYTHING. The file is dead and I have reloaded, checked other saves, etc. it is only the file where I did that rover mistake. BIG PROBLEM that will need to be fixed. Otherwise the new base/ mobile base mechanics are great!
  6. Beren99

    Patch 0.6.2 - February 28th, 2018

    Any chance of being able to disable the nuclear reactor or whatever that provides infinite power from the new habitat? or perhaps it could run out after an initial power boost? Maybe its just for testing but it REALLY de--incentivizes researching or using any kind of power source. It is otherwise AWESOME layout and cool look, plus THE DOOR CLOSES!!!!
  7. Beren99

    Points based research idea.

    This idea would actually be fantastic! (Well done Permetheus). It would in fact be a way of asking the game "what can I build with this stuff". There is always a risk that the first time the answer is "i don't know", but each time there should be an increased chance that you discover "oh hey I can use lithium to make a huge battery!". Seems intuitive, keeps the randomisation and gives the player some control over progression.
  8. Having the shuttle only got to the moon (or maybe one planet at a certain time in its orbit...elliptical orbits anyone?) would be great. It then allows much greater exploration of Terran, and exploration on the moon (low gravity) could naturally allow for the advanced anti-grav tech needed to launch bigger spaceships needed to reach other worlds. As was said in a another thread reaching planets and certain tech should be the end of a significant arc of effort.
  9. Beren99

    Points based research idea.

    Having nuggets of data would be awesome. You could then imagine an augment for the TT that would allow you to scan research items in the field and produce "data stacks" allow you to bring more back to base w/o lugging the chests. this could be a later game item so initially the mechanic stays the same for carrying chests to the research platform. The visual would then be you seeing your next nugget of the appropriate "data type" accumulating on the TT or research platform (there would need to be a way to link these...). This would also be a cool way to have data stored on crashed ships...pull the "data drive". There could also be categories of data for lore, some of which could be accumulated the same way (learning about alien worlds, failed astroneer missions off bodies, and ancient human/alien tech on crashes/ruins). This could also then let you learn some of the info we would all like to see about what kinds of research items do what and where resources might be located, etc without it being told to us from the start...because how would we know. By randomising it we even get more replayability.
  10. Beren99

    Binoculars Tech

    +1 Seems like such a great way to promote exploring the planets. Plus they could take time to "focus" which gives the game time to render the target range. Same idea could apply to telescopes. First to look at landing zones in more detail from orbit then perhaps even from another planet surface?
  11. Beren99

    Extension cord

    Yes Please! Nothing more frustrating with base design than not being able to place nodes where it makes sense for the terrain or having the "auto-expand" rotate slowly or not go where you think, especially since it is semi-permanent. Sometimes I like the whole "flatten everything and make a base" but mountain bases and cave bases built into the natural terrain are also awesome. Plus you should be able to connect multiple of these to each other to make connections to the surface for solar/wind power from underground bases. I also really like the idea of connecting more "space junk" found in crash sites for tech before it is researched.
  12. Beren99

    New Idea: Crafting List

    You could also have "?" slots for things that the devs wanted to be hidden but showed that there was something in the related category that can be discovered...Rumors of higher level tech possible
  13. Beren99

    Vertical Storage Pillar

    The tower with nodes to connect 8 smaller storage units is AMAZING! Plus having a connection for solar/wind.battery (with sufficient effort and research of course) is a great idea! I do still think that a "nugget silo" would also be amazing. So for resources you collect a lot of you can input the storage and the silo just keeps track of a number displayed on the side. Need resource just attach a storage to the "output" and it fills it form the silo. The advantage here is the nuggets don't actually exist until you need them so less CPU to keep track of them. I know others have discussed but worth reminding here as well
  14. Beren99

    modular base

    I think this is great except I think we should be able to craft the "tube connectors" that currently link the base nodes. This way you could spread the nodes out if you just make enough links. This would also allow for linking solar arrays to deep cave bases and should allow for linking bases together. It would however keep the bases feeling like they were more "permanent" than the exploration tether links.
  15. I feel like the issue here is that there are two features people want that currently are mixed up as just hydrazine. I think the point of the condenser is to make travel back and forth within the solar system accessible. Although I personally would like to see that eventually a bit harder (why is it easier to fly to and from another planet 3x than it is to drive my truck 1/4 the way around Terran?). However, I understand it is designed the way it is to promoted exploration. Fine. The second issue is that people want a "renewable" resource that they can generate and then trade for. I am certain that this can be possible as the game advances, possibly within automation. The key here is to get the value right so it is worthwhile but not hugely valuable or game-breaking. This is why the trade hammer came down on Hydrazine. The key is that the end result needs to makes sense and be playable. Given that the Astrononeers posses a condenser tech that converts Nitrogen atmosphere to Hydrazine Rocket Fuel (??) why would there be any trade market for that fuel? We just need to a resource that can be generated but that is costly to generate (lots of power, digs up land perhaps) but which is in abundance on the planets being explored and thus has trade value. Ideas include: Silicon Metal (most average rocks are rich in silica), Water on Tundra, Lead on radiated (produced by many radioactive decay chains). These sorts of things can be produced "from the ground" but require a significant infrastructure and energy investment to produce. So we then have the "near-infinite" resource we can set up plants to produce, and trade them at a low but non-zero value (based on supply?). Yet hydrazine remains easy to produce, no trade value and we can fly around the solar system at whim. Bam Everybody happy...? **As a nerdy side note the condenser should definitely not work on Barren, probably not Radiated or Arid either (Little to No Nitrogen atmosphere)**
  16. Beren99

    "154" - April 26, 2017

    Thanks for the response. Don't get me wrong, I both agree that things were flat and too easy and understand the need to test out the curve and make things harder. I actually also disagree with many complaints and Agree that the printer and vehicle bay should not be available from the start. The key however is to make the progression rewarding. I am happy for the research to be very slow and require much exploration (as I always assumed the early easier versions were designed to be easier to let people "test" things). However, the progression is the key. As many have said it just needs to make sense and be useful (*at least usable) when we acquire something new. So long as things like Printer and VBay come before the things they print (or similar their 2's in the future) you will avoid that sense of "oh another thing I can build". Perhaps more backpack items before more complex blueprints for the tier 2 to promote "walkabout" exploration. I also think that it would be ok once we have the basic printing and vehicles to THEN acquire a blueprint that we can't build, that requires puzzles or that requires going out to find the things needed to build up make this new cool thing we just learned a reality. The key is just to prevent the lack of a reward being useful, especially early on. Also just to reiterate, the removal of hydrazine trading shows that this is your goal. To push people to explore their environment and build up using that, not gimmicks. This attitude is crucial as the game develops. I am not pushing for a specific skill tree or progression, that is of the Devs to design, but each hard earned step should be usable; but like the hydrazine, no one thing should become so critical as to become disheartening or preclude all other aspects of exploring the amazing planets and resources "Out There"...
  17. I think the key here is that there is already a mechanism to float in orbit and choose a landing spot when you use a spaceship. So why not allow us to do the same thing at the start. Maybe there are "recommended" spots in a different colour but if you want to choose another one (with mountains, crevasses, crater?) you have the option.
  18. Beren99

    "154" - April 26, 2017

    First, It is not the case that you are permanently removing resources as there are resource pillars that regenerate with time. These can be harvested and traded for other things, and with future automation may even be possible regularly. I also really like not having the hydrazine trade because I don't think the Hydrazine condenser makes sense in creating fuel on its own anyway. I agree with many others that there should be a resource cost to making rocket fuel that is not infinite. This is because, game or not, the resources SHOULD be limited. The fact that you are trading for a "better" or "needed" resource just means you are using a resource for something different (unless you are just trading back and forth for some reason). These are finite worlds and the resources should reflect that. I just don't accept that all these worlds are made from all the uncondensed-filtered-whatever components to quickly make rocket fuel. No hopefully as things progress we will get ways to travel to other systems and in a huge galaxy there are effectively unlimited resources, but as trade economy becomes a thing we need to have the effort = the reward for trade and given the Solar Power into fuel into anything option this will break the trade very quickly. If not Zero for fuel then something close to it. That said the real critical issue here is how quickly the community has demonstrated their disappointment and the "lack of fun" with the new research system. I could rehash much of what has been said but the obvious observation is that getting many useless plans, un-needed items and more resources than you are mining to try and research the skills to use resources is an entirely failed research system. To tie these together, removing hydrazine trading was a move to bring the game even more towards exploring, resource gathering and discovery. DEVS: Don't make the resource deposits even less important than with hydrazine (SO many pods opened!) or make research un-fun before even filling it with all the new content I am sure you are excited about...
  19. Beren99

    Hydrozine Co-Generator

    This should only work if the hydrazine produces significantly less energy than it takes to make...because Thermodynamics. Thus making the fuel condenser not really that useful for this purpose. But it would be a way to "store" energy created by solar panels, generators etc. Although we do have batteries for that (in theory if the research thing gets sorted soon).
  20. Beren99

    Fencing Similar to Tethers

    +1 Fantastic idea! Question to the community though...should things like this require a small power draw?
  21. Beren99

    Low Probability <> Difficulty

    I completely agree, especially that that the focus on difficulty should be in making things like a rover, truck, batteries, etc. cost WAY more, and a mixture of things rather than just adding randomness and annoyance of failure with often little to no reward. Make out exploration treks tough but worthwhile. There needs to be a justification for hauling a chest when 8 resources can fit on a storage in that two slot (not to mention the tedious of halting 50 of them by foot and still having no vehicle. Heed the voice of the masses and fix this soon please, because it will only get worse with more content if the games goes down this path and right now the potential here is still great. Also augments are awesome so that is a win!
  22. Beren99

    improvements for new research system

    Not to harp on this too much but +1 as I feel this is critical to get straightened out soon so that future content goes into a functional research system that is fun. Getting new blueprints without already having the printer/bay/etc to manufacture them makes no sense.
  23. Beren99

    Ancient Aliens Puzzles and High/Alien tech rewards

    This sort of this would also be great if it had a solar system level progression to it. For example in your initial solar system there is only one of these and it can only be found NOT on Terran. The Alien site could be critical in discovering "hyper launch" technology. I imagine the astronomers as sent out on slow or oneway trips to systems as explorers. Once you have built the "hyper-launch" gate you can connect back to the Astroneer "homeworld" or Trading post and learn of the much larger system of exploration. You can then also jump to new solar-systems which have small chances of having a planet that contains a higher tier Alien Artifact site. Perhaps there is a way to use in-game resources to "buy" information about potentially interesting systems at the Astroneer Trading post (see previous comments on the trading post and gates). However, getting to the distant systems should require too much energy to transport a whole ship without a "receiving" hyper gate, meaning you have to go in a "pod" much like the starting one and build back up to building a "hyper gate" in every system you explore (except for what fits in the backpack of your "crew" of friends). Puzzles to help access the artifacts you find or pick your next destination are obviously warranted. I think this sort of addition could help with immersion when it comes to exploring/colonizing multiple systems and why we are starting off by being dropped onto the planet in a pod. Perhaps we could even start at a trading post instead for "online" or "linked" rather than single player play and choose our starting system...I digress
  24. Beren99

    Patch 153 New Research System

    *Sorry this edit won't go through: The points system also incentivises going on deeper/farther exploration missions to get resources that don't occur on the surface, which are worth far more points. This also leads into having not just points but different categories of points (Manufacture points, blueprints, Suit Tech, Genetics, Physics, alien?, ???) where certain resource chest types, and thus certain technologies, cannot be discovered staying on Terran. This links in to the many other discussions of creating benefits to exploring beyond Terran. All of which helps frame the buildup of content and play depth.
  25. Beren99

    Patch 153 New Research System

    The suggestions of having a point based research system with random options would be great. To try to learn the next "Manufacturing" advancement (Printer, Vehicle Bay, Trade Platform) you need X points but don't know which type of manufacturing components you will have with those points (thus don't know which of the three you will get). However, you can then decide to spend points on different "Blueprints" for Printing, or Vehicles, but again won't know which you will get. This keeps the randomness but gives a chance for skilled planning of development tailored to your play style and the challenges of your starting point (which I think should be even more randomised - with harder options to start on another planet). Yet either way, as many have pointed out, the most frustrating (gameplay) and illogical (immersion) consequence is to "research" or "discover" the blueprint for some device without the underlying knowledge of the manufacturing methods to even construct it. This really must be fixed, and soon to allow for true testing of the underlying system mechanics before building even more content into a flawed system.