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Everything posted by Killtech

  1. Killtech

    Bring back hazards

    i very much approve on these ideas... mostly becuase i have written down a similar list myself some time ago . my post has a dev response, so you might want to check it out.
  2. When i first started playing Astroneer shortly before release there was a magic to the game that made it feel really special. But over time and after it's release is somehow lost a lot of that and i was thinking how that happened. Well, for one playing a game for a longer time always loses a little of its magic that simply comes from being a new experience. but there is more to it than that. i realized that in the beginning the game offered me a lot more in terms of exploration... and this is due to two things: for one back then i didn't have the knowledge of how to make my life 'easier' massively relaying on the terrain tool. so in order to get aluminium i had to first find an entrance to the underground -> exploration! today i would just dig a ramp downwards to the lower level... and be done in a few minutes but in a boring fashion. The other thing was the terrain 1.0 that had it boons when not overly relying on the terrain tool. I remember exploring the cave networks for long hours for resources and passages to the deeper levels - and back in the day the caves were tunnel like structures with some bigger chambers in between creating a complex labyrinth. now the caves are their own biomes that while looking nice with an individual flair they are less interesting for exploration: there is a lot more space, all chambers are if not directly connected to each other then just separated by thin walls that you can easily dig through always knowing you don't need dig deep to get to the next room. Exploring a maze turns out to be more interesting than a de-facto open space. And there is also the question of having a reason to explore. When i started exploring the underground my motivation was to look for tunnels that go downwards deeper and deeper to see what's down there (even through back then apart from resources there was nothing overly interesting there). If you think about that kind of exploration coupled with the quest to reach the core makes for a good gameplay concept in theory - as long as is cannot be simply skipped. The reality however is that nowdays there are hardly any tunnel connections between the different cave layers and even if there were they would be much easier to find in the vast cathedral like caves. But why even bother looking for a way down if you can just fast dig down yourself... soon even with a drill vehicle that can pave a ramp too to fast track the whole process even more? When i landed on last planet to unlock the core the exploration aspect left was nearly null. going to the core was swiftly finished with a ramp with merely a short look around at each cave layer before going to the next - no reason at all to say any bit longer. It is perhaps interesting to mentioned that "Subnautica" game had a terrain tool in its development originally too but it was scrapped exactly because how it impacted exploration because that game is focused around exploration. So it all sums up to (or TL;DR) drill mod 3 + wide mod + boost mod + canisters on the terrain tool or a diamond drill vehicle with a (soon available) paver renders underground exploration trivial and obsolete and that is where a lot of the original Astroneer magic came from for me. I'm not saying to remove these tools - not at all - because they are cool for building bases/infrastructure and other situations. But when it comes to the main quest it would be better to have some serious obstacles and challenges left these tools can't just steamroll, be it like diamond rocks they cannot dig through, reactive rocks that explode when exposed to air and drilled or whatever else that made exploring an important part of the game.
  3. Killtech

    Storage Content Constraints

    yeah, this is a popular idea around here, +1 for reference:
  4. Now that creative has been released i think the next thing the game should focus on is to add various types of hazards and challenges to counteract how trivial the game has become after all the updates since launch. Because as it stands for me there is really nothing interesting left to do. even take something like the wanderer update: with a drill+paver rover it's just a matter of driving in a straight line towards the objective... the ability to completely ignore the terrain makes it entirely uninteresting and merely a short grind. The idea of a survival mode is to have a game mode different then sandbox that is differently balanced and with new additional hazards for those players that seek this kind of gameplay. for one this mode would be tailored for replayability, i.e. it would encourage to start new games with different starting conditions like on different planets and other factors increasing difficulty (ofc with special achievements and special visual unlocks). the plan would then be to slowly add new hazards for each planet (from the quoted list below) along with a new starting location and a challenge to survive that. this could be done in an iteration of one planet & hazard per patch. furthermore for the survival mode only there should be a complete rebalance of the mechanics that trivialize the game the most, namely terrain modification tools. there is a reason why for example games like Subnautica originally had a terrain tool in it's early access that was removed in the final game due to how negatively it impacted exploration which is what the game is all about. this is of course no template for Astroneer but still something to learn from: for example rework terrain hardness to become a relevant mechanic (for example better drills drain significantly more power (x5-x15)? drilling slowdown even for diamond drills? drill wear? no drill mods for terrain tool - it doesn't even drill, it sucks terrain!) and power management (mid and late game i had never to worry about power at all since there is barely anything that consumes constant power; on top of that RTGs make everything obsolete). please just make it so that finding a cave that leads downwards is far more rewarding than straight drilling a new passage downwards from right where you are!! the other thing is resource abundance. Finding my first Laterite (aluminium) vain of Silva felt like it suffices for the entirety of the game with the only challenge of how to transport that much stuff in the early game? we don't consume alu in these quantities so having such large and easily accessible deposits early on makes it near worthless and trivializes progression. Interestingly on Calidor however i found that laterite deposits in the shallow caves are much smaller and don't extend into the ground at all. but of course that doesn't matter as it isn't a starting planet. Anyhow i think there should be difficulty/world-generation settings when starting a new game, one of witch would be resource scarcity. for reference here are a few topics i made about balancing:
  5. Killtech

    Starting new games on all planets

    yeah, i made a topic on this aspect as well. but as this kind of thinking goes half way towards looking for a (more challenging) survival gameplay, i framed my topic this way. anyhow i think that if made right this could really add a lot to the game, and a reason to spend a lot of hours more playing it.
  6. Killtech

    1 Million Bytes!

    it's still a bit off but i wouldn't risk it going over 2'147'483'647... you know, just so you don't lose all your bytes to an integer overflow
  7. well, it will be larger then medium. anyhow, shouldn't the devs change the game first such that there is a reason to build such a building? i have build a single large solar panel after lading on Atrox for the first time - with its main purpose to power the gas production for my first RTG after which i didn't need it anymore. that is a very narrow window where such power buildings have an actual use. other than that they are just deco. as it stands they should delay the release of it until there is enough reason to build any type of such power producers. maybe add it together with some new big end game constant power consumers! or when adding a survival mode with rebalanced RTGs, and smaller resource deposits such that power output per resource construction costs becomes a relevant and thus makes them worthwhile compared to the medium variants.
  8. oh the "happy little terrain" comment is soo Bob R.O.S.S.
  9. Killtech

    Terrain tool mods improve crane drilling

    i don't think that alone would be enough to make the crate worthwhile to build. What if it would get a complete rework instead? this includes addition of rover control (as like for a real crane vehicle which are piloted from the crane seat), usage of mods, increased range, ...
  10. Killtech

    Special Filter Slot for Silos

    yeah, ideas of this kind come up every now and then. i thought about the same for the silos but due to the massively annoying clipping issues those cause i thought it would be more reasonable to introduce another end game storage that has a very similar mechanic as you described but also eliminates most of the severe clipping as well.
  11. yeah, i'd probable would buy it, too. but out of curiosity, a space suit always includes headgear... which translates to 'hat' in other games. and we can also exchange the visor separately. say, weren't you staunchly opposed to such cosmetic stuff in the other thread?
  12. after playing with a friend for a while and letting him lead on what we were doing next i have to revise my original statement a little bit. watching someone play with a fresh view on the game brought some magic back i must admit. where he sees walls and walks around it i just see terrain that apart from obstructing my sight isn't an obstacle. so exploring the caves in search of resources (without him knowing that some ammonium cannot be found in the shallow caves) and research nodes by mostly following the landscape layout rather then brute force terraforming our way through felt like back in the old days and it was far more interesting to play that way - albeit you have to bring the patience to do things the long and ineffective way since i always saw how much easier we could've achieved the same. that said i have learned that there are still natural tunnels connecting the cave layers but they are somewhat rare. but it is a statement that for someone that played so much i didn't event notice that. exploration and survival games normally present you with a set of many riddles. how to get there? where to find x? how to master survival in various types of environments against different challenges? but in Astroneer we have a lot of those cheat-like powerful tools at our disposal that take all these puzzles away leaving merely creative gameplay. perhaps that is fine for those that are looking for such an experience but for me it is just not very interesting.
  13. eh, don't call the current sandbox mode 'survival'. apart from being able to die, there is not much else that compares to survival mode in other games. as for resourcs, yeah in sandbox it takes a little time to set up your 3-4 bases on each planet and haul a rover full of silos of resources back to base. but after that is done you have infinite resources anyway. so the difference for me between sandbox and crative is whether i have to look for the storage silo with the proper resources or can take them right out of the catalog. basically a convenience improvement i personally just classify as a QoL change. and don't forget that in sandbox most people don't start new games that often but rather play on their old saves... so you can scratch the build-up phase from the comparison and it is the only time where the gameplay really differs beyond some convenience details. as for roads... do you use them? gameplay wise there no point of having multiple bases on one planet and therefore nothing to connect with roads. okay there is the ramp to the planet core that one uses once(!). i mean whole point of making roads is to reuse them to boost efficiency. but given that we have drill+payer+rover combo there is no point in doing that! it's a free movement option that is even better then the fly mode in creative as it basically allows you to completely ignore terrain (unless going into the sky where you will eventually run out of soil). fine, i admit that using the drill+paver in this capacity is not a great choice because changing so much terrain impacts performance and doesn't look pretty. maybe roads could be practical to help orientation to mark a certain route - similar to what i mostly use tethers for in the early game. but the planet core is trivial to find and besides that there is not much reason to travel the planet or at least revisit any location. color picker: yeah, you are right. the pipette is a nice addition, but still inferior to the terrain analyser in several aspects. that makes it even less of an distinctive feature between the modes but rather a minor QoL. not sure how that helps your argument though.
  14. the new creative mode exposes a few noteworthy aspects about the current sandbox game mode: look how little actually needs changing to go from sandbox to full creativity mode! the terrain tool in creative is nearly the same as the current one. yeah, it has a easier pipette function - but since terrain color don't really matter mechanics wise i wonder why we don't get the same in the normal game but rather have to go through cumbersome terrain analyzers (it would make sense to make it more difficult if the terrain produced would have some different gameplay associated with it). and the flying mode: looks like a tier 3 upgrade for the jetpack - as in a little more convenient and better but not so different after all. and even being able to turn off oxygen and power requirements is not such a big change. i mean there is the portable oxygenator but i have unequipped mine long ago as i used it far too rarely to justify the occupied slot. i am not to say that this is bad, but i just wanted to point out how much the game is catering for the creative gameplay and thus how little these game modes will actually differ. that said it should become clear that for exploration or survival focused gameplay the current sandbox modes is completely unsuited for: exploration focus requires that it is not trivial to get everywhere such that it feels like an achievement to reach a certain location. survival on the other hand is about problem solving, a puzzle game how to ensure ones survival on short and long term - and this again requires that this isn't trivial and more importantly that there are problems to solve to begin with. otherwise what's the achievement in surviving?
  15. Killtech

    Character Upgrades

    i do like your idea and i like that you take balancing into consideration. however, i have to agree a little with @The Touch of Grey Gamer in that the balancing factors you chose would not be generally well perceived. Particularly slowing people down or reducing jump height below what everyone is used to will not go well with most. that gives a weird sluggish feeling - unless you really want to give people impression of being heavy, like in a combat game to signify a massive armor gain (the slow down comes with the impression of huge tanking capacity and if the games make you feel that armor boost then the slowdown actually amplifies that powerful impression and so it feels just right). but here in Astroneer i don't see that work - it would just feel artificial. in general the concept for the neg voider seems artificial i would recommend scrapping it. however - if you turn it around and rebrand it a little - by assuming the stock state to be already 'slowed' then the "neg voider" simply becomes just a boost consumable. by its function many game would call it a stim. that's a straight forward concept most are familiar with and will probably like. next, there is the Jump boost: hmm, not a good idea simply because there is the jetpack that already takes this role and is significantly better at it. hmm, i would suggest to combine speed & jump boost suits into one mobility upgrade suit. balancing it with becoming more squishy (increased fall damage) would be adequate. optionally one could make the speed boost apply only when sprinting and balance it by a power consumption. same for jumping. basically a powered mobility suit. power consumption should be significant enough for players to notice though. should also be accompanied by a new effect to signify the boost and power consumption. health boost: yeah that one would be nice. particularly it should have a fall damage reduction. again, i would not lower speed or jumping. maybe as a late game item it does not need to be balanced against the stock suit and can therefore be a plain upgrade. instead there is another balancing here: if you chose to use it you cannot have the advantages of the mobility suit at the same time. There are also other stats to consider for possible suits: item carry speeds (i.e. the slow down factors when holding medium, large or extra large objects), the total power and oxygen capacity and perhaps even an integrated storage for soil and hydrazine for a flight suit of a different kind.
  16. Lithium is kind of worthless because a single deposit is enough to build all the batteries you'll need for a very long while. i mean all batteries just take 1 lithium and same for RTG. a deposit often fills an entire medium storage silo which has 24 slots... and besides mining another vein of lithium isn't hard after one was able to get the first one. on the other hand medium batteries store quite a lot of power so you won't build that many for one base. this is unlike titanium or resin which are needed in larger quantities because you build those platforms and storages in larger numbers to cope with how quickly they fill up due to how rich resource deposits usually are! and when you think you have enough a short mining trip will swiftly convince you otherwise. on the other hand when did i ever run low of energy after i had medium batteries? sure running smelter, centrifuge and chem lab at the same time will drain your power supply... but the sun is never absent for long and every here and then the wind blows at night. so whenever there was a moment where i saw my batteries having low charge left and i though to myself that maybe i should've build more then 1 or 2 something happens and they start to charge up again...
  17. Killtech

    Introduce Digging Elevator!

    cool animation and a nice idea, but i have to agree with @Nekudotaim that there is no in game reason to build such a thing. with the introduction of pavers rovers solve the same thing but much better. i mean if you get down via a digging elevator you are on your own - only your backpack storage with no mobile oxygen and power supply like the rover provides... so you have to come up with a concept to balance this against a drill-paver-rover (apart from a cool video). for example you could say that the elevator cable actually works like a full power cable. to make use of that one would need a special platform that could attach to an existing drill shaft and would also provide means to calling the elevator to that platform. anyhow, once connected you would have power supply from you main base that you could use to set up an underground outpost. that's still a niche as such a base has not so much practical use i fear. and to make this work you need to be able to transport stuff. okay your elevator must have a downwards t2 attachment to be able to attach a drill - so it could potentially be used to load medium storage silos. if that would have an automation option - i.e. one put in a storage, sends it away upwards, where on the upper station is set to automatically pull whatever is connected to elevator. make the lift go up and down automatically until all stuff from the lower platform is moved to the top and you would have a neat resource lift - albeit a slow one as it can take only one silo at a time. still, that's at least something. if on the other hand the rovers would be nerfed this concept might actually start to become quite interesting. basically, if the drill and paver consumed way more energy and drilling through hard rock would be severely slowed down (even with the best drill) then this idea of yours would start looking far more tempting. hmm, maybe instead of giving better drills drilling speed improvements it would be better to have drill tear instead: drills suffer from wear and tear if they drill rocks - the harder the rocks the greater the tear. and once torn the drill can only be scrapped and replaced by a new one. basically this would make drills a consumable (even the diamond drill should tear down after a long while) and maybe even give the lower drills more meaning as they are far faster and cheaper to build.
  18. Killtech

    Medium Cannister for Hydrazin?

    so you mean something like this? albeit that's still mostly sticking to Astroneers current resource concepts.
  19. Since launch the game got a few storage updates, mainly the MSS (medium storage silo) and its two large storage counterparts. now while that is great for transporting stuff it has introduced a lot of clipping issues which are most apparent when two MSS are mounted next to each other and the items they carry overlap. in such cases you click to collect an item you see but you get the item that is overlapping with it. obviously this is quite annoying. Medium Compressing Storage: a new end game storage item. basically the medium soil canister coming with next update - but instead of soil it would work for resources. however it could store only one resource type at a time meaning that once you put e.g. aluminium into an empty compressing storage it would only accept aluminium and nothing else until emptied again. Pros: can store significantly more then a MSS (something between 50 and 100 items?) game performance: items within the internal storage are no physical objects anymore thus don't require any calculation time. visually much smaller with little potential for clipping (think of 12 of these are attached on a large storage silo B instead of MSS full of items) Cons: stores items of one type only requires a little power each time an item is stored/compressed into it unlike the medium canister however input and output mode would not require manual switching. the input slot will immediately store items and thus clear itself. it won't accept items of the wrong type. the output slot on the other hand will always have an item for as long as the container isn't empty. if removed it will immediately be replaced by another from the internal storage. therefore it also serves the important function to display which resource type the container contains. (for reference, this is my original concept before the medium soli canister was added) now with such a new container we should have little storage problems left. this should give us a some freedom to fix the most problematic clipping issues. a simple solution is to block MSS from being placed on medium slots that are directly next to each other. for example on a large storage silo B with 12 medium slots it would mean that you could occupy only 6 of them with MSS (placing them in a checker pattern) while the remaining rest could still be used for the old classic medium storage. this is also a nice side effect that renders the medium storage not entirely obsolete. from the implementation point of view you would mark problematic modules like the MSS with an oversize property which would trigger the blocking mechanics for the platform/module they were placed on. as such it would not prevent clipping between modules placed on different platforms/modules. this however is okay as it happens rarely enough while being far more difficult to solve. in any case the oversize property would be applicable to any future modules with the same problem.
  20. well, kind of, yes. i'd prefer the insert or withdraw be as automated as possible without the need of an access panel. it should of course also work with the automatic resource pulling for production buildings that are on the same platform - i.e. it should work like any other storage in this regard. perhaps when used on a mining rover it should take priority of storing resources that match the current content of the storage. only if it is empty and therefore viable to take anything the pulling should be disabled such that the storage does not automatically select the resource type to store. that should always be done manually.
  21. Killtech

    Spreadin my seed!

    hmm a valid point. out of curiosity, do corals count as fauna or are they classified as flora?
  22. Since a lot of people mentioned the same thing - the inability to transport debris - which i also found quite annoying, i decided to write down the idea that i had: a magnet. medium sized item, a little similar to a tier I drill visually; could also be put on a crane. all debris close enough to it will get attracted and will stick to it. if need be the magnet could unearth slightly buried debris (without the need to dig them up with the terrain tool). it would have a total of how many items it can hold. as such it would function both as a debris storage and a debris collector (especially when used on the crane). a magnet would become especially useful when we also get a tool to cut large debris into smaller parts, as many have suggested here, since these smaller parts would most likely have no attachment points to put them on existing storage. maybe it's also best to visualize the idea:
  23. Killtech

    Why do Mineral research (and others) change colors

    again, most probably technical/implementation reasons i described in my prior post. and again, i think this might be not trivial to change.
  24. Killtech

    Why do Mineral research (and others) change colors

    hehe, just noticed the very same issue but for a far simpler case - all happening on Silva: collected some small research samples from a plant in the forest - blue longer bolt shape with two yellow rings strapped on it, with the lower one a little wider. went back to base dropped them off, wandered around into a mountain biome, picked up some mineral samples and walked back to drop these off... but suddenly the plant samples were now... purple with greenish rings?? tested this a few time with walks to different biomes: each time the game loads the resources of that biomes samples change their palettes. apparently those research samples don't save their biome/color information - so whenever you walk away far enough for the engine optimizer to unload some of their data from memory their palette information gets lost. when you get back to them and the engine reloads them it just sets their palette to whatever was loaded last. the only way to preserve their color information is to always keep them close i suppose. so... we could accept that it is the nature of small research samples to change their colors always according to the current biome. because changing behavior might actually be a somewhat bigger bugfix that might require adapting some the inner game architecture (talking from experience where sometime changing the most easy and insignificant seeming things turns out to be a huge task due to the code structure being incompatible with it). this would affect a lot of game aspects, including save game which i would not want to risk breaking over this. then again System Era is not such big company so there is a chance their don't have enough IT people to break everything trying while trying to fix the issue (... sadly again talking from experience, where the bigger the IT departament gets the more things get broken in the process of fixing minor but deeper layered issues).
  25. Killtech

    Some end-game ideas

    so, basically your 'melter' corresponds to this idea for an end game storage i made here: though i don't think we need to think of the items inside such storage as melted nor would it be fitting for the game to have recipes using that specific state. the storage aspect is good enough and worthwhile on its own. as for high byte-cost research items, yeah for players that have played for some time and sit on huge amount of bytes (like me) it seems to make sense. but for new players or people starting over you would create a huge grind wall with a not-so-rewarding repetitive gameplay to crack it. no, i think the research system needs some changes to be able to better enhance the experience for both older saves and newly started sessions first. for one i would suggest that research samples of identical type get a diminishing returns. this would encourage exploration - especially in late-game - and would limit the amount of bytes people collect. of course those people that meticulously explore all planets and their biomes will still pile up a substantial amount (allowing to unlock everything whenever an update hits) but it won't be magnitudes more then other players have. in this case (relatively) high unlock costs could work. additionally new updates could also drop new research item types into the world to help with unlocks in new games.