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Everything posted by Killtech

  1. I still opt for this suggestion, now that the game is becoming easier and easier with every update
  2. Here is how it would look like if we additionally had a grappling arm for the crane (so you could move stuff around just like you can on foot - just with some more horse power to back it up. Meaning: grabbing XL sized objects won't stop a rover from still being able to move - unlike an Astroneer).
  3. Sure, I don't mind having a large generator, but how does it help the medium generator? if anything it would make it even more obsolete. Why even have it in the game if it doesn't have a use case? Theoretically it has it perks being medium sized module but as long as it keeps its unimpressive power output at the expense of an extreme coal consumption rate it just doesn't make sense at all.
  4. I posted this originally on reddit, but thought i should post a link here too. The issue is that in the current gameplay the coal generator is somewhat lacking which I have tried to point out with a specific use case. I've also added a poll there an the result clearly favors a significant buff:
  5. open your task manager and check your RAM during loading. This is when the game allocates the most memory. If you run out of memory... you won't be able to load. If that's your issue then try closing everything else before starting Astroneer - if it's enough and you get into the game the memory load gets much smaller and it not a problem anymore. Well, of course you can also always consider extending your RAM to solve it. Anyhow save files with a lot of play time tend to grow big, especially when you have changed too much of the terrain all around the solar system. I have found that especially the events are nasty where random event stuff is scattered around planets and it usually requires a little digging to get them free... and terrain manipulation is toxic for your save file size. Well, digging a lot in one spot isn't as much of a problem as digging a little all over the place as it meas that each terrain chunk needs to be tagged as modified and saved.
  6. I have posted the suggestion originally on reddit but wanted to put a link in here too (with concept prictures): A detailed description can be found here:
  7. Oh, and also this (more detailed post on this idea):
  8. Yeah, since their removal a lot of people have been constantly lagging to bring them back. I am also one of them and hope there will be a "survival mode" as opposed to the "adventure" one with all those features reworked and enabled again. And I also hope that rewoking means the mechanic have a more diverse interaction then it did before.
  9. you got it somewhat wrong. Automation allows you to save time so you can spend more of it on... more automation. If done right, then this is indeed a self sustaining gameplay goal. here is why: for automation suddenly many buildings will become dedicated to one recipe only... so you will need more buildings. more buildings need more resources, so that's what you will have to spend time on at the start. And given that the amount needed might deplete all nearby sources such that getting new shipments will take more and more exploration and road building. Then setting up your automation, takes it's own time before it works the way you want it... and since it get's somewhat complex you soon realize you could do it better... and invest even more time to reorder stuff. And if they add the resource thumper/miner right it could lead us to building additional remote mining outposts which need their out power supply and so on. that's even more resources, roads and logistics you need that will eat even more of your time.
  10. Wow, that sounds like you got yourself into quite an unplanned adventure. Enjoy it while it lasts . In my gameplay everything went quite according to plan and I had little trouble setting everything up on Atrox, produce RTGs, unlock all gateways with RTGs and... game over nothing left to do. As for your shuttle there isn't much you can do sadly. If it fell through the ground it usually falls downt to the next cave level - so exploring there in a organized fashion would be the first thing i'd try. But on Atrox there are some micro cavities where it could potentially get stuck mid rock. In that case however there is a minor chance it's not deep enough so you should still see it's marker from orbit. But yeah finding it's exact position would be mostly a lost cause. Maybe you could try to glitch the camera through the terrain to see where it might be but I know no reliable way to do that.
  11. No, sadly storms are all gone and while there are not written off entirely, they won't come back any time soon. Admittedly they were somewhat annoying at the very start of the game where players only had the option to sit them out. So removing them from the terran start planet was probably a good thing. but doing so on all other planets as well was very unfortunate.
  12. Thinking about resources, how about having medium and large resource items additional to the regular small ones that we can put into out backpacks? The medium and large ones couldn't be directly used in any recipe but they would have to be processed into small items first. Of course the resource extractor wouldn't have a problem of mining those larger resources and extract small ones from it directly. Alternative ways of processing would be dynamite and the shredders (but those methods may yield less). the large resource items shouldn't be movable by hand like some large wreckage. furthermore research items are already medium sized and given that most of use don't need any more bytes they could get an alternative use as medium resource items. There are more than enough for most resource types even. Plant researchables would break up into organics or resin, mineral ones into different ores while the artificial ones (from exo research pods) could break up into refined resources.
  13. Great to hear that automation is next on the agenda and the prototypes i have seen are were already quite interesting. Given that the game has quite a few recipes to go through we will have enough automated production lines to build and setup - so this will be the biggest content update in terms of time needed to fully go through it. Therefore I am soo looking forward to it. But as it is still in a development I would like to address the typical balancing issues that come up with any such concepts. First of all there is the issue of resources and sinks. It doesn't make that much sense to automate production in the case one needs only a few processed resources. For example producing diamonds wouldn't be worth the effort as we currently only need a very limited amount to build a personal drill and perhaps another for a vehicle and that's it. So a central problem with games that have good automation is that they need to setup proper resource sinks to motivate automating in the first place. On the other hand automation itself partly serves as a big sink itself because in order to setup a production line we will likely need to build multiple chemical labs each dedicated to a specific recipe and build a lot of logistic in between that'll also need more power - all those buildings take quite a bit of resources to build. So that presents another problem: as of now all resource deposits are limited. So if that remains unchanged then some planets might get mined dry to meed that demand. However we've already seen the resource extractor prototype which I assume will last a lot longer than a regular vain, but endlessly? Infinite resources sources can often trivialize a game - especially one originally balanced for limited amounts. I mean resource acquisition so far is a central gameplay aspect that drives exploration and I wouldn't want it to be lost. From games like Satisfactory I know that it leads to player rarely leave their base at all - which I disliked since that game has quite a beautiful world to explore, too. resource vein types: also please consider making different deposit types for the hand tool and the resource extractor - well, if the total amount of mined resources will differ between the mining methods. Otherwise experienced players will try minimally mine deposits near their stating base with the hand tool so they remain available for the extractor later while new players will realize too late that they have created a big logistics problem for themselves. New logistical/exploration challenges: If resource extraction can be automated too (i.e. via the extractor) we finally will have a big motivation to setup additional outpost and even underground bases for those resources. So please make sure we have the good automatable resource sources far apart to give us some proper challenges, both for exploring and logistics. Power management: underground bases offer a unique challenge and with automation we will finally have some decent power consumption. So managing power generation could be quite a fun because generators even have their own automation line to keep them going (though this requires some trigger system to shut them down when batteries are full: like a new battery building that can turn off all buildings on the same platform when it's charged and turns them on again, when it deletes). Bun sadly we have RTGs in the game that scratch that content almost entirely because they are a energy source that beats all others in every possible way. So please bring back energy management before automation update goes live.
  14. Well, such things always depend of the lobbing from the players. the more topic of storms keep getting brought up and being discussed the sooner the devs will have to rethinking their position. but obviously their reintroduction will not be just switching on the old code - it requires some refining, performance improvements and a better integration into the gameplay such that they become more meaningful then just a time-killing nuisance in the late game. in other words: design and development time. so yeah, that makes them unlikely to appear too soon.
  15. i admit that when i was watching the old Astroneer trailer, it was storms that wakened my the sense of adventure just enough to let me go purchase this game over a few alternatives. i was looking a minecrafty game but i find just building stuff for its own sake quite boring. so yeah, the storms, the dark places and the trailer having a spirit of exploration of the unknown ultimately gave me the push i needed to go with it.
  16. 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.
  17. yeah, this is a popular idea around here, +1 for reference:
  18. 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.
  19. 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
  20. 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.
  21. 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:
  22. 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, ...
  23. 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.
  24. 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?