Baked Spartan

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Posts posted by Baked Spartan

  1. Patch note #7 totally makes me want to spend the weekend exploring! Good luck with the move guys! This game is amazing, and actually pushes me in school to do better; I'm a CS and ITAD student, and the idea of one day possibly working in my hometown for a company like this is great motivation. Keep up the good work!

  2. On 1/7/2017 at 11:59 AM, Martin said:

    Fog of war type minimap would be nice, showing where you've been, rather than where you can go.

    The problem with maps in a game like this, is 3d.. the planets aren't flat, so you'd need to account for sloping tunnels, overlapping caves etc as well.  So a minimap may not be feasible.

    Ever played any game recently? they're all 3D. The best example I can give you of a mini-map that works well with multiple levels is the maps on all the fallout games. It's 3d, with caves, tunnels, and buildings all with multiple levels and it has a map that works. Once the player changes levels, the map changes with them. Not to mention we live in a 3D world and have plenty of maps that work well with all the caves/tunnels/buildings us humans have created over the years lol. Not trying to be mean, but the whole it's 3D, therefore it's impossible to make a mini-map to resemble that is kind of a silly thought.

  3. It would still be cool to find a halo relic that you  couldn't get in trouble for by 343 for by putting it in the game. like a broken robot that kinda looks like Guilty Spark, or somethin cool lol. Oh and Adam since you're here, there's a really annoying bug sometimes when you land at a terminal on a planet, when you get out the character is stuck halfway inbetween the ground. it fixes itself after some jumping, but still strange. Also sometimes when loading a save, if there was added terrain or something around the base, it is invisible until you actually get out of the hub.

  4. The unique number, and Adam putting 117 in quotes on the patch branch just got me thinking. Obviously a majority of the team came from 343, which is pretty much known for ruining the halo series (not blaming anyone on this current team, just sayin halo 3 was the last good halo). Furthermore, everybody knows that the number 117 in the Halo community refers to Master Chief. So my question is; Did you guys purposely name the patch 117 and add a halo easter egg? Or is it some crazy coincidence that a bunch of devs from 343 accidentally made a patch 117 without even thinking about what those three numbers mean. It's probably the latter, but how cool would it be to find Master Chief's Helmet in a cave somewhere, or some sort of master chief Easter egg. I mean I know that 343, but this patch number 117 can't help but get me thinking about easter eggs getting added in. 

  5. 19 minutes ago, miertam said:

    Yes but after 200 or so beacons the game lags something fierce.

    Yeah, the game is pretty new. Maybe just pick up the beacons after you're done with an area for now? I had to stop building so many platforms because that was lagging my game out.

  6. 13 minutes ago, Preyhunter said:

    Look, I get lost too.  But minimaps takes away from exploring.  Don't know if any of you all grew up exploring wilderness and landscapes as a kid... but half the fun was just that, getting lost and wondering around.  In that vein, minimaps in games destroy that.  Whether it's in survival or in pvp centric games, the map auto orientates you and takes away from the freedom of exploration and of getting lost.  

    Around the forums there are many post on people just getting lost and having organic adventures from that; they would be diminished if you were constantly reminded of how to get home.  There is a compass built into the game by rotating the camera and clicking on your guy

    As a compensation, since I feel like if I didn't offer another solution i'd just be part of the problem...   That being, a road system would be cool, even just the ability to use resources to make difference colored ground (even if the truck behaved the same on all ground) so you could better (visually) section off your base/paths.  You could follow your yellow brick road (or whatever kind of road) way home if you get lost, it would be like leaving breadcrumbs.

    Or you could just put beacons down ;)

  7. 6 hours ago, mogga said:

    Sorry wrong location i dont know what a thread is. First time i used forum please delete this because i dont know how

    You posted in the right spot man. This thread's topic is any type of bug in general. An upside down vehicle bay definitely seems like a bug to me. 

    A thread is just a post about a certain topic that one person starts, and other people can chime in with their facts/ opinions. Hope that helped!

  8. So if you only have one vehicle bay you can't build more than one shuttle atm because it will cause your shuttles to land inside each other. this happened to me and a friend and when I took off so that he could get in his shuttle, my shuttle kept hold of it for ten seconds and shot his into low orbit. It was pretty funny stranding him there, but I think you should make it so that if a shuttle is going to land somewhere that it will land next to another existing shuttle, not in the same spot a pre existing shuttle already is. this also happened when i followed my friend to the barren planet and landed in the same bubble his ship was in. 

  9. I was playing on one of my saves with the .111 patch with a friend earlier today. After we built a truck and added two rovers to it as trailers, there was an extreme fps drop, and the game just started to become extremely laggy for me. I decided to call it quits for a little bit, and went to have Christmas dinner. When I came back, the game was still extremely laggy. I did have a lot of base modules branching off, and tethers/ vehicles all over (not to mention one floatin in orbit somewhere), so maybe it's because of that, but it just sucks I have to quit this base for now until it gets fixed

    2016-12-24 (2).png

  10. I wanted to chain my initial base so that I could have it go through the system of caves i'm working on to save time moving back and forth, but so far this will be impossible, because when you add  a new link to your base it stays at the initial elevation of your habitat. Change in elevation does not change the height the extended piece will be. Here is a url to my steam library to show you what I mean.

  11. I was playing in a co op game on my planet with a friend, and we both had issues with our landscaping tool when we were dealing with oxygen. It seems that if we were gathering oxygen in our tool, and then switched to another resource (copper for example) it would suck everything up, but not create the resource and put it in our backpacks. Also, I had an unfinished block of organic in the tool still, then went to mine oxygen, and it took a while, but after sucking up half the oxygen, the unfinished organic block just disappeared, and then oxygen started being collected. 

    I think the game is acting like it is finishing whatever resource block is still in the tool, and then once it thinks it's filled that block of materials, it gets rid of it and actually starts mining the resource. 

    This has only happened when dealing with mining oxygen though, nothing else has made the bug go off. We were playing on the newest beta patch on steam too.


  12. 22 hours ago, Naught4fun said:

    I agree that there should be some way of removing modules and other items, I accidentally built my modules too close together and now they overlap and are very difficult to use. Also the ability to remove sir even move large plants or rocks that we may have dug up and are now cluttering our base, maybe a despawn time. There has got to be a better solution than dig a tree sized hole and bury it 

    Space Chainsaw to chop the space tree up into organics? xD