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About Maaaatie

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  1. Same here with the large ship, also on PC with Steam and keyboard. Sometimes the craft is on its side and completely beneath the surface. I found that I could relaunch and land in a different area and then repeat and land, right way up, at my base. I did once get a glimpse of the base landing bubble (they are sometimes hard to see with clouds and the fast planet rotation), but what I saw was three bubbles very close to each other to the point of overlapping, and the blue ring around the selected bubble appeared to be vertical rather than horizontal, which would account for landing sideways. I can't be 100% sure of the landing bubble issue because it happened so fast, but since then I have made doubly sure that the blue circle is horizontal and have achieved successful landings.
  2. Maaaatie

    Improved Research Procedures

    Hence my clarification.
  3. Maaaatie

    Improved Research Procedures

    I didn't actually mean anything other than greater. As you rightly pointed out it could be any distance, heck it could even be a quarter way around the planet. But it was you that proclaimed "people will not even need to explore 1/10th of Terra to find everything Heck, not even 1/20th." - not I. It was left open intentionally because if the suggestion was adopted it would be up to the developers to determine what distance would best suit the game, not me. And no doubt, even then it probably would require several tweaks to get it right.
  4. Maaaatie

    Improved Research Procedures

    1. So, in your opinion "greater but with limit" is the equivalent of 1/20th of the planet or even less? That is your assertion, not mine. 2. Given that an entire base can be set up in about 30 minutes from scratch, I would suggest that 13 minutes is far from immediate. PS I like the idea of the research for the Spaceship being on Barren with the Shuttle being limited to that moon, which is within the orbit of Terran and therefor fits my recommendation of the Shuttles limitations. I would also like to see other things limited to access on certain other planets, because, other than the pure experience of doing it, there is no requirement to go to another planet. Indeed, from experience, setting up bases on other planets currently makes the game very laggy. But as you indicated, these are early days and we can only wait for the developers to produce intensives to travel to other planets. The old 'rinse and repeat' thing wears thin very quickly. In the meantime the whole research curve needs to be addressed as the first attempt was a bit of a flop. Hats off for trying devs and for the quick fix.
  5. Maaaatie

    Improved Research Procedures

    This is an odd comment as, even under the current game mechanics, you can't just "immediately find a shuttle or spaceship blueprint". However, you can easily walk to a new bubble location (they just don't show up as bubbles) or you can drive to one and take a new Habitat with you (once you have found the required items) if that is your desire. Secondly, you may have noticed that my recommendation is that the Shuttle be available as a Level 2 research item and to be restricted to planetary orbit only. This would completely fulfill your desire and assist with searching for the Level 3 research pods . I would suggest that if you hate your landing site so much, that you might just bail out and re-start a new game - as people do.
  6. Maaaatie

    Improved Research Procedures

    My reference to Levels in the caves was the common term used by many players when referring to the depth of each tier in the cave system., just like the levels in a high rise building. Although randomly generated there are always three levels/tiers/depths or any other way you choose to name them. The bottom level also includes those dead end pits that normally have some form of treasure at their terminus. I agree with your comment in reference to all of the research being on Terran, as it already is. There is currently no requirement to leave the planet and that is a whole new topic that also needs to be addressed. I am taking this one step at a time. As to the comments about how much of the planet is required to be searched to find the required pods, that is a wild conclusion you jumped to as I put no such parameters on it. The only radius I spoke of was the first Level containing only the tools and equipment for survival. I put no such limit on the other two levels. That last pod to enable planet departure could easily be at the north pole either in a mountain range or deep within the cave system. Either way, your comments are appreciated and I look forward to reading your recommendation for improving the research procedures.
  7. Guys, it is apparent that you are still struggling with getting the balance right for the Research procedures. To my mind, something like the researching procedures has to be challenging. In the early stages, the research process was far to easy, posing very little challenge to establish a base and find all of the items necessary. Then you introduced the Research Curve, which made finding research items more difficult to the point where it was pure grinding. This caused players to quickly let you know that this was not a good idea and you subsequently changed the research process back to a point where it is almost as simple as it was in the first place and is again not challenging. The key is to understand the difference between something that is challenging and something that is just difficult. To be challenging, the process need to be not difficult alone, but needs to also be interesting with some form of logic to the process that can eventually be identified and applied. As the system currently stands there is no reward for effort ie A player can climb to the top of a mounting or go down to the depths of a cave to gather research pods that will give them Compound. But they can pluck a research pod off a tree next to their base that will provide the Blueprint for a Spaceship. It makes very little sense. I would recommend that the Research returns be based upon the degree of difficulty required to gather the Research Pods, as follows: Level 1 Research – Pods that contain items essential to survival. These Pods should be relatively easy to access. Out to a distance that is slightly further than the distance that one batch of Tethers will reach and down to Level 1 in the cave system. Level 2 Research – Pods that contain items that will enhance the performance of the base and the player’s ability to gather resources. There distance from the base should be greater and down to Level 2 in the cave system. Level 3 Research – Pods that contain the items necessary to leave the planet. These Pods should be the hardest to access and contain items essential to leave the planet. This process would create a degree of difficulty, help to maintain interest and install a degree of logic to the process. It will also give the players a feeling of control within the game, as they will be the controllers of the amount of research necessary. For example, if a player has no immediate desire to leave the planet because they wish to do some serious Terra Forming, they need search no further than Level 2. Further more, with the introduction of the Research Curve, the Printer and the Vehicle Bay were not initially available, which caused some angst amongst the playing community (myself included). The problem was not that they weren’t initially available, but that it was so difficult to find the Research Pods to get them (no logical pattern). I would suggest that that is fine as long as the necessary Research Pods are relatively close to the Base. To this end, I would suggest that to start a game an Astroneer should only have the Blueprint for the Research Platform and his Backpack should contain 1 x Small Solar Panel and 1 x Tether Batch, but no Blueprint to build more (a player will quickly learn to use Tethers to search in one direction before gathering them all back up to search in a different direction). Each level of research should provide a logical progression of capabilities as recommended below: Level 1 Research should contain the Blueprints for the Printer and the Smelter; the Small Solar Panels, Tethers, Small Battery, Filters and Small Generator, as well as some random minerals, Level 2 Research should contain the Blueprints for the Vehicle Bay and land vehicles plus vehicle attachments; the Large Wind Turbine, Large Battery and Large Solar Panel; plus all of the remaining Backpack items, as well as some random minerals. NB I also think that the Space Shuttle should be here too but only if it is limited in its capabilities. It should be a Base Planet Explorer only – not capable of inter-planetary travel. Level 3 Research should contain the Blueprints for the Spacecraft, the Fuel Condenser and the Trade Platform. Sorry if this was long winded but I hope that it helps.
  8. Maaaatie

    Patch 153 New Research System

    My educated guess, based upon my own futile attempts to unlock the Vehicle Bay, and all of the failings by everyone else that I have read here and elsewhere, is that the developers forgot to include the Vehicle Bay in the patch update. Of course, they will never admit that.
  9. Maaaatie

    "125" - February 16th, 2017

    I think you are misinterpreting the information. Prior to Patch 125, if you opened up a Research pod of a type that had already been researched, it would randomly return a mineral or try to find a blueprint, returning nothing because that pod type had already been researched. It was very hit and miss. With the introduction of Patch 125, if you open a Research pod of a type that had already been discovered you are guaranteed to get one of the minerals. But, if it is a new type of Research, it will still try to search for a blueprint, even if you have already researched everything, resulting in a zero result if you have completed all of the research. In other words, every time you find a new type of Research pod it will always do a blueprint search. All Research pods that have been previously looked at will return a mineral if all research is completed. Hope this clears it up for you.
  10. Maaaatie

    "125" - February 16th, 2017

    As the update had no patch number I suspect that the update was just tweaking the mechanics of the game rather than adding new content. But you are right, a little bit of information would not have gone astray.
  11. Maaaatie

    "125" - February 16th, 2017

    Same here. Been to all the planets and now looking for a new challenge.
  12. Maaaatie

    "125" - February 16th, 2017

    I have not experienced the Energy/Oxygen problem but the disappearing resources/equipment bug as been around since the very start. I think you have just been lucky not to experience it before now. I realize that losing a few resources can be a bit annoying but try losing an entire spaceship loaded with resources. Now that's really annoying. It has happened to me a few times now, but fortunately I was able to dig down and find them with the use of a Tether to locate them. It appears to me that when you leave the game, the planet surface returns to its original condition and when you load back into the game the ground reforms to the way that you mined it. You can sometimes see this happen when you load back into the game. I think that if you have stuff over ground that you reshaped, there is a chance that it could be lost if whatever is on the new surface was either over a hole in the original surface or beneath the original ground (ie in a cave) if you have dug down. Of course, this is all guesswork on my behalf, but I an sure that the game developers will fix the problem in due course. In the mean time, try to store your resources in small storage units on either L1 or L2 Platforms rather than in pits, just to be on the safe side.
  13. Maaaatie

    "125" - February 16th, 2017

    Prior to the introduction of Dynamite in Patch 125, if you had already researched everything there was to be researched in your current game then you will not be able to unlock (find the research for) Dynamite. You will need to launch a new Astroneer and start a new game.
  14. Maaaatie

    Astroneer Run Speed

    I'm not sure if this is so much a bug, but more a wrong application of the game mechanics. I've noticed that my Astroneer now runs faster when the Terrain Tool is deployed. I would have thought that it should be the other way around - that the Astroneer would be able to run faster when his terrain tool is slung.
  15. Maaaatie

    Rocks colors

    That is a good point. Also, since the introduction of Patch 125, there seems to be a lot more rocks on Terran. Can the Devs reduce the amount of rocks, please. It makes the whole driving experience quite jarring and unpleasant.