Maaaatie

Members
  • Content count

    47
  • Joined

  • Last visited

About Maaaatie

  • Rank
    Advanced Member

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. Maaaatie

    Compass

    Good points - except for the fact that there must be some form of magnetic core as there is a compass in game. Its just not a very practical or useful compass. As for GPS satellites, true in this day and age, but this is a futuristic game - think navigation in Startrek
  2. Maaaatie

    Compass

    The clean screen for snapshots wouldn't be a problem if a HUD compass was able to be turned on or off as each player prefers. And something a bit more directional than celestial navigation providing NSWE would be nice. You have to admit that its a bit odd that our Astroneers have interplanetary travel capabilities and a vacuum cleaner that can suck up dirt and minerals, but he doesn't have an adequate compass or GPS 😎 Still, I can remember the early days of the game when the trucks didn't have parking brakes 🤣
  3. Maaaatie

    Improve Canisters

    I appreciate your point of view because there are often ways to work around problems. Yes, putting every Canister on its own platform will definitely work and I must say that your layout looks vey neat. But this method is somewhat inefficient My idea was simply a suggestion to avoid the workarounds and enable the use of multiple canisters on one platform without them interfering with each other. A system like this would also allow the Canisters to feed other modules on the same platform in an efficient manner, while keeping resources in order.
  4. Maaaatie

    Improve Canisters

    PS If adapted similar changes should apply to the Gas Canisters. It could also be adapted to the Soil Canisters. Although I don't think it is such an important issue for the Soil Canisters, it may make sense to do so even if its only for the ease of consistency.
  5. Maaaatie

    Compass

    Totally agree and have been requesting the same for several years. After all, this is an Astroneer that is capable of interplanetary travel and yet we don't have the technology to provide a HUD compass that enables tick marks for the locations of Beacons and Bases. I understand the developers desire to keep the "Clean Screen", but a simple bar compass at the top of the screen, as depicted, would be great. Also, make it optional for those players that do want to keep a clean screen (although, if it became available I don't think to many players would turn it off).
  6. One of the ongoing problems in Astroneer is the difficulty in keeping resources grouped together when on the same Platform. The introduction of Silos (the medium Silo in particular) offers an opportunity to solve this problem. I would like to recommend that a Filter Slot/Port be placed in the top of the Medium Silo to be used as a resource Filter in the same manner as it is used to filter resources with the Auto Arms. This would enable the enhancement of managing resources as each Medium Silo could be designated for one particular resource if desired. If the Filter Slot/Port is left empty then all resources and 1 Slot equipment could be stored as in the current situation. But if a resource is put in the Filter Slot/Port then only that resource can be stored and, consequently, automatically drawn into the Silo until such times as the Filter resource is removed. I wouldn't see the need to put this type of filter on any of the larger Silos as the management of resources held in the larger Silos would be managed via the smaller Silos.
  7. Maaaatie

    Improve Canisters

    The introduction of the storage Canisters was a great advancement. However, I still think that the idea can be improved upon. Under the current system, Output is either Enabled or Disabled and while this is perfectly fine in some situation, it is far less than perfect in other situations. The system is fine while gathering resources and when completely offloading resources. But the problem occurs when just one or two resources are required because the only way to get the resources out of the Canisters is to Enable Output which will see the Canister distributing its contents to every available slot in the platform on which it sits until either all available slots are filled, the Canister is empty or the mode is switched back to Disable Output. Then, if Disable Output is the preferred method of stopping the distribution, the Canister will commence sucking the resources back in again. The only way currently to work around this is to take the Canister off any platforms. I also note that even when in the Enable Output mode, resources can still be placed into the Canisters either manually by the Astroneer or automatically by use of the Auto Arms. Recommendation - What I would like to recommend is that Enable and Disable Output be changed to: Automatic Output - This would be the same as the current Enable Output where the Canister would continuously distribute its contents until either all of the available slots were filled, the Canister is empty or the mode is changed; and Manual Output - In this mode the Canister would dispense and hold one resource at its outlet slot until it is taken by either the Astroneer, an Auto Arm or drawn out by another Module on the same platform. As each resource is taken, another will appear in the outlet slot for the next manual distribution. Input - Input would only occur when the Canister is set to Manual Output and should work in the same manner as the current Disable Output mode works, including taking back resources that were drawn out by other Modules on the same platform, as menus are cycled through.
  8. 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.
  9. Maaaatie

    Improved Research Procedures

    Hence my clarification.
  10. 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.
  11. 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.
  12. 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.
  13. 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.
  14. 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.
  15. 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.