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About Me

Found 18 results

  1. So, I'm on another play through of the game and I'm enjoying it just as much as the first. This time, I tried something different. I made a personal rule that I HAD to complete all surface portals before the core portal could be unlocked. My last game I landed in areas next to portals so that my base's power could be used to power up the portal quickly. This has been a bit more tedious but I still enjoy it. I'm finding myself trying to optimize mobile power generation in ways I never did before. This got me to thinking how some subtle tweaks could increase replayability: 1) Add optio
  2. For a little window of time more than a year ago, SES_dev let us choose our start planet. Those were the days when there was no easily available starter minerals and some games just could not be solved. That is not the case today. I just played a 'contrived' start on Vesania, with no hab available (so better not die!) and it was a week of pure bliss. This was a challenge but doable, if I just kept my head about me. Honestly, I haven't had this much fun in Astroneer in a long time. I know there is a chance to choose 'Starter Planet' slated for the Creative mode. PLEASE don't make us go there to
  3. Well, i thinked out and i think that a good idea is adding a difficulty select, "Easy" or "Casual" (easier than what we have now), "Normal" (the one that we have), "Hard" and "Extreme". In easy mode, there would be more concentration of resources, and you would die with 3-4 plants attacks instead of 2. In normal mode, it would be like what are we playing now. In hard mode there would be a new item needed for entering to deep caves, a pressurizer, if you don't have this item and you're in deep caves you would start dying because of the pression. In extreme mode... i didn't think
  4. I suggest that Oxygenators should require power to produce oxygen (and/or resources). This would require additional planning when building your bases and create some challenge. Does the planet you are building a base on have sufficient solar/wind? Will you have to use generators? Is there plant life to fuel generators? Do you have batteries to store excess power? Having oxygen storage tanks for your bases would be cool too. Right now oxygenators make an endless supply of oxygen without power or resources. As long as you bring one along when building a base, you really have ve
  5. Well, i think that the "most difficult planets" (glacio = hard, atrox = very hard) are not that hard really, so i think that a good idea would be add 2 different suits for each of those planets, for glacio the Heat Suit (or Anti-Freeze Suit or something like that) to avoid the cold that could kill you slowly, but it will kill you, and the Radio-Hazard Suit for atrox, to avoid a very strong radiation in the surface of the planet, this radiation without a suit could kill you quickly. I don't know if this is a requested post but i'd like to add that for more difficulty because you can't really
  6. I'm a bit worried with the current progression rate of the game, the research speed, the material costs to construct things all determine the overal game difficult and as of right now things feel really easy. I've had the experience of a 4 player co-op game and 4 players not knowing how the game worked or what needed to be done along with a great many hours of solo game play. Early game, your mostly limited by the amount of power you can provide you facilities and this is even holding 4 player back some what, running multiple small generators we didn't consider to be ideal, b
  7. Things like permadeath; and energy is limited. The main base starts off with a little bit of coal, enough for a certain amount of time depending on how hard it should be. After that, it doesn't produce oxygen anymore. You need to fuel it with organic material and coal in order to survive. You would obviously have batteries and oxygen tanks in the main base which, after not generating any more oxygen could use those to help you not die. Depending on how hard it will be, the main base needs a different amount of energy, so that after a week you would be in constant fear of running out of fuel.
  8. I really like the new base building update but I think that it makes several things easier than they need to be. I'd like a mode that disables certain modules and features. Disable power generation from the habitat: This would require the player to generate power from what they start with Don't start with the drop pad: The player would have to make their own small fabricator from the backpack and work up from there No mineral extractor: The mineral extractor eliminates the desire to explore other planets No trade platform: again, the trade platform eliminates the desire to
  9. I believe the time it takes to build things should be longer and require more power. 3D printing in real life usually takes hours using normal FDM methods. Longer build times, higher and/or constant power requirements, similar to the research system, would add a small level of difficulty by adding another thing that players need to manage, both in time and power.
  10. Hello, Sorry if this has been requested already delete it if it has. Astroneer has always been a relaxing game for me, but with the last two or three updates I feel like I'm grinding every other game that ever comes out. I've heard many players report that they look to Astroneer to unwind and I feel like System Era needs to be careful not to loose that audience and to cater to new players that want that experience. I also understand that some users want a technical and difficult game and I don't want that crowd to get alienated. I propose a New Solar System Creation Menu when startin
  11. Hello All, As part of some exploration I've been doing into possible Progression paths through Astroneer, gating items & research and creating a challenging sort of "Hard Mode" has turned out to be incredibly fun for me. I thought I'd share my experience and see what people think, and maybe try this challenge mode for themselves. Here's a link to my progression chart. I've been holding to these guidelines as best as I can: (Note: The amounts of resources were based on what I think *
  12. Hey all. I mapped out a possible progression as part of a few other ideas. I'm in the middle of a game using this progression chart. I have to say, it has been really challenging, and really a blast. The hardest part currently has been the fact that you don't start with filters -- I've been following all the Terran rules so far, and just unlocked Filters, so I should be in much better shape. So far, the gameplay has been vastly changed, and for the better, IMO. On one hand, I got extremely lucky to have a cave system filled with research nodes, laterite and malachite right below my b
  13. Hello everyone! So here you are, you've played Astroneer and made bases on all the planets.... now what? Exactly. Being that this is an open sandbox of a world, finding ways to make it challenging can be a challenge. So I found myself working to make the game harder for myself, just to see how far a different scenario could go, as to stretch gameplay out as much as possible. While it may be tricky for the devs to add hardcoded rulesets, or a check box to turn modes on or off, here are some of the rules I created for the 'fun of it' as I replayed through things. 1
  14. My 5 year old loves the game. As do I. It would be nice to set the difficulty of the game. Such as: - resource spawn frequency. So there are fewer resources on higher difficulties. - storm frequency - storm strength - % chance loose items get blown away - no trade platform - no truck - no space ship so these things can be on off or in between to give a variance to game difficulty.
  15. A way to control player progression is to have them unlock (research) and build equipment that enables them to explore deeper regions of planets. Tethers could require a "signal-booster" or "stabilizer" when deep underground, let's say one after 250 and a second one after 500 meters of depth, and so on. These "boosters" are essentially gateways between tiers of difficulty for the devs to place rarer resources and more dangerous terrain generation and fauna. If possible this should give big generators a proper use, forcing players to establish underground bases and not relyin
  16. First off, I just recently got this game and I'm loving it, shouts out to the dev team for putting out some great content. My biggest beef with the current game, however, is that although very entertaining, it doesn't pose that much of a challenge at times. It's more of like a creative sandbox with progression and a few survival aspects. This is expected though, because its pre-alpha, and theres not really enough content to differentiate between difficulty levels. So heres a few idea's I had that could be implemented when (or IF) different difficulties are integrated. Difficulty levels
  17. Even if not a difficulty setting, it'd be cool starting optional. The way research works with randomly result, perhaps do the same with the different planets.. You can either start on the Terran World or you can choose a random world, in which case you're launched onto any world except terran. This'd put people down onto radiated, arid, tundra or exotic worlds as starting locations. imho, as it stands there's not really any difference in difficulty between these planets in difficulty, although Arids' storms are abit overly harsh and frequent. Not that this is a bad thing. As
  18. Hi, this is my first post. It probably won't be the best, but I won't let that stop me from trying. Let's take a look at the role of food in games, then see how it applies in a game like Astroneer. In your traditional combat oriented games, food is a health restore, either instantly returning a portion of the health bar or providing a temporary regeneration effect. Its function is keeping the player alive by using a limited resource in time of need. In MMO type games, usually, the food either provides the aforementioned effects, or it provides a temporary boon of another nature, ra