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Found 4 results

  1. Hi Team!! Although beacons are the number 1 way not to get lost I would like to suggest another concept for explorers, landmarks. This is a low priority request but I feel from a design point of view would make the game look far more amazing and also allow players to explore with less chance of getting lost (which is damn easy to do!). I thought the new alien artifacts would do this but they're all the same. Even if you don't go by my idea you could change the look or colours of the various alien buildings instead. I found seeing multiple alien buildings while exploring actually disorientated me somewhat leading to getting lost. Quite the opposite of what was expecting. Create large objects or rare land formations spread across a planet. These can be very spread out and allow players to judge their position without the need of beacons or at least, not as many. Crazy steep mountain formation. Crashed alien ship. Giant crystal formation. Huge plant type structure or tree (life tree from Avatar for example) Floating strange object high in the sky. Volcano or similar structure with smoke, lava or some weird goop coming out of it. etc etc. Sometimes these landmarks dont need to be high. They could be a giant weird hole in the ground with glow stones or weird asteroid sitting in a crater. You could also add rare minerals to these areas if you wish. Landmarks could also be very interesting places to build a base! Overall, something that stands out so a player can somewhat understand where they are from their base. Beacons or no beacons. Cheers team, keep up the amazing work. The new v.1 is amazing.
  2. Well, the title explains it really, the ability to change the tether colours. I get lost quite quickly when exploring underground and during the Christmas event i found the different coloured tethers very useful, sure it was a pain to cycle through the colours each time before placing one but it made my cave exploring way more manageable. I don't mind if they cost more resource or if they need special research as long as they are usable in game. And of course, we know they can do it, because they already have. On a last note, custom coloured work lights might also be a great tool !
  3. the title says it. maybe the problem is that everything you saw once stays loaded and anything you've ever dropped stays where it was. So after you visit one or two more spots on your planet or another planet it's almost not playable. e.g. you need about 15sec till you sit in your rover or habitat after you pressed that button
  4. The last update fixed a few issues I had, and that's great! I have had 1 issue from the start. The point of the game is to explore, go to new areas, and new planets. The push for this is research, and also materials. I have noticed in the past that after you've gotten all the research from a type, you get materials instead. This negates the reason for going to other places as you would have TONS of extra stuff by the time you've gotten all your research done. With this last update, and there being so many types of research now, you have to explore more to get new research and unlock more recipes, but the downfall is, those old types of research are now giving you building supplies, which in turn, you don't have to go out and get, which means no other reasons to go explore your world and other worlds other than new research. If the already used types of research gave us disposable things though, we wouldn't have a surplus of materials, and thus would help in the need for the player to go out to other places or other planets to get those materials. I think it would be better if we got things that got used up, like power cells or filters, from the used up types of research. Things that can help in our exploration, but get used up so we still have the drive to go out and get materials and new research. If balance is still an issue with too much disposable stuff, you could always balance how long that stuff lasts. Just an idea for ya.