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Found 12 results

  1. Well, I already posted my german feedback on steam. But I want to post it here too, feedback for the game, to be a part of the players, they want to make the game better, to have a good game in the end. First of all, Astroneer is a good and simple space-adventure game. It´s smart, has a good look and you need a long time, to discover every planet... The caves are mysterious. There is a cave and a cave under the cave, much bigger. Some skeletons, cool minerals, weird plants, and the minereal Astronium... I don´t want to post my german feedback here, and I don´t want to translate it, too xD. That would take too long. So, I just post the ratings: Controls 9/10 graphic 7/10 story 10/10 audio 8/10 (need more cool ingame music) content ?/10 (Because of the early access) So, in my view, Astroneer is a super game, which should have a nice future! We need a super cool game with much content, awesome music, and more settings for textures (for Example). I want to help you, System Era! I will post more things in the many topics. Best regards, Pascal Polesch
  2. When i first started playing Astroneer shortly before release there was a magic to the game that made it feel really special. But over time and after it's release is somehow lost a lot of that and i was thinking how that happened. Well, for one playing a game for a longer time always loses a little of its magic that simply comes from being a new experience. but there is more to it than that. i realized that in the beginning the game offered me a lot more in terms of exploration... and this is due to two things: for one back then i didn't have the knowledge of how to make my life 'easier' massively relaying on the terrain tool. so in order to get aluminium i had to first find an entrance to the underground -> exploration! today i would just dig a ramp downwards to the lower level... and be done in a few minutes but in a boring fashion. The other thing was the terrain 1.0 that had it boons when not overly relying on the terrain tool. I remember exploring the cave networks for long hours for resources and passages to the deeper levels - and back in the day the caves were tunnel like structures with some bigger chambers in between creating a complex labyrinth. now the caves are their own biomes that while looking nice with an individual flair they are less interesting for exploration: there is a lot more space, all chambers are if not directly connected to each other then just separated by thin walls that you can easily dig through always knowing you don't need dig deep to get to the next room. Exploring a maze turns out to be more interesting than a de-facto open space. And there is also the question of having a reason to explore. When i started exploring the underground my motivation was to look for tunnels that go downwards deeper and deeper to see what's down there (even through back then apart from resources there was nothing overly interesting there). If you think about that kind of exploration coupled with the quest to reach the core makes for a good gameplay concept in theory - as long as is cannot be simply skipped. The reality however is that nowdays there are hardly any tunnel connections between the different cave layers and even if there were they would be much easier to find in the vast cathedral like caves. But why even bother looking for a way down if you can just fast dig down yourself... soon even with a drill vehicle that can pave a ramp too to fast track the whole process even more? When i landed on last planet to unlock the core the exploration aspect left was nearly null. going to the core was swiftly finished with a ramp with merely a short look around at each cave layer before going to the next - no reason at all to say any bit longer. It is perhaps interesting to mentioned that "Subnautica" game had a terrain tool in its development originally too but it was scrapped exactly because how it impacted exploration because that game is focused around exploration. So it all sums up to (or TL;DR) drill mod 3 + wide mod + boost mod + canisters on the terrain tool or a diamond drill vehicle with a (soon available) paver renders underground exploration trivial and obsolete and that is where a lot of the original Astroneer magic came from for me. I'm not saying to remove these tools - not at all - because they are cool for building bases/infrastructure and other situations. But when it comes to the main quest it would be better to have some serious obstacles and challenges left these tools can't just steamroll, be it like diamond rocks they cannot dig through, reactive rocks that explode when exposed to air and drilled or whatever else that made exploring an important part of the game.
  3. some things that I noticed that the game could improve. 1 - name the beacon. for me, this is one of the weakest things in the game. when I move away from the beacons they disappear from the map, including the house signal. I don't know if this game has any map, but when I build a vehicle and I drive far from base . I lose myself every time. this is also true when I die in caves. goodbye items. another thing. add a textbox on the sign so I can name each sign that appears on the map. 2 - different saves I know it is possible to double the saves but it would be better to have a choice of list of saves or auto saves so if I mess up I can go back. I had to restart the game because I was stuck on a planet like the guy from "Let's Game It Out". 3 - skeen for free this is controversial. but I think it's a bit of a mercenary to have paid skins in a paid game. I imagine it is to show friends in an online game. but even so, I think there could be some skins that could be bought just by playing. or with a loot box or something at that level. 4 - a community of players. I don't know anyone else who plays this. :(. maybe there could be a way to play with people in the game or at least a public hub. 5 - first person view this would be useful for very closed places in the game. 6 - scanner something that could find warn about nearby mineral o other chemical. perhaps only with an audible warning. 7- shoot objects for example the glowstick. instead of having to get him out of my inventory to put it in the floor , would be cool to throw him in place using the game's weapon. 8 - liquids I really think it would be cool to have water, tar, and acid and lava in the game. 9 - a better way to transfer items from the backpack to elsewhere. the dragging process is very slow. 10 - some animals. I think this game is not violent so some peaceful animals.
  4. To put a long story short, my stuff keeps falling into the V O I D. In all seriousness I’ve lost a lot of time in resources that just sink into ground for no reason. This includes structures. I’d wager I’be lost roughly half my storage of materials, all the materials to build the storages that held them and a small army of tractors and trailers all to just sinking. I love the game but I’m getting real sick of it considering it’s happened 2 times in the last hour, it makes me not want to play to get all these resources only for them to disappear and never be found again save for digging to the center of Sylva which I’m beginning to consider.
  5. Ok. I've logged 6+ hours today given it's the launch day and I wanted to share my feedback of 1.0 so far. I'm currently on my third new game, reason being, the previous two started to get wonky with the quicksand bug, both player and tractor falling through the floor. Overall progression forces you off world, which I like, as certain resources aren't available on the starting planet. The tractors are great for mining in caves, but clear the floor, flatten things out, and close holes or else you'll fall through and face a severely difficult task of getting the thing out. Power management is insanely important, especially when you leave the home planet. Currently on the moon and put my base somewhere where I only get 30 seconds or so of sunlight, have no batteries, so it's challenging to keep anything running without generators or wind. That's it for now, my fingers are achy, good night!
  6. Love the game. Crossplay is smooth. But for the love of space the storm are just too much. And night comes too fast. Slow day the day cycle speed and the storms please. Thank you for the great game.
  7. So I loaded up the test planet, and decided to impose a challenge on myself: No using the resource plinth, or any byte below the given 100,000. Essentially, basic Astroneer gameplay. After setting up a decent starter base, I went to search for a cave system with better resources. After completely losing my sense of direction, despite placing a beacon and remembering which compass direction my base was in, I realized several things. The landscape was extremely hostile towards vehicles, even the buggy, due to how mountainous nearly everything was. I could not imagine how hard it would be to pilot a medium rover anywhere. Especially not through those forests. Beacons, which have an already debatable usefulness, were even less useful. The first thing to leave my sight was the beacon, and again thanks to the mountainous terrain, it wasn't very long into my trip. There are very few easy ways to not get lost when leaving your base. You could have the best possible memory, in which case, you're probably laughing right now. You could also make a tether system. While that's reasonable for shorter distances, longer ones just become extremely resource heavy, and can cause intense lag when placing or moving a tether connected to said system. (I once landed a solid state shuttle half the planet away from my base thanks to a misclick, and had to tether all the way back, so I am very familiar with the two seconds of zero fps that can occur. It had no impact on tether systems that were not connected to that one, however.) You could build roads everywhere. While that would work perfectly and fix most, if not all, of my listed problems, doing so in the first place would be extremely tedious. Note that I'm not complaining about the resource generation or "missing gameplay" as the description of the planet in the loading screen puts it. I understood that going in, and while it was a little annoying at times, I knew something would be done eventually.
  8. In general I like the semi hand holding tutorial that also requires you to free roam and to look at all the ui highlights in order to present you with different aspects of the game. It all comes together prety well but i've go a few remarks in the "learning game mechanics" department: - how does our astroneer suddenly get the recipe for the "can" ? It magicly appears when you have enough resin after you managed to get the research power restored. But there's no iterative process involved as to what causes you to unlock the can. By auto unlocking a can when you dig up resin, players are going to think they're unlocking catalog items by collecting resources, which is kind of a confusing lesson. Then you have the data vault which contains the chair unlock So maybe we should be able to find the can and the chair in the same vault to avoide giving players the wrong impressions about the mechanics ? So that it's lcear that you unlock the can from vaults instead of it magicly unlocking from resin collection.It's also maybe helpful to telegraph the launchpad embedded large platform as "being able to receive small generators". When you are required to build the chair, this will drive that point home for new users. Afterthoughts about the continuum of the tutorial: What I Do find cool is how you have to use your thought processes to overcome the red (undiggable) terrain in the cave to get to the vault. This requires you to explore and that is the main core of the game. But because the tuorial is semi handholding in that you have to do some successive actions, it's not clear before you have done the extracting resin/create can tutorial bit. How does the tutorial fit into the continuum ? You crashland on barren, and it seems to be something that is outside our main starting astroneer universe. Yet when you start a real save, you'll also be lanched in the same pod but for whatever reason you DON't crash. And then you're having the things from the tutorial unlocked. So will the tutorial fit more into the universe ? Will you, - when you return to barren later - see the tutorial environment again ? Because that would mean that barren has to be a "fixed moon" with no random terrain generation. I'm just theory crafting here. Or will there be a dedicated introductionary planet ?
  9. Hello! Very much enjoying the main game and stumbling my way through the learning process pre-tutorial. Overall from the other feedback's i have read it mostly comes down to taste, do they want hand holding or not, lots of it or just a little, more story or less. I will just give my single opinion. I liked the Tutorial, it was fun, seemed to have a story, I totally crash landed, all my stuff is broke, and now i have to scrap something together off this old abandoned base. very neat. Tree tap, totally want that in game, I never use organic for anything previous to this, if i had some trees nearby and that tree tap, i would use ALOT more organic and the generators. Shuttle Raised Platform, Yes please! that thing looks great and would really set how important getting off planet is and make it a bit more of a big deal with such a impressive building to spring off into the greater star system. Also making a separate landing spot not attached to the normal vehicle bay is good. [In general being able to make larger more permanent things would be cool.] Old abandoned bases, and equipment to salvage from, i would like to see that on planets as well. adds a bit more interest to the surface world. Great job guys, I know it wont please everyone but at least the tutorial is optional for those that don't want any hand holding. -Bandit
  10. So I just played through the new tutorial world, and I think it's pretty good. So; my feedback: 1) For the shuttle, you should have to build an Enclosed 1-Seat, as an open seat would expose you to space and make you die (Also preventing people form using the shuttle with an open seat on it) 2) The building the shuttle is on is really cool, and it'd be nice if we could get something like it in the game. I'd love to be able to build a dedicated shuttle platform; and also the landing bubble could be a different colour to indicate it's a platform like that. (And any landing bubbles around your base already would be disabled if you had the platform) 3) The data bank box you find to get the blueprint for the seat. Is this actually in the game? It'd be cool if you could find those, but be able to transport them back to your base. (And they'd have special blueprints, or perhaps ones for progression; whichever) 4) The organic tap. I really loved that, it should be something you can craft (Plus, it would make trees useful.) That's all I've got so far, overall I like this new tutorial. PS: The new icons and tooltips for resources are really cool! I love that new system. I think every T1 item should have a tooltip like that, explaining its purpose.
  11. I started playing the game knowing nothing about it. I hadn't watched any videos or read anything about the game - I still haven't. The base building and early exploring is fun and a chilled experience. I enjoy the trial and error aspect of figuring out how things work and experimenting with different materials. I then unlocked a vehicle, loaded up with Organics for my small generator and set off on a trip. I am now lost have flipped the vehicle three times and am currently sitting at the bottom of a cavern. The plan is to get back to base and it does feel like I am alone and in danger. Issues I have discovered: you can tether to a platform that isn't connected to a power source and it still functions. The "snow" or "rain" effect causes slow down. In full screen mode on a 2 monitor setup the mouse is not restricted to the game screen. When transforming the landscape it would be nice if when you fill, the colour of the collected material is the colour you fill with - not grey. Still enjoying the experience. Wish me luck, I will get back to my base...one day.
  12. It's only been a couple of days since the research update, but it's always time for a good ol' constructive criticism and feedback for the new features. Take a few reference with these questions for starter. How are the new mechanic compared to the previous one? How can the new mechanic be improved? What improvements can be made for the new mechanics? What are the pros and cons of the new mechanic? What problem to do have with the newly added mechanic? While we're at it, I'll start a poll in this thread, since I always wanted to start one in this forum.