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Found 6 results

  1. 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.
  2. 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.
  3. 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.
  4. 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!
  5. 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.
  6. 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.