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Wolfiesden posted a topic in Support + SuggestionsFirst, thank SE for keeping up the work! I played several hours last night and figured I would make note of my initial impressions. In case anyone at SE would find it useful. Rovers: ****o (4/5) The rovers, at least the medium ones are back to being reasonably drivable. They seem to stay on the ground. They don't want to wheelie. And they seem to navigate obstacles with reasonable fluidity. I built two, one to drive and a flatbed to tow. And for the first time since 201 dropped, the trailer spent 99% of its time on wheels rather than flopping around like a coho salmon on shore or upsidedown being drug kicking and screaming to a dentist appointment. It was actually a pleasure taking a lap around the base. At least the medium one is back to fun again. Didn't get an unlock for the large rover so jury still out on that. But if its anything like the medium rover, life is good again. The controls however...thats another section... Rover controls: ooooo (0/5)(If I could give them a negative score I would) They are God awful. Still. Completely non-intuitive. The direction the rover should go in should not be a factor of which direction the observer camera is pointing in. Its not intuitive. As bad as they were pre-201, this 201+ control layout is FAR worse. This patch did not make them worse, 201 did. But this one did not make them any better either. They are STILL unpredictable. How about scrapping them totally. Please. Use controls that virtually every driving game uses. Right trigger is throttle. Left trigger is brake (or reverse if already stopped). Leave steering and camera movement as is with the exception of removing fore/back function from stick moving it to the triggers. Again, everyone who has played Grand Tourismo, or Forza, or any other game that has driving in it, already knows those controls. And for God's sake, for the purposes of "forward", that means forward with respect to the ROVER. Not forward based on what direction the camera is facing. If I am looking out the rear of my truck and I press on the gas with it in drive. Guess which direction the truck is going to go? Right. Forward. Every driving human on the planet understands that. But thats not how it currently works in Astroneer. If I am looking backwards (camera angle) and I press forward, the rover goes backwards (in reference to the actual rover). If it worked like that 100% of the time, it would be at least tolerable. Unfortunately it doesn't. And its not. Sometimes it goes in a different direction than camera if the rover is moving, or sometimes not. Sometimes it goes backwards if the camera is facing sideways. But sometimes not. The unpredictability is the issue mainly. Please take momentum out of the movement controls. Please take camera angle out of the movement controls. Pressing forward (whether its on the stick as it is now or if moved to the triggers like most driving games) should ALWAYS without a doubt apply power to the wheels of the rover to move it forward in the direction the ROVER is facing. Period. No guessing. New Energy use model: **ooo (2/5) Yea, it SORTA makes sense. But not totally. Like it says "NO Power" but you can still dig? Eh? I HATE, repeat HATE the lack of trickle on the backpack. HATE it with a passion. Can't really stress enough how much I really HATE it. Once you run out of power, its lights out. Permanently. Really? Grr. It is, to say the least, the most annoying change in this patch. Hands down. That said, not sure why if I am out of power and my head lamp doesn't work nor does the work light, why then do they suddenly work when I am hooked to a tether? That said I mean a tether connected to a base that has NO power generation. It was JUST my habitat. No power. No generator. No solar panels. Walk out of the range of the tether and the lights go out. Walk back and get a hookup to the tether and lights on. Huh? Where is this mysterious power coming from with no power generation? It doesn't charge the backpack. But it lights the lights. I don't get it. Bug? I presume that being able to mine even with "No Power" is a bug. And if fixed, that means if you ever do run out of power and don't have organic (I refer to the beginning of a new game here), you are totally screwed. Start a new game. Before, with power trickle, you could recover from zero power. But now, there IS no recovery if that is indeed a bug (mining with no power) and its fixed. It sets up a deadlock condition. You have no power. You require organic to make power. You can't mine organic because you have no power. And you aren't getting any new power unless you have organic. Again, game over. The prior power model made MORE sense than the new one. You couldn't mine without power. But if you wait you will get a trickle of power so you can mine some power resource or eventually get an organic by mining it slowly. But you were never totally screwed. Seriously delayed. But never screwed. Maybe I am being obtuse, but I really don't see what problem the new power model fixes. But I see the problems it creates. For no apparent reason or gain. Initial Research **ooo (2/5) No longer having the small solar, HATE that. I don't like the shift to copper use for it but, well, it makes sense logically, technically. But not having it unlocked and having your ONLY source of power being a generator that you have to mine organic to power. Yea, not thrilled. Especially with the new power recharge model, or lack there of. I so rarely ever made a small generator simply because it REQUIRES babysitting. I prefer to use renewable solar and wind. They just work which means I don't have to feed organic to something every minute or so. The initial discovery method is, well, interesting to say the least. You instantly unlock mostly useless tech (wide/inhibitor/narrow/etc) that isn't overly useful until you get a reasonable foothold. Yet you really have to work to get the old renewable source, small solar. I really think the small solar should be back to unlocked at the start of the game, especially given the new power non-trickle setup. It was also a bit unclear as to what event actually unlocked the "pack". I wasn't focused on the screen. Might have said "Explorer pack". Not sure. But if you aren't looking at the bottom of the screen when you do whatever it is that triggers unlocking of more tech, you would have no idea it had happened. And yea, I know its pre-alpha. And yea, tooltips and popups will come. Eventually. And perhaps that will at least clear this up a little. But, it just feels wrong the way it works now. Can't explain exactly what it is that feels wrong. But something, I dunno, something. Initial Power oooo (0/5) Are you flippin kidding me? I land on a remote planet with a tiny smidgen of power in my pack? Really? Why is the backpack not FULL when leaving the station? What, it couldn't have been charging on the flight there? Someone forget to plug it in on the station before launch? Just don't get it. Guess what power level Niel Armstrong's PLSU had in it when he stepped out the door of the Eagle? 100%. Terrain as Resource: ***oo (3/5) I know its new. And will take getting used to. Its good that it creates another reason for resin. But seriously, no more raise or flatten without canisters full of soil? I get that the old way didn't make a super amount of scientific sense. But it really alters your ability to get around and fills up your backpack with more things. Jesus. Its getting to the point where just to go do anything, your pack is 3/4 full of crap with only a few slots left to store what you actually went out to get in the first place. Before SE broke rovers, I used to enjoy running around the planet. When I came to a ravine, I could build a bridge across. Now, if I don't have a canister of soil, I can't get across anything. Or down in a hole. Or God forbid I fell in somewhere and needed to get out, without a canister, I am good as dead. Can't build up to get out. Can't build a ramp to get down or back up. And if I did have the canister, it would take so much time to fill it to build a lump to get out of a hole, I would die of suffocation before I could get out. If still being able to mine without power is NOT a bug, then lying down a ramp without soil should also work. Maybe preventing the terrain analyzer from laying down a specific color without source canister but still make the "i gotta get out of this hole default gray" still an option sans canister. Sediment Extractor: ***** (5/5) Freaking LOVE it. Damn good looking model, sound and animation. Good job guys! Freaking well done! For this, I am ok with needing canisters. Just to make the terrain tool work, NO, hate canisters. I am going to have to mull over whether the trade platform makes sense to build anymore. I am thinking this is going to be one of the first platforms to go up in new bases. With its ability to take one sample and duplicate it infinitely, it is, well, game changing. The only drawback is that you must have a sample. But, honestly, it makes sense and I am ok with that aspect. One suggestion though, as I found out you don't need to actually scroll left/right to select what to make, why have that interface at all. Simply have a ghost sample "Place Source Sample Here". After tinkering, I realized you could just put in whatever sample you wanted, no matter if it was set to "Compound", you could just put in Lithium and it figured it out and made lithium. So I really think the left/right sample change interface is moot. Large Shuttle: ooooo (0/5) Large shuttle I used to love. It had ghost hydrazine nodes you could just click on to fill. Now its a total pain in the ass to fill fuel. There is no ghost to click on anymore. Now you have to drag a hydrazine filled canister from your backpack onto the node. Wait for it to fill. Click it to detach the empty. And finally stow that in your pack (or elsewhere). Over. And Over. And Over. Filling it is so s....l.....o.....w. Please put back the hydrazine ghosts. At least that would speed the process up reasonably. I labeled this "Large Shuttle" as I haven't unlocked and built the medium shuttle). I presume it has the same issue. Hydrazine Catalyzer: **ooo (2/5) Start with the model. The model, sound and animation I DO like. Not as good as the Sediment Extractor but still really good. It sounds good. It looks good. What I don't like is the fact it exists. Its just another chore to babysit. More resources to micro manage. And it means if I land on a remote planet low on fuel, I am not getting off until I build another base and build another catalyzer and mine resin (praying there is any) for base and canisters. Gone is the ability to pull in, find hydrazine, mine some, top off the tank and head off to the next ball. Research: **ooo (2/5) Its still random. You have no choice in outcomes. I did notice a reduction in consolation prices of resources. That part is nice. But I think having a choice in some sort of tech tree that the player can visualize and select what to research would be more enjoyable. I did get the large shuttle pretty quickly. The smaller shuttle took more research. Never got the large rover. And it took ages to finally get the medium and large storage that are pretty necessary to getting off the initial ball. Death : ***oo (3/5) Ok, I figured sooner or later there were going to be consequences rolled in for death. I just didn't figure on a long animation being the consequence. Load time: ooooo (0/5) Its still bad. If I ordered a Jimmy John's sub over the phone and started Astroneer at the same time, I would get my sandwich delivered before I would see the space station in Astroneer. I don't think I have any other game (PC or Xbox) that takes this long to load to the main screen. Either from in-game or from the dashboard/desktop. Wow. I have to admit that some of the objections are likely biased because of playing it under the old systems. That said, its not a bad patch. But its not as great as I was looking forward to and made changes to things I don't really understand the reason for doing. Yet. Maybe after some more play time with the new systems will change my feelings about them. But first impressions are a one shot deal. So i figured I would get them down in print while that first play feeling is still fresh. I am sure this will garner some negative feelings from other players. Thats fine. These are MY feelings and MY thoughts on the game. You are welcome and free to have yours too. Each of us experiences things differently and have different takes on things.