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Found 12 results

  1. 0) Use "C"/"V" to change color of signal wire for future complex logic system 0.1) increase (double?) distance for wire if possible... 1) How about And/Or gate? a) it's looks like a sensore with pin and the same interface except "F". "F" opens config panel (see image) b) we can connect up to 4 (6/8?) input signals from other sensors or gates. c) each input has 2 states: "Active" (green?) and "No Active" (red?) d) gate switches input's states when receive signal from this input and remember that state. e) Logic: AND: When some input state become "Active" we will check all inputs and if all of them "Active" we send output signal. OR: When some input state become "Active" we send output signal. f) Clicking on inputs changes the current state of these inputs: "Active/No Active" to adjust the logic schema. No output signal will be sent during these changes. g) Click on output will send output signal for adjustment of logic schema and debug purposes. 2) Change size if pickup and drop off area of arm ("C" for one area, "V" for second). Now it's fixed. It would be perfect to adjust it for tasks like: small area (radius is 1.5 times smaller of current), medium (current size), big (radius 1.5 times bigger then now). 3) Sensore of storages in some areas (like pick up area for arm with size adjustment). So we can just come on the vehicle and the system activates and unloads the vehicle. Then when storage became empty the system switched off (exactly like storage sensore but area).
  2. Limitations (like finite health, or oxygen) - are super cool in Survival (Basic Mode), but in Creative Mode - it's pitiful when players couldn't properly focus on their creativity, being constantly distracted by new Survival mechanics, which always comes along with big updates (like Automation ones). For example, the current need to constantly seek for resource deposits, to place (or replace) dozens of Auto Extractors - definitely must have it's own checkbox in Creative Mode options, to make all resource deposits infinite for Auto Extractors. In general, for any future update - I wish developers will always timely balance limitations they added to Survival with analogous new unlimited options in Creative Mode, to keep our creative minds clear :)
  3. As you all know, there are only two reasons to go to Atrox: getting Helium to make Nanocarbon Alloy (and from there RTGs and other endgame items) and of course There's literally no reason to explore it, as it doesn't even have specific resources like all the other planets do. It feels like a missed opportunity for the hardest planet in the game to be the least rewarding to traverse and explore & encourages players to just set up a base and never move from there. I think Atrox really needs some work put into it, so it's not just a case of "go there, set up an atmospheric condenser with an RTG and call it a day". Given you HAVE to go there if you want an RTG, it only seems logical to make players want to explore it and face all the hazards that SES has put effort and time into making. So, here are some things I think could make it interesting: The easy solution: add some normal resource (ie not gas, but a mine-able one) that spawns as primary, so in the cave layers. Given the planet's radiated nature, the logical choice would be Uranium. Possibly make it rare-ish, so you'd really need to explore caves facing all those beloved rocket-launcher plants to find it. This resource could be used to craft some endgame items. Also you could possibly need to make some radiation protection armour to prevent getting irradiated to death from uranium clusters. Make its research-able samples have a very high byte count (ie 10k or more bytes) higher than that of Glacio's samples. That way the challenging exploration + hauling of the samples needed to research them would be paired with a good reward. This would probably require rebalancing Glacio's samples as they simply break the research system. This ties into #1: add a system whereby you can find something like ancient technology scattered around the planets (not the usual debris, something else entirely) which you can then use to build some real endgame machines. I'm thinking a helicopter or some other sort of flying machine with which you can take off and land anywhere. Add some sort of fauna that has evolved to withstand the radioactive environment; you could potentially tame this animal and it would help you out while scouting caves etc, killing harmful plants and such and it'd be a companion similar to the cuddlefish in Subnautica. Post your ideas below!
  4. I would like to see keyboard and mouse implemented into Astroneer it is very important to me on Xbox. The game feels almost unplayable on Xbox due to the lack of maneuverability and the precision needed to play the game fluently. I am sure the game devs could work something out and implement keyboard+mouse support, because there is not much work to do left, half the work is already done, keyboard support is in the game, they just need to add the other half. I have already tested the keyboard and it works just like it does on PC, I know this because I have played PC version. I would love to see this feature added to Astroneer not only to make the game more playable to the Xbox community but to also help with problems with controller. I absolutely love this game and almost have your completionist achievement for my first run, I think I am 5 achievements off. I don't know if the game devs will ever see this but I hope they do and I hope I can do my part and see this awesome feature added. Thanks again to Astroneer.
  5. Why cannot you guys add a "Zerg" invasion system to attack players' bases? Or add some hostile or neutral creatures? Or add some Boss and plot to this game as a Charged or free DLC?
  6. On Glacio in the 6th or 7th cave layer (one cave layer before the cave layer with the big purple towers) I found some "Mortar Plants", the ones that throw red bulbs filled with toxic gas that explode after a set amount of time at you, that didn't seem to work correctly due to the lower gravity that's present in the deeper caves. Watch this: https://streamable.com/doybw Due to the lower gravity the red bulbs that are supposed to land near the player's position at the time the red bulb was thrown midair are flying through the air for way too long and don't even hit the ground once, hence the mortar plants can't actually damage the player even if they try, unlike the mortar plants at the surface or in the upper caves of the planet. This is how you could fix this behaviour: make it so the red bulbs that they throw are unaffected by gravity the red bulbs explode shortly after they hit the ground once the mortar plants throw the red bulbs at lower angles and with different amounts of power behind each throw 2019-02-13 15-54-27.mp4
  7. I've always enjoyed playing Astroneer but I feel like it would be much better with splitscreen. I play video games with my brother and it sucks that we have to take turns playing. It would be much more enjoyable and make exploring/building much easier and much more fun it this feature was added! I would love to see this happen and I know the community would as well. Keep up the great work!
  8. I was able to get a couple of hours in before work this morning and am pleased to say to 1.03 update is looking good, shame we couldn’t get it day one but patients paid off in the end. Can’t wait to get stuck in and find the lag big purple on sylva before going to the center, fingers crossed it will remain stable as I go down deeper good stuff guys
  9. Hello there! I've been playing Astroneer for quite a while, had my share of experiences, both frustrating and exciting ones, and multiple times (like most of us do while playing an early access game) I've wondered how the game could be improved for some situations, applications, etc. Astroneer is mostly about exploring. Sure, there is base building, ressources collecting, but in order to do these activities, you first need to EXPLORE! And, unfortunately, in my opinion, the game doesn't (yet) give you the proper tools to efficiently explore, at least not like a bloody future spacetronauts would do! How many times did we had to turn our backs to a cave so deep building a ramp would take forever, how many times did we really wanted to reach that item we saw down below but were too lazy to tether down a path towards it, etc. So I present you my very simple idea to, honestly, greatly improve the exploring experience: Rappel. Boom, right? I'm no coder or game developper, but I strongly believe this could be implemented at some point. We have an ability to anchor small objects to the surface (extenders) so why not think of a tool, build-able from the backpack after a low bytes cost reasearch - and for common ressource like... organic? - that would pretty much work like an anchor point for a rope. You'd place it on the edge of a cliff, cave entrance, etc, and use it as a purely vertical way of mooving around, then pick it back up... A small "vaulting, climbing" animation would be needed of course, but at least we would be able to do so much more, and so much faster. The lenght of the rope would be limited, but it would be enough to decend safely into a hard-to-access cave, crater, hole of any sort. And remember these hanging plants that grabs onto you or objects and pull them up towards them? How about going back up the rope use the same work-around? Anyway, this post is already too long for such a small idea, but I think it's a rather essential one, especially for an exploration game. There is no way to efficiently progress vertically through the terrain (yet, who knows, jetpacks incoming??) and I think a simple rappel mechanic would be fantastic... - Grappling Hook? Gun upgrades that lets you shoot a hook at a relative distance and hang like Tarzan to fly over a gap? - Ladders that could be packed and deployed wherever you want? - Hell, an elevator system?? Have a nice one, thank you for your time.
  10. My idea on how to further the rovers is simple. The graphics are gorgeous, the design is flawless but the handling and terrain navigation is not what I would expect to see out of such an enormous vehicle, even for the little guy. My "solution" or "improvement" that I would like to see is to make the rovers, especially the large rover, move slower. In addition the controls (forwards, reverse, turn) would be fixed to the vehicle cardinal direction and not the cameras. The same issue I found with Call of Duty WWII campaign, when you assume control of the tank. It does not handle as expected, rather you have to perform witchcraft to maneuver the vehicle to go in the direction you desire. The next one would be with the grip of the vehicles. With the vehicles weight and the fancy sand tires, I fully expected to be able to pull the vehicle along the alien surface with ease and to be able to climb hills easily. It is not so easy. You also don't drive the vehicle. It feels like your'e ice-skating around the map with no sense of control or direction. TL;DR - Make the rovers feel heavier, give them better grip/stability, and make it feel more like a vehicle than ice skating. Sincerely, Smitty Werbenjagermanjensen
  11. I sure hope that the Crane would have a separate socket for a work light. See the video, where I fail to drill because I can only have either light or drill installed. https://clips.twitch.tv/HelplessPiercingLeopardStoneLightning
  12. Let me start off by saying I've been playing this game since July of this year. This game has come such a long way, and I am happy to have been part of watching this game crawl up from something that was nearly unplayable on the console to something just amazing. 10/10 improvement arc thus far. To help with that, a list of things I've noticed, want to suggest, or otherwise want improved. 1. Vehicles. Not as bugged as before, doing great there. However still noticing an old bug in a much less drastic way: vehicles are floating randomly. Or sinking in the ground. Kinda odd. Furthermore, any word on any new vehicles? Would be nice to have something bigger or smaller to toy around with. 2. Research. Amazing design, kinda quick to achieve every blueprint though. Could use a tweak or two for that. Just throwing it out there. It added a linear playstyle to mix where you were chasing after the next bit of tech you wanted regularly. Perhaps we should add in other features to the Research tablet, such as max vehicular velocities, drill speed/range/efficiency/width, shuttle hydrazine consumption efficiency/range, or having one terrain tool modifier node to not consume power when in function or consume less power per second. Just to same some ideas. 3. Trees. We need to be able to do something with the trees. They spawn there as research nodes but you can't do anything after grabbing the research off of them(if they have it). Otherwise they're in the way only to be removed via dynamite. Break them down into organic mats perhaps? 4. A new module for the base: A small objects fabricator. To fabricate smaller items in large batches at once rather than one at a time in the back pack. Large bundles of canisters, or tethers, things of that nature. Adding to this idea, add in there the research application to where you have to research the mass production blueprints. This way, even more things to research! 5. Lastly, any way we can get some sort of personal short range jet pack of sorts? One that is burst, not sustained, to essentially double jump? Could cost hydrazine. Just throwing it out there. A small list with a lot of potential! I really wanna see this game in all it's glory get done. And I hope everyone else on this forum agrees with these suggestions. Hope to see these ideas take off!