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  1. Summary: 1.16.70.0 - Steam - Fuel-less Re-landing on RESETS DESOLO Description: The Short Version: Going back to Sylva after first trip to Desolo, I didn't have enough fuel, so I had to re-land my shuttle. I touch back down on Desolo, and EVERYTHING I'd done there was gone — Desolo had reset! The Long Version: My first ever playthrough, and I go to Desolo for wolframite. I leave with a small shuttle, oxygenator, and solid-fuel thruster. I decide to land by the gateway cube and make my Desolo HQ there. I land, poke around, have trouble finding a natural cave entrance, so I figure I'd blast off again and poke around on the other side of that moon to find one. I do that and still don't find a cave. I decide to go back to spot #1 and just keep digging down from the surface where I'd already been digging resin until I found a cave. I find a cave, wolframite, and half of a set of jasper chess pieces, I build a bunch of stuff — you get the idea. I load up the shuttle to go back to Sylva. I know I'll need to do two trips with the amount of stuff I've found, but I also know I have one use of my thruster left because the description says four uses and I'd already used three. I blast off, I get a pop up message saying I'm out of fuel, but then I can't click anywhere on Sylva to land. I didn't get the "planet selection" map or see any "landing zone" gray bubbles on Sylva. I thought I must've misunderstood how the thruster worked, but I see that I can click on Desolo again. I decide to land the shuttle on the pad I'd already set up back at my Desolo base, but there's no "landing zone" bubble to click on for that spot. I click next bubble over to land, and head over to my HQ area on foot. Nothing I'd done is there. The digging, the modules, the vehicles — everything I'd done was gone and Desolo looks like it did when I first got there. I go back to the shuttle, exit the game and close the program. I restart the program, and reload the game, but Desolo in still in it's reset state. The weird thing is, my ship and backpack still have everything I'd loaded them up with earlier (not any the chess pieces, sadly). Aside from not saving all of my progress to the same save file again so that reloading at an earlier point is rendered impossible, anything I can do about this? It seems to me like I have to start over if Desolo's glitched like this. Also, let me know if you want more details for troubleshooting purposes. I've attached some "before" and "after" screenshots of that area of Desolo, including ones I took as my shuttle lifted off the last time. Platform: Steam Version / Build Number: 1.16.70.0 Specifications: OS: Windows 7 Home Premium (Yeah, I know it's not being updated anymore.) CPU: Intel Core i7-6700 3.40 GHz GPU: NVIDIA GeForce GTX 980Ti 6GB RAM: Corsair Dominator 2x8GB DDR4 1600Hz Drive: Western Digital WD Black 2TB
  2. Recently, I was wondering if I could still get the Galactic skin while in creative mode. I would only go into creative mode to spawn lots of scrap, then turn it off again. Is it possible that I could get the galactic skin if once in creative mode?
  3. Platform: Xbox one Bug: Before saving and quiting yesterday my exo cares initiative salvage progress was approximately 2500, up loading my game today the progress was reset to zero. I also was not able to claim the hat after progressing passed 1500 yesterday ("No Rewards Pending", nothing unlocked in customisation menu)
  4. Summary: 1.11 - PS4 - Salvage initiative not saving progress Description: When doing the salvage initiative multiple times I have saved and logged out and came back to progress at 0. I have put several hours and about 12495 or more points into the salvage event. I have duplicated off my main file for testing. There were time where I would load in at 0 and times i would load in at 495. During the initial salvage run on sylva I accrued roughly 5-7k points. I saved via tractor then saved and quit to title menu option. Came back to 0 points. Later on I moved to Glacio to farm research and to try the salvage initiative again. Open salvage and it showed 495 points out of nowhere. Roughly 8750 points later I saved on the tractor, saved on the small shuttle, flew to sylva and saved at the base, and finally save quit title. now im logging in and only see 4950 points Platform: PS4 Version / Build Number: 1.11
  5. Not sure what direction the game is taking. Like many new developers, they seem to take their cue from core players. Also like many new developers, they begin changing the very things that made it Unique and enjoyable to the core players. I would offer this penny wisdom. When you hear that your core players want things to be "harder" or "more challenging" you are making it that way for everyone, including brand new players. Many of the same players who ask for the difficulty and challenges will later ask for “quality of life" items. In terms of development hours, you are making it hard, then creating all new "and a growing" lists of artifacts to offset the grind or Difficulty. Every time these changes are made, you'll hear "well that's great, but still not quite right" or "they did this, but what about that?" By far the very worst requested additions or outright changes are just plaguing games. I term them these requests as, "gamers who want to play dress up in their barbie house on the farm, while being far, far away from the west side trolls, who want to overly engineer their lair full of stolen items." Commonly referring to more skins / appearance controls, base building, farming and pvp. There is an expectation of restarting a game during Alpha and Beta play. Core game players knows this. The game is Under development, which includes testing, breaking, and fine-tuning items and mechanics. The core players are acting as debuggers first, giving feedback second, and in some cases may make suggestions May make it into the game. Once released, out of beta into full release the game is done. New players in Full release are not debuggers. Development that continues on a full release should not occur, unless the full release has bugs not reported before, due to a larger audience. By continuing to develop and making major changes and additions to a game, puts the game Squarely Back in Beta. It is Not a Full Release. The concept of working on a full release game with patches to fix issues was not meant to become a way of life in our games. Introducing any of this into the Original completion line messes up the new player base. Players who came to the game to explore, discover, and accomplish needed tasks deserve to revel in the same atmosphere, learn the process, and enjoy uncovering the mystery. This is not only off-putting and grindy, it's downright unfair to those who are using what free time they have, to attempt to get to the end game, That's the Gift. It is not a gift to lose progress because of updates and game breaking mechanics. Forgive me if catering to the current players and their revenue stream is the priority. Please understand, as I approach 1200 hours, that I include myself, even as I have created multiple ways of playing, but do not stream. What makes things worse are the requests made by players that are not Playing the game. They are done with the game, some never played the game, or they are in exile from other games. They ruin games by cutting off the legs of great concepts. Allow me to repeat, THEY ARE NOT PLAYING THE GAME. These players are intent on building a McMansion or the Scariest Armed Private Settlement. Including but not limited to, furniture, decorations, windows, flooring, etc. By and by the requests lead to "creative mode". It's not cheating, because they Don't want to play the game.” Other players chime in with "we just want to get our stuff back." Playing multiplayer with the creative McMansion players is not a game. Instead they bring other member players in to fetch them things while they create something inside a game that already has a quest line. On the other end of the spectrum, the adversarial players who brings in a small group of like-minded antagonists, hell bent on demoralizing and burning down everything outside their territory.Was that part of the game? Playing through the challenges and surprises to get to the end, only as long as we didnt have to lose anything? Or is it more a consequence of making too many changes. To be fair, the Original game quest line was not overtly difficult, so this mode is not about the game being hard. If there was no clear idea of How to expand on the Original concept, and development is still taking place, then take more time to consider how to keep it Unique and less time Morphing the game into a clone of another game, “ It sort of reminds me of InsertGame a little. I wish it had xxx”. Having said that, if I may offer some examples that I feel emulate the Unique concept and still manages to grant the non-players a way enjoy gaming their way. Old suggestions always return for a reason. The Origin end game should allow the player to enter a new universe, with new planets. Not Additional Planets in the Same Core Completion line. Not the same planets with a new look. (At least not so similar that it's an obvious reskin) This would give long time players the difficulty and challenges. If it cannot be implemented because it is so much work that it's really another game, and no sarcasm intended here, perhaps stop working on the finished game. The completion of one area Without bringing in items from another completion line offers a new challenge for players and less coding. Being brought to or landing in a new quadrant or universe without old objects also allows for greater stability and all new dynamics. (If time and code permitted, wormholes for travel would stay in concept, if connecting these places ever took place.) Challenges do not necessarily involve making every planet and place more and more hostile, but could offer more realistic challenges. Non rotational gravity gradient moons and asteroids etc.. Abandoned space stations objects and satellites to investigate, scavenge, repair or destroy. Occasionally finding meteorites. Meteors, asteroids and other celestial debris offer many different things in terms of craftable materials as well. New objects, "including appearance related" outfits and or uniforms with specific equipment attached to each that is needed to even go to a planet. Like any new environment, many things that works on an M class planet do not work everywhere. With new quadrants or a new universe come new travel. This would allow a Defense Force Astroneer a PVP system of their own with molten ground areas, heavy gravity, habitable and inhabitable zones and radiation. Terrain tools that can be modded to spray say, cataplant like orbs. Larger ships to carry more people. Some of these environmentals and objects can cross over to the New quadrant or universe as well for quest line players. Having One M class planet with a stable atmosphere, would be a surprise and welcome change for a Farming Astroneer, that can plant and grow a variety of space plants, both eatable and craftable. It would however carry with it a metric for depleting health on such a world. Using seeds and spores found throughout the system give them a quest line as well. Planting eatables and fiberlike plants that produce other crafting materials. They could create potted, vertical and full in ground farms. Sharing such crafting objects with a Terraforming Astroneer, who can do the same thing within a portable atmospheric field and mini hydroponics. These players could be working toward terraforming specific planets or moon types. Items that can extract water vapor from propellants. Upgrading a portable atmospheric field to create a large artificial atmosphere by recycling gases locked in sediment, up to a cyclotron, inside a Bio-dome like structure. These challenges include getting to another planet just like now. However, rockets may not work for some explorations. Realistically, not every place would permit large ships. Some places are truly made up of liquid while others or too hot or have zero gravity. Taking a Shuttle for small hops, or deployment craft from an orbiting mass may be the only way to get there. There will also be a need for Specialized vehicles, tailored to those environments. Again, realistically, some places cannot use a buggy, or rover, but a hovercraft, or subterranean craft is needed. With ancient knowledge, scattered throughout the system in various forms, is the information on How to reach some places otherwise inaccessible. These objects may contain some specialized material or item that is needed to get there. Creating a forward base, having telescopes, specialized life support, a compass or GPS, a communication relay, energy beams. All this would be a great adventure for an Explorer Astroneer. Creating Hydrogen cells, Solar cells, and Methane cells, for energy. Or all new forms of energy never heard of, for a system that is not like our own. Jump drives, Hyper drives, Warp drives, The aforementioned worm holes, black holes and Einstein-Rosen Bridge seeing what a place looked like before. To me, this is so much more awesome than making it harder, adding quality of life items, making surfaces perfect, playing games with the game, adding more, bigger, or additional controls on already existing items. Save it for the bigger game. This game is a wonderful experience, and I truly appreciate all the work that has gone into it.
  6. XBOX ONE X ... Controller I spent hours setting up bases on each planet, trying to complete achievements. On the way to the core of Atrox (my last planet) the game crashed. When I reloaded my save it wasn't the most recent but it didn't set me back too far. Trying to catch back up I saved in shuttle then save and quit. Everytime I load that save now it's at the point the saves stopped working. No more progress can be saved. Thinking I made the file size too large, on the third attempt I made a moblile base to take to each planet. Unlocked all cores and was working fine not exploring or even modifying terrain unless necessary. I loaded the save just now to find all of the costume unlocks are locked again. Hours and hours just can't finish my