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  1. I was up early and came up with the idea for reintroducing the Exo Request Platform (ERP) outside of just events. It is somewhat hinted in the game that this module is meant for quests and i have some suggestions for it. - Using bytes players can unlock different levels of quests ranging from common > rare > epic > legendary > event > seasonal at different byte costs. Each new quest will cost a specific amount of bytes and is randomized from a pool. You can only embark on 1 quest at a time but you can choose the difficulty. while event and seasonal quests will persist throughout their featured duration. - common quests can be something where players will package or deliver backpack crafted items or tier 2 items - rare quests can be something like use the radar to find a specific non scrapable/indestructible object in the world and attach a radar to it. but requires completing the first radar feature in the planet (this would involve adding the radar widget to some of those indestructible objects) or maybe adding a repair tool that can be used to repair salvage or simply repackaging specific salvage to be delivered via the rocket. - epic quests can involve performing or delivering certain tier 3 or 4 objects to the gateway chambers and others this would involve adding some what for them to consume these objects - legendary quests can be something that requires the player to generate a certain amount of power to launch the ERP rocket. The above quests can be abandoned at any time, like cancelling research. - event quest can remain the same as they are now and are only available during certain events the devs feel necessary eg. Halloween, Christmas, charities, etc. - Seasonal quests is something i would like to see added to the game where you can start a New Seasonal Adventure and the season will last say 3-4 months where players have a limited time to unlock some Seasonal exclusive rewards cosmetic and other features during the season. however the seasonal file will be deleted or become non-seasonal after this period. These quests will only be available on a seasonal file and can range anywhere from completing the game or completing x number of deliveries eg. 50 common, 20 rare, 10 epic, 5 legendary missions to unlock the seasonal reward. Now those are just some suggestions as to what the quests can entail with multiple variations for each level as the developers see fit. as for rewards for each tier of quests its up to devs but my suggestion would work around -common - other materials, or items eg. trade 4 medium platforms A for 2 malachite or 3 scraps or 1 medium platform B -rare - can reward with a fixed version of salvage or some harder to obtain resources. so returning 3 salvage medium generators will reward with 1 working medium generator or materials crafted from chemistry lab epic - these quests can reward with rarer items like an RTG or canisters of gasses like hydrogen. legendary - quests can be something that can reward with in game currency used in the cash shop when that's implemented or for rewarding players with items a tier above the input. eg. deliver 4 tier 3 objects to get 1 tier 4 object Seasonal quests are meant to be long term undertakings since they will be required to start a new seasonal file per season. This is a relatively long post but I really enjoy this game and would really like to see it grow. These are just some ideas I have and hope to post more in the future. The TL:DR version Use bytes to unlock quests in the ERP that reward players with resources or items of equal or greater quality.
  2. Kurt Cobain

    Quests and Rewards in Game

    Hi ! i love this game. What System Era think about the quest and reward in game ? something like items in the inventory of steam or more cards you gain when complete a quest.
  3. Hey all! What if we had quests/mini quests in the game? I know narrative is coming in 1.0, but I have a few ideas that might be good to add: A. Use the zebra balls as ancient pods that would contain archaeological relics/relic fragments, or map fragments, or lore messages/items, depending on which type of ball we find (I've seen striped, checkered and dotted balls so far). Contents would be RNG, and the only way to open the pods would be through the research bay. Archaeological relics/fragments should be unique to each planet, and they could be tradeable for materials, technologies, or other relics/fragments. Also, they could be part of a game achievement (collect all relics from X planet). Map fragments would be collected to unlock a random planetary location in which an ancient city ruin would be located, with a chance to find relics, harvested materials and other goodies. There could be one or multiple locations per planet. (Perhaps also stellar coordinates to a hidden planet?) Lore messages could contain the history of the planet you are exploring, like holograms of its people, ancient texts, seeds, DNA blueprints, and the like. B. Have interaction with other races which could give you errands in exchange for technologies, items, materials, relics, etc. Interaction can be through a comm device in your suit (maybe another tab in your computer) or a panel that you open in your habitat. C. RPG elements in Astroneer, maybe? Character progression, character stats, etc. The higher your stats, more technologies and planets available to unlock for you. Evolve and integrate the current "bytes" system into a "tech" stat for your character. It can increase from visiting other planets and gathering more diverse tech from those, opening research pods, or from quest rewards.
  4. My sister and I bought Astroneer around Christmas of 2016 and absolutely adore it. She still goes back and plays it rather frequently, and I've joined her a couple of times, though I've found myself less engaged by a lack of things to "do". I'm excited by the roadmap, and like what I've seen about player homes and customization. I think being able to make a mark on the world that I'm proud of would be a big boost to the galaxy of Astroneer. I'm sure you'll do wonderfully with that. My suggestion is less related to that and more related to narrative experiences in Astroneer. My three ideas: Settlements, Quests, and Recruiting, are all focused on creating meaningful interactions with in-game NPCs that could give the game more depth. SETTLEMENTS Imagine: your rover is pulling over a mountain range on your planet and, in a valley in between the peaks, you tumble into a strange and unexpected place. It's a village! There are a few constructs, a few simple NPCs with wonderful cartoonish design milling about, and one of them waves to you. Why It Works in ASTRONEER: Astroneer is filled with a gleeful, wonderful optimism and sense of discovery. Discovering a settlement would provide a sense of wonder, create a strong landmark on a planet for players to want to come back to, and could provide opportunities for furthering the player's goals and even creating new ones. Possible Types of Settlements: An alien village - these primitive aliens don't know anything about space travel. They are cheerful and simple, perhaps with a system of caves built into the mountain as their home, or with homes built out of local flora and fauna. They will happily give you a piece of valuable technology or research. On a grassy planet these fellows might be farmers with rice paddies. On a tundra planet they might appear to be eskimo aliens of some sort. An alien astroneer site - these spacefaring aliens are noble, well-equipped, and courteous. Their spaceships and equipment look nothing like yours. They are cordial, friendly, and may ask for your help or offer to help you. A human astroneer site - these astroneers are much like you! They just happen to be working together. They may have a great deal of resources or simply be a few astroneers puttering around on a new planet, lacking fuel. QUESTS In every settlement, it would make sense and be exciting for the player to have some way to engage with the locals. There are all sorts of variety to what these kind of quests, but here are a few possibilities: Alien village: A young child from the village has gone missing. She was last seen at a certain beacon. Will you take the beacon and bring the child back to the village? Alien village: We make all of our jewelry out of Malachite. Could you bring us some? We'd make you a cool new decorate space suit! Alien astroneer site: We found an interesting place you might want to research. Follow our vehicle and we will show you where it is. Alien astroneer site: We want to see how fast our vehicle is. Want to race us around the mountain? Astroneer site: We are stranded on this planet unless we can get more hydrazine. Could you bring us three containers of fuel? We would be very appreciative. Building Challenge (any type): We are trying to make a big shape in our settlement (big sphere, three pillars next to each other, etc.). Would you help us build it? NOTE: With the upcoming changes in modularity, it could become very exciting for aliens and other npcs to make requests that you engineer something to help them. It could then create a good sandbox for players to engineer more complex machines. RECRUITING One last thought: with the inclusion of NPCs and settlements, it would seem reasonable that a player might want to have their base become a settlement too. Perhaps a player would find, in each village, a young person who wants to leave the village and join you. You could then recruit them, point them to your base, and even have them perform simple tasks for you. Anyone else with similar ideas, please post below.
  5. MarcoParolo

    Quests, and more variety

    Now, I'm really enjoying this game, but I think it needs a few more things. Quests for example would be a good addition, like if we find an artifact or something of the sort it could trigger a quest. These quests can be from blueprints for new bases, to maps of where to find the best resources. Speaking of resources when need more variety with said resources.
  6. Betterjakers

    Quests/Missions

    Hello! An addition that I would like to see is missions/quests. As of now, there is not much of a goal for you to accomplish. Having quests would be nice, because it gives you things to strive for. Some examples of quests could be: Travel to the center of a planet, travel to a different planet, collect 3 coal, etc. These missions could, but do not have to, have rewards. Having rewards would make the user want to do the goals more, however without rewards, it would make the game more challenging, and possibly more fun than with rewards. Thank you for reading!
  7. Exploring new planets with buildings on them. Sometimes meeting up with galatic astroneers. They are idle and that holds quests or other features like trading, story or repairing. Trades would be something like "2 copper for 5 fuel" then they might start taking off when completed (and fades into the distance) or stay active with their trading? Sometimes they could give you a random blueprint if lucky or hits the same as before (means the more you have less chance for something that could give you a super rare one). + more?