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Found 8 results

  1. 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.
  2. My suggestion is to allow us Astroneers to planet seeds several at a time. The idea is to allow us to plant seeds, much like we can drop tethers now. Except that the two step process (place, then plant) is not efficient. Use the aux slot to plant the seeds, or T like the tethers. OPTION 1: Use a tractor/trailer/feeder. My preference is to use the existing tractor, and pull a seed planting device. The 'seed planting device' could be a modified trailer, with something like a silo platform on it, that could be filled with seeds, and as you drive, each time you hit the right/left bumper (controller) or C/V on the keyboard, that you would plant one seed from the silo platform. This way you could slowly drive along, planting seeds in a neat row, or circle, or whatever pattern you drive around in. This would allow any seed, hostile or not, to be planted in rows. OPTION 2: Use the backpack, just like tethers. If this is not desired, then why not use the same programming concept as the tethers, but apply it to the seeds. For example, you collect the seeds, then they are grouped together, say four to a tier 1 module, like the tethers have 10 to a tier 1 module. That 4 seed module could then be put into a backpack, or on the seed planting device (trailer/silo). Then as you walk along you place and plant the seed with one motion, unlike now, where you must first place it on the ground, and then a second pass to actually plant it.
  3. It seems that following achievements are not working. "Making a New Friend" "Chop Shop" (assumed) "In An Astroneer's Garden" I've planted many seeds to germination, and I've shredded many more than 50 objects. I am so close to 100% completion...
  4. AquaticD3VIL

    wheezly seeds disapearing...

    so the new wheezly seed disappears when you try and put it on your back pack when its full. I have a link to zelly's stream clip of it... sorry for the link but I cant save it any other way.
  5. So not realizing that spiky fungi seeds grow on their own, I think I left one sitting around on the ground right next to my base (on the black ground that you can't form). And now there's a giant murder mushroom that kills me every time I want to save or whatnot. (It's halarious, there's my dead bodies everywhere!) So I just wanted to suggest seeing if there's a way to make sure seeds down grow too close to the base in the next patch. Thanks!
  6. WestoberFM

    Plants and Seeds Issue

    I first want to start off by saying that I know this is a bugs thread but I just wanna say that there should be a better way of getting rid of plants. Alright so first off, I killed a spikey flora plant by digging out below it and brought the seeds to the surface. Not thinking that they would grow where ever I placed them, I put one right next to my research center and I now have a full grown spike plant that I cannot get rid of. It's too close to my buildings for me to be able to dig it up or cover it up. (Not sure if there is a way to move stations yet). Another thing I encountered was a visual bug where when picking up a seed it would stay with me like I was carrying it but after a relog, it was gone.
  7. Piercoic

    Agriculture System

    This is a bit long winded, so bear with me here: What if you added a farming system to astroneer? One of the new modules could turn he platform into a bed of dirt to plant stuff in. Kind of like how the mushy brown poison plants (Or 'Pumpkins,' as I'm told they're called) Guard an artifact, some of the larger flora could guard seeds, which you could plant inn the farming beds I mentioned earlier. Each seed could grow a plant, which would either produce a single resource, some more seeds, or both, (Thus making you choose whether to plant the seeds, or take the resource, you could only do one) Plants that produced rarer resources, such as lithium or titanium, could be harder to find, but well worth the effort.
  8. On the Arid planet, all of those seeds, weeds, pods or what ever you call them tumble by and smack you in the head. I thing it would be cool if you had the ability to grab them, if you can, while they fly by and put them in your research bay. Thanks and Merry Christmas, JohnnyF