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Found 6 results

  1. Hello guys, So I got bored and I decided to mess around with something that was bugging me about Astroneer since launch, that being the main menu and subjacent menus. I always felt that around all of the interfaces and aesthetics within the game, the main menu was one that felt a little bit off... So I create something that I could visualize as an approach to what I think it could be a more cohesive version on this interface and perhaps give some ideas of improvement (or not xd)... Mostly it was just for fun, it's nice to mess with this kind of stuff in a game that a like so much... Cheers to you all!!!
  2. To encourage multiplayer, up to 4-5 players, allow different professions at launch that would match what a futuristic space colonization experience would have. for instance: 1.) Doctor: Provides resurrect ability and eventually, if there are bio-enhancement labs or upgrades, the Doctor executing upgrades there will be at 50% material cost. Immune to poisons. 2.) Scientist: When utilizing the research lab, reduced by 50% of resources required to research. 3.) Engineer: When utilizing the printer or vehicle bay, reduced by 25% resources required. if there is an engineering lab eventually, for Astroneer gear upgrades, the engineer executing the selected upgrade on an Astroneer, would have those costs decreased by 25%. 4.) Botanist: When planting seed, grow-to-harvest time decreased by 50%. 5.) Pioneer: Run and vehicle speed increased by 25%, Oxygen and energy consumed at reduced rate of 25% 6.) Entrepreneur: When utilizing the trade platform, trade costs are reduced by 50%, and in some cases 1:1 ratio. 7.) Chemist: When utilizing the fuel condenser, cost to generate a fuel cell is reduced by 50% 8.) Metallurgist: When utilizing the smelter, cost to generate metals is reduced by 50%. This will encourage more team dynamics and diversify game play with multiple players in a game. There are several assumptions, such as bio and gear upgrade facilities, and a farm, details can be flushed out later if enough popularity of this idea takes hold. Reference www.nasa.gov for the space colonist program for further details and source of my inspiration of this action.
  3. While building vehicles, the ability to make vehicle "trains" where multiple vehicles are linked in series became a very great idea, however their performance individually and collectively became impractical due to terrain maneuverability, speed, and mechanics. Often even driving solo, small rocks, boulders, and even tether lines will snag and stop the vehicle from progressing forward. These very frustrating, small, yet very common obstacles decrease the desire to build and utilize the great functionality anticipated with the "link up" feature as well. When hooking multiple trucks o vehicles together, it's extremely slowed and the lead vehicle behaves as if towing dead weight. Even in current day vehicles, it wold make sense to allow even the trail trucks to utilize on board power to carry their own weight, vice being slowed anchors for the lead vehicle. I would recommend the following changes: 1.) Allow all linked vehicles to maintain their base tow/ drive performance, draining perhaps at 50% energy, to allow the lead vehicle to attach two PSU's and keep the train going for up to 5 carts without adding more power generators. 2.) Remove collisions while in vehicles. The expected result of a truck, especially with large wheels is to be able to manage a steep hill, and at a minimum rocks and tethers.. not getting stuck on trivial things. 3.) (bug) Multiple single seats on a truck, or truck chain causes it to perform very poorly. 4.) Energy drain for first vehicle is at 50%, second 75%, third, 82.5, fourth, 92%, fifth 100%. (halving efficiency from 50% on...) So in total you would have a lead truck and 5 trailers.
  4. The main menu looks great, but is surprisingly very difficult to use. It's difficult to see which menu item is highlighted, often leading to a mis-launch of a new player Difficult to disambiguate between saved player slots (no character model is shown inside the capsule) Navigation past left/right does not spin the craft. The game requires me to actually press a left/right button, seems very counter-intuitive. The white glyph is hard to see on light green Platform: Xbox One, 10.0.14393.2152
  5. I find myself spending a lot of time rotating and mashing buttons when using the backpack, either because it's not clear how to close it (naturally want to hit B) or it's in the way of some important 2D UI element. Something as fundamental as the backpack really needs to be easy to get in and out of. I don't think we're quite there yet! Platform: Xbox One, 10.0.14393.2152
  6. WithinRafael

    Items float outside backpack

    Common bug reported here, but want to add that it appears to let the player "double" their backpack capacity as these items don't appear to use a slot. Quirky. Platform: Xbox One, 10.0.14393.2152