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ROAD MAP - Mega Thread

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On ‎1‎/‎22‎/‎2017 at 5:24 PM, ducus10000 said:

Seems like good ideas, and the clipping has been sometimes troublesome, but it allows me to leave caves easily. As far as I'm aware, there is no map yet. It wouldn't be too difficult for pressing M or something to zoom out and show the entire planet.

I am with Ducus on the M key.... click "M" and see the rotating Planet without the Space Ship/Shuttle

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3 hours ago, Bron said:

if that were true, then not having it also won't ruin the game. but it would add one more identical mechanism with one more resource that vanishes over time, that i have to store, collect and farm. i'm not in favour of more of the same.

My thoughts exactly! No point duplicating bars just for the sake of having more bars to keep an eye on.

Re hunger and food, one possibility could be that we only need food to repair damage taken when hit by flying blocks, hostile flora or falls. But that would be yet another thing to carry around in our already too small backpacks.

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On 5/10/2017 at 6:13 AM, Bron said:

to clarify how i see food versus damage: food, if introduced, will not be optional. you need food to survive, just like oxygen. it will get used up if i do nothing, and i will die, because that will be the universe. that universe is basically trying to kill me.

damage, however, only goes down if i do something stupid, like fall or get caught out in a storm. it wont vanish constantly and require grinding play to replenish. i break stuff, i fix stuff. that is not the universe trying to kill me, that is me being stupid resulting in my demise. gives me, the player, more sense of control, less grinding gameplay.

How you say you see things, to be more accurate. But I don't believe you do as its quite arbitrary and logically unsound. In real life, not feeding yourself is negligence on your part, the universe bears no responsibility. You break it, you fix it, so it fits well within your criteria for gameplay.

Maintaining power and oxygen is also grind too and if you don't take care of them you die but you're not complaining about those things. So the problem isn't one of mechanics, it's your perception of the mechanics and that you just don't like it. At least be honest about it instead of trying to so transparently rationalize it. In fact, you're so against it you can't even allow it to be part of the game so that others can enjoy the additional challenges and varied gameplay it provides.

 

Edited by travin

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Are there any plans to improve the camera behaviour when using the controller?

Feels like the game is intended to be played with a mouse and the controller support is there because the console, but is not as smooth as it is when using a mouse (at least from what I can see from the trailers. I know the controller does not allow you to move the cursor that smoothly nor with that level of precision)

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On 20/05/2017 at 5:41 PM, travin said:

 

How you say you see things, to be more accurate. But I don't believe you do as its quite arbitrary and logically unsound. In real life, not feeding yourself is negligence on your part, the universe bears no responsibility. You break it, you fix it, so it fits well within your criteria for gameplay.

Maintaining power and oxygen is also grind too and if you don't take care of them you die but you're not complaining about those things. So the problem isn't one of mechanics, it's your perception of the mechanics and that you just don't like it. At least be honest about it instead of trying to so transparently rationalize it. In fact, you're so against it you can't even allow it to be part of the game so that others can enjoy the additional challenges and varied gameplay it provides.

 

sorry you think i'm being 'logically unsound'. i was just expressing my view as i saw it. yes, i guess it's just my perception of the gameplay. i can see how keeping track of all these many things can somehow be enjoyable for some players. i personally don't think that it adds to the experience to have more of the same in terms of this kind of mechanic.

i think your'e confusing my argument about food and power with one that somehow attempts to mimic the real world. perhaps that's also my fault, i should have explained that i am not suggesting that. i believe that games should only reflect real world mechanics for as long as they allow the game to be fun and enjoyable. after all, no real world simulation is totally accurate, and games like astroneer simply dont have the scope to be that. i might draw your attention to the style and aesthetic of the game world - more akin to a cartoon than the world we live in, wouldnt you say?

but perhaps i should try to use realistic arguments to prove my point. lets start with oxygen. where does all this unlimited oxygen come from? there's no mechanism in this game for 'farming' oxygen. it's just an unlimited supply, as long as you're connected. realistic? would food work in a similar way, being available in an unlimited supply if you go back to base? realistic? Or maybe you could farm the planet - but this is an alien world that doesnt even have a breatheable atmosphere. how likely is it you could maintain a useful crop of decent, varied foodstuffs on, say, barren or irradiated worlds? with those storms ripping your harvest down? with no rain? realistic?

my argument (and i stress it's is just that, not a dogma or edict, just a view) is about game mechanics, not about real life world simulation. good games should treat real world stuff with respect, with courtesy - but not be hamstrung by it. for me, food is doubling up the existing oxygen system at best. repairing damage (healing) is almost always about a player having done something specific and now having to deal with the consequences. good gameplay, to my mind, should be more about making your players feel like their decisions have an effect on their progress.

but hey, it's only my opinion.

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On 20.5.2017 at 6:41 PM, travin said:

How you say you see things, to be more accurate. But I don't believe you do as its quite arbitrary and logically unsound. In real life, not feeding yourself is negligence on your part, the universe bears no responsibility. You break it, you fix it, so it fits well within your criteria for gameplay.

I wonder if you are even trying to have a productive conversation here.
Look at the explanation given by Bron here, and see what the point is.

On 10.5.2017 at 3:13 PM, Bron said:

to clarify how i see food versus damage: food, if introduced, will not be optional. you need food to survive, just like oxygen. it will get used up if i do nothing, and i will die, because that will be the universe. that universe is basically trying to kill me.

Food would get used up with time, just like oxygen.
The difference, however, is that food would not be provided by tethers. If it were, it would pretty much be the same as oxygen and therefore redundant and meaningless.
As a result, hunger would force the player to go out and find food. That, I am pretty sure, is the difference Bron was referring to. When you don't want to run out of oxygen, simply stay connected to tethers and you will be fine, no pressure.
Hunger, on the other hand, would put pressure on you at every moment. Do you think that fits the spirit of Astroneer, a game filled with optimism and freedom?
The most important question, however, is if you think it would be fun constantly having to run around and collect food?

One of the key principles of this game is a dynamic difficulty curve. Simply, only face danger when you choose to do so. Hunger would violate this principle at its core.

For those of us bothered by how an Astronaut survives without ever consuming food... I think Eoghan"s point here can somewhat solve this, and provide gameplay value:

On 10.5.2017 at 6:50 PM, Eoghan said:

Re hunger and food, one possibility could be that we only need food to repair damage taken when hit by flying blocks, hostile flora or falls. But that would be yet another thing to carry around in our already too small backpacks.

Make health a value that does not regenerate over time but is instead restored by consuming food. 

Edited by UtopicVision

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If you want hunger and thirst bars, you should be willing to accept bars for eliminating bodily waste since you can't eat and drink without also getting rid of waste. If you want realism, I'm not sure how realism can stop with just eating and drinking.

Edited by Gassy

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I think Astroneer is a survival game in the same sense that Minecraft is a survival game.  While there are some things that will kill you in both games the point of the game is to explore your world and be creative.  In minecraft you have all the air you just have to eat.  In astroneer food is assumed and air is the missing resource.  If there is enough demand for it perhaps the devs would add a true survival mode where you have to manage food and water and air and poop :) .   I personally would rather see the game add in more things to build and better ways to terraform the environment and could care less about food and water...and poop.  Air is enough of a worry at the moment...that and storms....storms and air...the two things that keep me looking over my shoulder....well that and its a third person camera view so I have to look over my shoulder :D

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1 hour ago, VT_Mongo said:

In minecraft you have all the air you just have to eat.  In astroneer food is assumed and air is the missing resource.

Astroneer: where air is the new food!

(not making fun of you, I thought the food vs. air was a good comparison)

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53 minutes ago, Eoghan said:

Astroneer: where air is the new food!

(not making fun of you, I thought the food vs. air was a good comparison)

;).  thanks. I'm good with any level of critique or accolade :D

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Hear, hear! I really hope they don't add food, because if you do that, you may as well add perma-death.

Think about how the whole re-spawn system works. You die (from whatever damage/asphyxiation), you re-spawn in a lander, and are dropped off on the planet surface at your base. That lander returns to space to await (presumably) your next death...but where did the 'new you' come from? At no point is there implication that there is a vast ship full of Astroneers, but only one at a time gets to go down to the planet surface (and in multiplayer, they DON'T), and when you get to your deceased body, it is laying there as dead as a can of Spam™... If you apply logic, there are only a few options...especially if you take into consideration that you (of course) still remember what happened, and If you can figure out where you died, can recover the things you had in YOUR pack. Not some random Astroneer, but YOUR pack...:

1) You are a clone with some sort of mind link recording/copying all your knowledge/experiences to the next clone in line, so that if you die it's just a matter of activate the next clone and send it off...

2) (and more plausible) ...You ARE the Astroneer, but with the extremely expensive process it takes to send one to another star, your actual, living self is too valuable to risk on a planetary walkabout. So you are kept safely sealed into a sensory chamber in the highly armored (against possible impact) center of the orbital station the 'Astroneer' is sent from. The 'Astroneer' is actually a semi-biological replicant, with a neural link to your chamber and your brain, with input/output being basically instantaneously transmitted via 'subspace radio' or other such sufficiently advanced technology that it allows interplanetary action without lag. Your 'Exploration Bioroid™' must be sufficiently biological that you don't experience alienation from the 'feel' of the body as you use it (or it would be made indestructible), but that the biology of it need not be actual 'people' flesh, so they can be synthesized from a specially created bacteria or algae over an easily manufactured frame (perhaps the material for which is received in the form of a broadcast beam of matter/energy from your terraform tool when you don't have an available empty canister- ever notice it seems to zip off in some direction at first...?), so just sending another bioroid down linked to the Astroneer's sensory chamber would be a piece of cake, and as they lay around 3 at a time(or whatever), even multiple deaths are easy to handle . Thus, since it's not actually a complex life form (like the 'human' Astroneer is), it needs neither food nor water (a good thing, since terrain 1.0 has none), and simply metabolizes a readily available blue gas (we'll call it O₂ so the Astroneer feels additional connection) for all it's maintenance and operation.

 

I've always hated the idea of adding food to Astroneer in some misguided attempt to increase 'realism' in the survival aspect of the game. There are plenty of this kind of 'realistic' survival games that make you eat, drink, and crap happy. If you want that in your game, go play one of those. If you want to play a rather cartoony Astronaut with a big gun that builds up or tears apart alien soil while separating out useful elements, and whose entire base is printed out on large 3D printers from just a couple simple resources found in that environment...play Astroneer. It would be horribly boring if all 'survival' aspect games had to have the same excessively 'realistic' biological functions. And as far as I'm concerned, if you want that level of 'realism' then you should have to heal any damage at the same rate you would in real life. Eating dinner don't mean you can tear off that cast the doctor put on you today, after you broke your arm. It just means you aren't hungry anymore. Healing a broken bone should take 6-8weeks...of actual game play. You want realism? You gotta take ALL the realism.

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On realism, we have the technology to send our Astroneer to a far flung Solar System who knows how many light years away! We can fabricate many items from their basic materials but we cannot be apart from an oxygen source for more than approximately 60seconds, brilliant!

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Not quite sure how high it is on your priority list these days, but I'd be happy to lend a hand in testing the Linux version of the game if/when that starts being worked on.

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17 hours ago, leosacerii said:

Not quite sure how high it is on your priority list these days, but I'd be happy to lend a hand in testing the Linux version of the game if/when that starts being worked on.

Same, I would be extremely happy if I were able to help the devs by testing and sending feedback on a Linux version.

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On 7/15/2018 at 5:06 AM, Starbuck said:

On realism, we have the technology to send our Astroneer to a far flung Solar System who knows how many light years away! We can fabricate many items from their basic materials but we cannot be apart from an oxygen source for more than approximately 60seconds, brilliant!

Boom chicka bow wow ???

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On 8/4/2018 at 10:34 PM, The Touch of Grey Gamer said:

On realism, we have the technology to send our Astroneer to a far flung Solar System who knows how many light years away! We can fabricate many items from their basic materials but we cannot be apart from an oxygen source for more than approximately 60seconds, brilliant! 

food and air, air and food. if i knew this was going to be such a bone of contention for some may players i would never have gotten into the discussion!

internally, I've always rationalized the blue lines you need to be attached to as being 'life support', rather that assigning it a specific resource. to me, it's more than simply a breathable atmosphere, its food and water, it's reclaiming bodily wastes and recycling same. literally an umbilical, in that sense. it also provides a power connection, after all.

for me, one of the first major changes i would make to the way Astroneer plays out would be to make the 'terran' planetary environment breatheable. this feels like it should be right, the environment isn't obviously hostile in the way the other worlds are. life seems abundant. a breathable environment seems right.

this doesn't mean that your astroneer can wander freely about the place, he would still need the umbilical for the other essential functions; food water, power, waste. but runnning out of these wont kill you as quickly as the lack of air, and so you could remain detached for much longer periods, the 'life support' bar dropping far slower than it does now. maybe the astroneer graphic could have his helmet down? it might even be possible for a player to build a base and get plenty of exploring done without even requiring tethers. (of course tethers still provide you with that other essential element: a path back to the base you can follow and not get hopelessly lost.

the need for extended life support would be minimal, and so acquiring the resources for an 'oxygen tank' could wait until you go off-world, where the life support and umbilical would be essential.

i think the extra freedom this approach would afford would be very much welcomed, and it would help to point up the difference in world environments, which at the moment is pretty much restricted to having slightly different color schemes.

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1 hour ago, Bron said:

internally, I've always rationalized the blue lines you need to be attached to as being 'life support', rather that assigning it a specific resource. to me, it's more than simply a breathable atmosphere, its food and water, it's reclaiming bodily wastes and recycling same

I agree with some of what you posted however as for the rest...
Food, water and reclaiming bodily waste is not in the game. It is in your imagination however it is not in the game. 
Tethers are not needed for a path back to the base
 

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On 8/9/2018 at 9:02 PM, The Touch of Grey Gamer said:

I agree with some of what you posted however as for the rest...
Food, water and reclaiming bodily waste is not in the game. It is in your imagination however it is not in the game. 
Tethers are not needed for a path back to the base

thanks for your comments Grey Gamer. i know i'm reaching with my rationalizing of the food/water/waste thing. but, as we've all noticed, the current mechanism is functional but not realistic, so a bit of reaching can go a long way.... until the devs come up with something better.

tethers not needed to get back to base? really? how do you  find your way out of cave systems? please do tell.

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Love the game guys! Especially the ultimate creativity of the terrain tool, although I still struggle with creating flat surfaces (yes I have tried all the options!). 

Whilst the sliding looks really cool it frustrates me a lot as it is really easy to slide off the edge to die, which can be painful if I am just starting out on a planet/base and low on resources. It would be awesome to make this optional.

keep up the great work!  Looking forward to seeing what comes next. 

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On 6/13/2018 at 7:52 AM, thelastgansterx said:

I would really love to see the ability to make signs/posters to label things!

You kinda can.

I map out all 4 directions with beacons and arrows on the ground until the entire planet is done. It doesn't take long at all, and eventually you know that, all you have to do is run in to a blue beacon & follow the arrows.

 

Attached a pic so you can see what I mean - the arrows point to Home, with a beacon on the tip. If I create a true north base, I could do the same thing, just change the beacon colour, if I really wanted to, but usually by then I don't need to because I have the planet memorized.

 

Astroneer 'map'.jpg

Edited by Mcnotmac

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Posted (edited)
On 9/22/2018 at 2:41 PM, Mcnotmac said:

...I have the planet memorized.


 

 
 

I kinda doubt that...   Anyway, good point on the ground effects arrow.  I'll use that.  Until they figure something better out and put it in game.  

Anyone know what happened to the changeable (dialable) game settings?  It was in the roadmap, now it's not.  I think that would change the replayability of the game by a lot.

Edited by Nargg

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21 hours ago, Nargg said:

I kinda doubt that...   .

What point is there in doubt of something so easy to do? Map a planet, you don't get lost. Just because you haven't bothered trying doesn't mean it's impossible. You have the compass directions in-game. Once you memorize landmarks, there's no reason to get lost. Even if you do, Terran is small enough to find your way back home eventually.

Sheesh.

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