SES_joe

Update 0.8.0 - June 14th, 2018

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Can anyone confirm, just because I won't bother playing right now if the bug is still persisting (until next update, of course) can you still fall through the ground randomly?

Thanks, and good to see progress on the way to 1.0.

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Please just make all the little “card” boxes go away, after you’ve seen them once or a few times, whatever. Very annoying. Really interferes with the beauty of the game. Big time. Please, pretty please, I’ll beg if I have to. I’ve also experienced the weird bug where I can’t smooth all the way from the tarmac area near center of hab out to the edge, it’ll leave a weird grooved area (almost like it creates a “moat” an empty space where the terrain tool refuses to fill in soil, and I have plenty of soil it just “skips” an area at the very edge of the tarmac and continues filling on the other “Terran” terrain side of things, it’s weird).

Wish I could share my Xbox One pics directly. Right now I don’t have an account with another site to share pics (had a Photobucket account but that was ages ago). The game is on Xbox One, and I sign in here using my Xbox acct, so I wonder why we can’t share Xbox One images. Shouldn’t we be able to through One Drive? Anyone know?

Edited by Shadow Echo

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6 hours ago, Shadow Echo said:

Please just make all the little “card” boxes go away, after you’ve seen them once or a few times, whatever. Very annoying. Really interferes with the beauty of the game. Big time. Please, pretty please, I’ll beg if I have to. I’ve also experienced the weird bug where I can’t smooth all the way from the tarmac area near center of hab out to the edge, it’ll leave a weird grooved area (almost like it creates a “moat” an empty space where the terrain tool refuses to fill in soil, and I have plenty of soil it just “skips” an area at the very edge of the tarmac and continues filling on the other “Terran” terrain side of things, it’s weird).

Wish I could share my Xbox One pics directly. Right now I don’t have an account with another site to share pics (had a Photobucket account but that was ages ago). The game is on Xbox One, and I sign in here using my Xbox acct, so I wonder why we can’t share Xbox One images. Shouldn’t we be able to through One Drive? Anyone know?

Yeah, seeing the popup card for a tether, every time you walk past a tether, especially a deployed and functioning one is a bit much.

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41 minutes ago, Manky said:

Yeah, seeing the popup card for a tether, every time you walk past a tether, especially a deployed and functioning one is a bit much.

i agree with this, can we have the popup cards go away as an option or something.

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Hm, 1-Size Open Seat isn't printable from the backpack, which tutorial suggests at some point and it's impossible to move on for me (the game probably didn't save itself though, since I left) ;) PC version, of course ;)

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13 hours ago, Shadow Echo said:

Please just make all the little “card” boxes go away, after you’ve seen them once or a few times, whatever. Very annoying. Really interferes with the beauty of the game. Big time. Please, pretty please, I’ll beg if I have to. I’ve also experienced the weird bug where I can’t smooth all the way from the tarmac area near center of hab out to the edge, it’ll leave a weird grooved area (almost like it creates a “moat” an empty space where the terrain tool refuses to fill in soil, and I have plenty of soil it just “skips” an area at the very edge of the tarmac and continues filling on the other “Terran” terrain side of things, it’s weird).

Wish I could share my Xbox One pics directly. Right now I don’t have an account with another site to share pics (had a Photobucket account but that was ages ago). The game is on Xbox One, and I sign in here using my Xbox acct, so I wonder why we can’t share Xbox One images. Shouldn’t we be able to through One Drive? Anyone know?

1

Steam/ 8.0.0

1st:

I will second that Little card removal, I would love to see an option within the menu for the UI, such as Enable/ Disable all resource info cards and other elements,

Preferably in a multi checkbox format,

Resource:  Deposit Enable/ Disable

                 Harvested Enable/ Disable

Or at least Off/ Simple/ Advanced. For all.

So you can customize the experience, I like the clean UI of this game and would like to remove the Ground cards for resources so my base can have a floor without the cards in it.

Another option is maybe a Toggle button to Show/ hide them but I know that’d be harder with a controller than the KB.

 

2nd:

I started a new game and have the same issue as Shadow Echo but loaded my old save from 7.0.0 and was able to smoothly join the ground and the initial base area.


 

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Tutorial could do with more instruction, esp near the red chamber section, to fully power the research capsule, you should be instructed to pickup a generator and take it below with you. You should also be able to turn off/on all generators once you've read the F1 Power Tutorials.

 

image.thumb.png.8c9f67df996a55513ca60b1a7de19206.png

Edited by Martin

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My general impressions of patch 0.8.0.0 after about 12 hours on the tutorial and a new game:

  1. Tutorial. It is ok overall. It was clear to me what I needed to do to complete it. Needs a few additional instructions, though. For example, if someone goes exploring the depths of the cave, they'll encounter most of the hostile plants, wreckages, all kinds of minerals (even Astronium), marbles (I found multiple zebra and checkered kinds), and research pods. I left the tutorial with a checkered ball in the second shuttle slot and a backpack more than half full of Astronium, including a small battery courtesy of one of those black hanging plants. A new player might not figure out how to defend from the plants, or what the minerals are used for. A UI card explaining these things might be useful.
  2. UI. I like the UI. I think it is a step in the right direction, but a setting to disable it would be welcomed. Also, as a suggestion, maybe add a percentage of remaining material in a deposit, and when it reaches 0% the icon disappears completely. That way, we know how much material is left in the deposit and we won't see the icon if there is nothing left. As another constructive suggestion (this comes from my graphic design background), maybe work on a better "Congratulations" tutorial screen and the rest of the info screens throughout the game? A dark gray box on a slightly lighter gray background kind of looks, to use nice words, bland and unpolished. I'm sure SES can do better transitions and info screens.
  3. Live game update. I give it a solid Meh+. The addition of the little regenerating research nuggets is nice, but was not at all significant to my progression once I found the first large research pod. I was also very disappointed that the new features showcased in the tutorial weren't included in the live game. I was expecting something new to do. In my opinion, gameplay-wise, this patch should have been numbered 0.7.1.0. Additionally, not being able to smoothly flatten the terrain around the black tarmac was kind of annoying. The terrain seems to be smoother, and did not experience any terrain issues.

In summary, both the tutorial and new UI are definitely steps in the right direction, but need some additional work. The live game play should have included the new features from the tutorial and/or new things to do/explore. Hopefully the next patch will introduce something new to do...

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I LOVE the puzzle tutorial.  Makes me wonder if building more puzzle maps might be a possibility in the future?  Maybe allowing end users to build such maps too.

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Sad to see the battery life on larger vehicles is still messed up.  That was probably the worst game play decision System Era has made on this game.  Outright worst.  Tedious does not make for fun game play.

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18 hours ago, Kaz said:

Steam/ 8.0.0

1st:

I will second that Little card removal, I would love to see an option within the menu for the UI, such as Enable/ Disable all resource info cards and other elements,

Preferably in a multi checkbox format,

Resource:  Deposit Enable/ Disable

                 Harvested Enable/ Disable

Or at least Off/ Simple/ Advanced. For all.

So you can customize the experience, I like the clean UI of this game and would like to remove the Ground cards for resources so my base can have a floor without the cards in it.

Another option is maybe a Toggle button to Show/ hide them but I know that’d be harder with a controller than the KB.

 

2nd:

I started a new game and have the same issue as Shadow Echo but loaded my old save from 7.0.0 and was able to smoothly join the ground and the initial base area.


 

Finally more support for my original request of making the game "dialable" on settings to tweak the game to the player's liking.

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On ‎6‎/‎15‎/‎2018 at 2:00 AM, Manky said:

 New tutorial is nice, starting to look like a 1.0 product :)

 

Just a note with the new card style UI. I was finding it a bit difficult to read some of the text, it was a little on the small side. Playing on a 55" OLED on Xbox One X and sitting at what I would consider to be a normal viewing distance, there was quite a bit of leaning forward and squinting while making my way through the tutorial.

Seems like most games these days think that we all have a 100" screen and sit 2 feet away from it.  Small text sucks on consoles and any other TV related device.

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The UI cards are good for a new player, but once you’ve read them, they’re annoying and obstructive. At the most, all we should see is a small icon nothing more after we’ve encountered something and seen it’s card (while it may not be possible until release, ideally we’d have tweakable, customizable menu complete with options so we can choose, as others have mentioned, various levels in between all or none). I’ve already said elsewhere the cards are more clutter than the words ever were, and that’s a bummer. If you want to know more, let the icons be expandable so if you choose to focus the cursor on them (perhaps a certain way, just avoid the dreaded hold context action please) then you can access the card with its extended info should you desire to view it again. This game is too beautiful to hide, drown behind all this unnecessary stuff. Even new players will find it unnecessary, learn faster than I think the Devs realize.

Mixed feelings about the red cave part of the tutorial. Not sure I believe the organic “bypasses/cheats” are really needed, but whatever. Players must learn to mine all sorts of things, organic is just one of those things so why give a shortcut so soon. Also think it’s not really fair to include items not in the current build, not without some sort of disclaimer clearly saying so (unless I somehow missed that part). Potentially leads to a big letdown and unrealistic expectations (like “where is that big landing pad, why isn’t it in my catalog!?”), that’s really not a good idea imho. Should be some sort of statement saying “these items are included only for improved experience and flow; they’re currently part of the tutorial demo only. They’re not in the current build” etc. Something to that effect.

Storms, I’ll cautiously say, seem better (not so much slowing, less AoE, not much of an underground effect) but I reserve final word on them because I haven’t spend enough time in the new update to say for sure. I’ve heard from others in the club on Xbox One there’s still a lot of terrain issues like terrain seams, big ones too (apparently in new saves not just old ones) I haven’t revisited any new of my new saves yet to check for myself, but I will be doing so soon.

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Just got .8.0.0  There are NO auto blue with three white dot beacons on vehicles!  What happened to them!!!  Makes it Hard to venture very far from your vehicles (rover, space ship) with out losing track of where they where!!! Did anyone encounter this?  Hope .8.1.0 fixes this one! 

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So the first thing I've noticed after this update is the fact that all save files are either broken or are polluting your base with trees, vegetation, resource piles. Also the invulnerable black circle you start in simply disappeared and now the land was randomly morphed around my base. I had to delete that save file which I spent nearly 100 hours on. Oh well, I kinda expected that to happen. I like restarting anyways. However, upon landing on another planet, I began building my base only to find out that the annoying altitude change from one end of my base to the other, caused the flatten tool to not work properly. There is a huge gap between the starting black circle and the next piece of land which can be manipulated. If you flatten the area around your base, there will be an annoying moat. Another thing I noticed was that it is now impossible to spawn a base in the valley. It only lands on icy biome. This is the beginning of the moat glitch as the icy biome will cause your base to be unevenly elevated to the ground making that world useless and unplayable. After cycling through almost 10 different worlds, I finally found one with slightly even elevation. But, the endge of the black circle still dips in when flattened. Note that in all 12 of these world's, not a single one was the mountains or valley. All icy biome. I enjoy the new UI, but it's not worth ruining the game over. I'm waiting until the next update to play because I'm not wasting another 100 hours on a broken world. Also, I tried the tutorial, and with at least 100 hours on this game, I was stumped because the gameplay is totally different. Eventually, either the tutorial broke, or it became hopelessly difficult. How is somebody who is new to video games ever supposed to figure it out? The tutorial is going to make people give up on this game forever. Additionally, this game is quite simple. There doesn't need to be a tutorial, but if you really have to put a tutorial in, make it actually reflect the real gameplay. What is this? Broken backpack? Crashed rovers? Don't push this is people's faces if nothing you ever learn in the tutorial will ever be useful in the game preview. All you needed was the more detailed UI system. Nobody needed a tutorial, they just needed more UI elements. The earlier tutorial in the game was trash because there wasn't a clear list of objectives, you just had to randomly find instructions somewhere. Put that back in the game but optional, and make a list of objectives on the screen at all times. 

Edited by Blake Harris

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This game is in alpha and is lacking any bigger goal and a lot of challenge variety and long-term creative options atm.
Looking at the roadmap, you do not plan to be "feature complete" at launch. Nor do you plan to add mod support prior to release.
You basically want to release the core of the game with research (for the sake of research) and a bit of exploration (for the sake of research).
Currently, the only environmental hazards are annoying storms that make you effectively stop playing the game for 2 minutes.

I really don't want to disrespect the past progression. In fact, I'm really happy how the game is growing and maturing for the past months.
But your roadmap is kinda weird when it comes to the features planned for a 1.0.
"Minimum viable product", eh?
I'm familiar with that strategy. But I'm really curious if the content availabe at this point will justify a full price tag.
And what I don't get is, why your plans are like that for an early-access title that generates money throughout it's development.

Edited by Shabazza

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8 hours ago, Troy Howe said:

Just got .8.0.0  There are NO auto blue with three white dot beacons on vehicles!  What happened to them!!!  Makes it Hard to venture very far from your vehicles (rover, space ship) with out losing track of where they where!!! Did anyone encounter this?  Hope .8.1.0 fixes this one! 

Read the patch notes.

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3 hours ago, Shabazza said:

This game is in alpha and is lacking any bigger goal and a lot of challenge variety and long-term creative options atm.
Looking at the roadmap, you do not plan to be "feature complete" at launch. Nor do you plan to add mod support prior to release.
You basically want to release the core of the game with research (for the sake of research) and a bit of exploration (for the sake of research).
Currently, the only environmental hazards are annoying storms that make you effectively stop playing the game for 2 minutes.

I really don't want to disrespect the past progression. In fact, I'm really happy how the game is growing and maturing for the past months.
But your roadmap is kinda weird when it comes to the features planned for a 1.0.
"Minimum viable product", eh?
I'm familiar with that strategy. But I'm really curious if the content availabe at this point will justify a full price tag.
And what I don't get is, why your plans are like that for an early-access title that generates money throughout it's development.

I get a feeling Astroneer may end up like Minecraft: Always adding content, always making changes. Such games never really have a good place to draw the line between early access and official release.

I think for the purposes of Astroneer, the 1.0 release really marks the end of major systems development for the developers: Terrain 2.0 and private servers are really the final systems to be put into place for the near future, and I imagine their focus will shift to more content and bug fixing.

Having a 1.0 release will also help them with publishing and other parts of the game development business. For example, Sony won't allow early access games on the PlayStation, so officially releasing the game would be required if they wanted to port the game to the PlayStaytion sometime.

 

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1 hour ago, Onetxaggie said:

still issues with saving. Comical, maybe they will fix before official rollout. How disappointing 

The fact that you're they only person who hasn't solved the problem with a complete shutdown is an interesting point. We're all on the same console playing the same game, what could be the problem?

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On ‎6‎/‎17‎/‎2018 at 7:53 AM, Troy Howe said:

Just got .8.0.0  There are NO auto blue with three white dot beacons on vehicles!  What happened to them!!!  Makes it Hard to venture very far from your vehicles (rover, space ship) with out losing track of where they where!!! Did anyone encounter this?  Hope .8.1.0 fixes this one! 

I have no idea why these markers were removed. As far as I am concerned it is the dumbest thing that has been done in the game. So we are supposed to take up a slot with a beacon to make up for it? What sense does that make?

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27 minutes ago, pbartbar said:

I have no idea why these markers were removed. As far as I am concerned it is the dumbest thing that has been done in the game. So we are supposed to take up a slot with a beacon to make up for it? What sense does that make?

I hated seeing them vehicle tags all over the place myself, but honestly not happy about a beacon slot being used.

Perhaps a vote for a built in vehicle beacon that can be turned off?

I would think many people did not like to see so many vehicle flags because they can block the other flags you placed on purpose

I just throw a beacon on the ground when I walk away from the vehicle and pick it up when I decide to move along... slightly annoying but honestly I would rather do that, at least I can see the important beacons. My train was so long if I look behind me all I see are my own train's flags lol

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On 6/16/2018 at 7:34 AM, Kaz said:

Steam/ 8.0.0

1st:

I will second that Little card removal, I would love to see an option within the menu for the UI, such as Enable/ Disable all resource info cards and other elements,

Preferably in a multi checkbox format,

Resource:  Deposit Enable/ Disable

                 Harvested Enable/ Disable

Or at least Off/ Simple/ Advanced. For all.

So you can customize the experience, I like the clean UI of this game and would like to remove the Ground cards for resources so my base can have a floor without the cards in it.

Another option is maybe a Toggle button to Show/ hide them but I know that’d be harder with a controller than the KB.

 

2nd:

I started a new game and have the same issue as Shadow Echo but loaded my old save from 7.0.0 and was able to smoothly join the ground and the initial base area.


 

I'd like to have it either just the resource symbol, or the symbol plus the name of the resource, or name + symbol + explanation.

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Anyone else notice tethers also generate some sort of mirror-like “flash” in your vision off at a distance periodically? It’s a weird thing, but it does happen and I’m convinced it is the tethers that are causing this. It happens both during the day and at night. It’s really bizarre and I’m not sure what is causing it. I haven’t crafted any vehicles in my new gamesaves but I’m sure I’ll miss the vehicle beacons and will lose some vehicles because of it. I have to agree there are some occasions where there are so many beacons around between ones I purposefully deploy and those assigned to vehicles automatically that it can get cluttered. It’s still better than having no locators at all, and thankfully I never built & deployed more than a 2 medium rover chain at a time perhaps with 1 small rover as well.

I’d like to see the entire beacon/marker system be reworked, although I’m not going to hold my breath. The death marking system is completely unsatisfactory and vehicle beacons aren’t much better. The system is particularly dreadful when the item you’re looking for, your vehicle or your own corpse, is underground.  Terrible design when, as you approach the marker yet are still quite some distance from it, disappears from your field of view. How does that make sense? It would be amazing if we had the ability to see the base (or stalk) of the beacon as you continue underground, as if you can see it “through” terrain a little bit, a faint ghost image just enough to continue following the beacon to where something important is located. Something like that, or the ability to ping a location and listen to see if we’re getting closer or farther away from it.

For the regular beacons, not much has changed since color options were introduced. Time to add some more customization choices. Choosing from a list of icons that can be displayed within a beacon would be a great next step. While each person could use an icon to represent whatever they want (in their mind), here are a few ideas: treasure chest (maybe resources to be colleced), magnifying glass (research pods to pick up, or something to investigate further, an area of interest), vehicle or rocket (crafted item beacon), triangle with exclamation in it (terrain hazard, dangerous items, etc), flag (satellite base, rally point for co-op, etc), etc, you get the idea. Perhaps some improvement in the colors available could be made with the addition of more colors if they’d be visibly different. Another awesome option, and alternative to using a beacon + icon combination, would be a numbering system for beacons especially if you could choose to deploy them as a “pack” and set them out in a numbered series for example as you move away from your base in a certain direction (makes it much easier to backtrack and find home). Lastly I’d suggest making all beacons more visible in the sky. They are too easily obscured by clouds. They shouldn’t have a simple white stalk with white outline, that makes them very hard to see at times. Use of some outline, maybe shadowing I’m not sure what would work best and still look great, but the Devs have the tools they need to experiment with it and try all sorts of combos to optimize it. All too often it’s so difficult to see the beacons I’ve deployed because the daylight is so bright and there are so many clouds in the way (often all the way to the horizon). I know the system can be improved. Another item to assist navigation-we should be able to view our compass while driving also.

As for bugfixes and such, the smelter still has problems spitting out ore at random onto the ground. Still some terrain issues.

I keep forgetting to mention an important issue that I suppose first developed back when TAR was released. Imho it’s more aggravating now due to some of the more recent changes in how the backpack tries to organize things in certain ways and with specific priorities. Please fix the very odd backpack priority setting for empty canisters when they’re printed in the backpack. Idk about everyone else, but I prefer my canisters stowed on my terrain tool. Imho it makes the most sense. Terrain tool gathers the soil and dispenses it, so the canisters that make all of this possible should be stored there as well. I tend to stow at least 2-3 soil canisters on my terrain tool, often with an Inhibitor. When I print extra canisters and my backpack is full, despite my Terrain tool having open slots, printed canisters WON’T go into those spots. Instead, newly printed canisters generally are sent to one of the top “power slots” if one is available. This makes no sense. Canisters aren’t related to any sort of power item, so please change this! Only thing I can figure, in the past hydrazine was the only thing stored in the canisters (you could mine it directly, your terrain tool packaged it directly into hydrazine canisters). When you used up a hydrazine canister, it disappeared for good. No reusing the canisters. Hydrazine was removed from the terrain awhile back, and Ammonium added.  They can be filled, emptied, then filled again. That’s not the issue, it’s how they’re sent to the power slots (after crafting) when the main part of the pack is full but the terrain tool still has empty spots to accept them.

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Had just about a week to play the newest update and it's nice to see that quite a few things were fixed but also broke a few more. That's the way she goes I guess.

V1 of the tutorial is coming along nicely, just needs a bit of refinement. A few new assets that were shown off like the launchpad on a pedestal, I'm not sure why they included a pedestal underneath it but perhaps it's something to do with the mentioning of water at E3. The only thing I would add to that launchpad would be a gantry with a crane, that would move up while building a multistage rocket. The other asset was the organic tap or extractor, another means of getting organic. They sure seem obsessed with organics, maybe it's something in their diet.

The new UI cards are well done, I especially like the new icons for the resources. It's a great fit for the tutorial but besides that we need a way to disable it like a lot of others have mention. Perhaps a prolong hover over an object or like I've mentioned in another post, having a cleaner interface with less info. With the addition of the new UI cards, was the added sound effects. This can get quite annoying every time you move your cursor over platforms, I don't really think it's necessary.

Had a chance to check out these harvestable research items and I'm not quite sure what to make of it, it's more of the same. We still have resources like Astronium and Hematite that still don't have a use besides research bytes but I digress. The question I have is "Should we kill the goose that lays the golden research?" Well that depends if the goose is worth killing. I still haven't found a reason to kill the goose because when I do dig up or dig underneath, I notice the goose is in worth much.

This is where I would go in a different direction with this idea, currently these harvestable items will re-spawn after four minutes, that's all fine but why not have it so certain formations or plants will only spawn these items during the daytime or nighttime. As for the endless re-spawning of harvestables, why not link the total amount of bytes that the artifact is worth, to the amount that the harvestables will output. This basically links the artifacts to the amount of harvestable bytes that you can get from these plants or formations. Once it runs out that's it.

I would also like to give kudos to the team for fixing an old bug that was annoying when using the crane or just standing, where the camera would wander on its own after a while. Thanks for getting that done.

Keep up the good work and I look forward to the next update.

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