My Take on 1.0

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I have 165 hours clocked so far. A fair chunk since the 1.0 release. I've been to every planet now except Barren (can't recall the new name) and the main Exotic planet (I've been to Novus). I have not dug to the core of any planet yet. Overall, I've researched most of the tech tree and used most of the items/machines available. I have not fully powered the giant purple structure yet; that is my next major goal, then I will call my game play feature complete.

Regarding Terrain 2.0:
I love the new look and feel to all the planets! Everything is greatly different from T1, which is fantastic. I most enjoy the new Irradiated and new Tundra looks. The irradiated is by far my favorite because it really pushes the envelope. I enjoy that wind is sporadic, the clouds can really inhibit light, and the overall 'atmosphere' is dim and alien. This planet actually makes me seek out the worklight. Even in caves I don't care about that light, so I'm glad it will potentially get some use from me. Irradiated also requires me to devote far more energy and resources to using the medium generator since the other options are far less stable. I hope you continue to push the boundaries regarding the look and overall feel of planets. I LOVE the addition of the different hardnesses of the dirt. That was a fantastic and simple addition to the game that forces us to think about enhancing our tech. Super great!

A thought regarding a solar system. Randomize it. Guarantee that most resources can be found, but do not guarantee that there will be the same exact planets every time. I think that would add a level of replayability and fun.

I love the tractor! In fact, I'm skipping over the medium rover now because I don't think it offers me anything the tractor and some trailers can't handle. I especially like that it can hold the drill up front and there seems to be some design behind that capability. HOWEVER, the drill on the front of the tractor seems a bit too wild and crazy to me. Firstly, I do not think the angle of drilling should be controlled by the camera angle. That's way too finicky. Use the arrow keys. Give us some control there. Then, once the drill has been set, it will stay in that position so that we are guaranteed a stable drilling experience. I know it's high on the list for fixing, but please extinguish the bug that makes vehicles temporarily not respond. If you fiddle with attachments, the vehicle eventually works again for me, so it's not the end of things...Nonetheless. Repackaging can also be a quick, relatively work around.

I love the new shuttles! I literally stuffed the large shuttle to the gills....A large rover, a large storage, plus 4 medium storages full of boxes and things, plus one last medium storage. That's a ton! It was great. :D I landed on Irradiated and felt like I was able to unload a battlecruiser. I turned that large rover into a huge moving energy platform while I picked a location to set up shop. Every once and a while, with things inside the shuttle (I think this was occurring with the small/medium) you'll see the top bit of an item peeking through the shuttle door. Getting that visual bug solved will only add to the experience! Definitely not a major issue by any means.

The landing pad is fantastic. A thought...Shift the starting supplies button from the starting pad to the shelter and make the starting pad be the normal landing pad. And only the initial shelter will actually have that button. Also, being able to pick up a shuttle to get it onto the landing pad is just a nice thing. Simple, painless, great.

New Stuff to 1.0:
Repackager: YESSSSSS. Thanks a million. It is beautiful.

Oxygenator: I enjoy this concept. It's enough of a change and a level of planning that I think it useful to the game.

Research Assistants: I really enjoy the concept and most of the execution. They offer a challenge, especially starting out. Do not only have resources found on that planet required to open them. That is too easy/obvious. Allow a mouse over to clarify the resource symbol. I like that the different symbols for each resource exist, but some of them are very similar and hard to discern from one another. So a mouse over clarification would be acceptable. Or, and maybe this exists already, create a library of all the different symbols of resources that the player can reference. Even if it only updated as you found resources...That would be fine with me. This has been mentioned in the forums, but a major issue here is the inability to suspend my disbelief. So this company who can just pelt these worlds with hundreds or even thousands of amateur explorers and gobs of technology...Most of which fail XD is also spending so many resources to aid you in researching technology that exists but just needs unlocked......????? Meh...Not so good from a story perspective. Given the existence of those giant purple structures all over....Turn those research assistants into other alien artifacts. Something is obviously going on there...So own it.

Angry Flora: Nice additions! I think a more liberal use of these plants would be acceptable, and I hope there are more ideas in the pipes. Currently, seeds are useless, for instance. Seeds could be integrated into the chemistry lab somehow. The bumper plants are fun, but need a level of unexpectedness. Once you know what they are, you avoid them, and they are zero threat. Perhaps they can mimic other things? Oh, this innocuous tree....WHAM YOU'RE FLUNG 30 FEET AWAY. I dunno...I appreciate that Astroneer is avoiding the typical game trope of kill all hostile creatures....But the line could be skirted better for sure. In fact, like the research assistants, perhaps some flora can only be dealt with via the use of our various resources. You give it a resin or jolt it with a power cell or it breathes toxic oxygen or something, and that's how the plant is incapacitated. Digging everything up is incredibly easy after a point....Boost and Wide....Everything is cake. Make more dynamic, non-angry flora as well. Your trailer shows that cool flowery plant opening, but I did not see that until I got to Irradiated and had seen most of the game already. It would be awesome if you produced enough assets that you had a pool to draw from at game generation, and the player was not guaranteed to see every single plant.

Non-Angry Flora: Yes! Trees and Big plants and things! Fill up your planets, please! Just the simple addition or trees made Terran appear far more interesting/populated.

Things I Continue to Love:
The modularity of things is just great. I really hope this side of the game continues. A bigger light that sits on a stand would be interesting. Switch out tires for treads for walker legs....The different drills are fantastic.

Resources. Laterite is beautiful. I love its shape and shimmer! So cool. I really enjoy the combo of chemistry lab and atmosphere condenser. I love dealing in those sorts of relationships, so that's an aspect of the game that I really enjoy fiddling with.

Exploration. It's fun, and the interest level has improved with T2. More unique things and challenges would be great. Force us to really make use of our canisters and jumping and all that.

Things I Want Improved:
Shredder/Shredding/Shredables: This needs another pass. Why can't the large shredder take care of a medium platform? Why can't it shred any box of something? Why can't we shred the opened research assistants? Why is it impossible to gather and transport debris? GRR. I'm liking the balance between centrifuge and trading post...But the shredder just makes me mad. I think an electromagnet for the tractor/crane arm would be nifty. It would require a steady stream of power to be used, then it could hold X amount of things, so long as the power is active. That could be a solution. Since the shredders are so power intensive and finicky, I don't really like putting them on rovers. Another thought was a compactor....Or use the repackager. Things get shoved into a box, then you grind up that box. Seems viable to me.

Atmosphere Condensers and Magic Canisters: Just force us to have and use the canisters. I like the different shape to designate gas inside...So the current canisters, once filled with gas, simply fatten. Same with the production of Hydrazine....Require an empty canister. Otherwise, stop with the magical canisters. You have them, use them. Astroneer, in part, is about planning and using resources, items, and space....Let us keep doing that. It really doesn't seem too fiddly to me.

Tractor. While I love its addition, it seems a bit confused. A bit bigger, perhaps? It also moves too fast? And by moving too fast, it means every tiny hill becomes a wild bronco trying to buck you off. The tractor shouldn't be bothered by that so much. Tractors, in my mind, are steady, powerful work horses. Less about the getting around and more about getting -things- around.

Smoothing. I would like a mod (or even base ability) to allow us to smooth. Yes, there's the flatten function, but that is pretty extreme sometimes, and it also fights against the curvature of the planet pretty quickly. Just a way to smooth a path so that my driving about is less stressful and much easier to accomplish.



Thanks for this wonderful game! Keep up the good work! And I can't wait for the next round of content!


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Really great stuff you picked out here! I agree with the vast majority of it, i enjoy the speed of the tractor myself and if it was slowed it would be a shame because i would be skipping it to get to rovers lol

one thing that already exists though is the list of resources with their symbol, its in your in game astropedia in your menu you bring up while playing :) i think thats why they left out the cursor info, to encourage you to check out the stuff they added to the play menu!

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I wanted to echo the above positive message about the game. I've easily put another 30 hours in across several multiplayer games. Yes, there are still a few bugs, but nothing maddeningly so. I'm spending my time playing through the game rather than encountering bugs to file.

There's so many little improvements that I love about the 1.0 release:

  • Soil centrifuge spinning out 8 resin instead of 4 saves time. Woo!
  • Several modules (esp Large Storage) are now removable and spinnable! This is a little change that goes a long way. It resolves many other issues folks had by just sidestepping the problem
  • The new shuttles! They have the right look to them that just feels thematic.
  • Vehicle Bay --> Large Printer
  • We can now make shelters!
  • Tractor is awesome! I love that they're fast enough to have some absurd fun with.
  • Repackager! A use for graphite! Pack up those medium solar panels you scavenged and bring them to kickstart your next early-game base!

There is still something zen about this version of the explorer builder genre. It's better than the others because of what is intentionally excluded - no weapons/combat, no hardcore 'eat the mutant cannibals' survival mechanic, no wear&tear/damage mechanic on rovers.

Thank you folks for all the work and effort in building this. But I know that this is your livelihoods too. I also voted with my wallet and bought several copies for others. Keep it up!

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I'd like to see Dynamite be usable to break up the larger debris items, so they can be fit into a shredder. That would give us a purpose for making it. It would also give more use to the winch, as you could drag a lot of big scrap items into a pile, set off some dynamite in the middle of it all, and then run around picking up all the smaller bits of scrap that go flying (unless of course you blew it up in a pit to avoid that).

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8 hours ago, polarity said:

I'd like to see Dynamite be usable to break up the larger debris items, so they can be fit into a shredder. That would give us a purpose for making it. It would also give more use to the winch, as you could drag a lot of big scrap items into a pile, set off some dynamite in the middle of it all, and then run around picking up all the smaller bits of scrap that go flying (unless of course you blew it up in a pit to avoid that).

A solid idea, I think

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