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One solution to make settlement building more appealing would be to restrict NPC spawning to planetside, and maybe shift some essential components to their shop, or make them some crucial part of the tech tree. If they also included a requirement to feed and keep them protected, perhaps with mercenary NPCs, it would make base building a lot more interesting.
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# ? Dec 8, 2013 16:46 |
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# ? May 30, 2024 09:39 |
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Rookersh posted:I'm not saying he isn't. Just that everything he's complained about can be explained by "it's a beta" as the devs have every one of those things listed as things they want to improve upon. quote:Settle down and farm the land, hop from planet to planet claiming resources, or make regular visits to populated settlements, taking on jobs and earning a living.
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# ? Dec 8, 2013 16:47 |
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Higher tiers could possibly let us build analogues to the USMC defense bots to defend our towns. EDIT: \/ yeah, this is currently an issue for me. Due to a bug with that UFO (it's literally invincible for me) I'm pretty much playing Terraria with the same character on multiple worlds. They've already made steps to make early game more interesting (like moving the refinery to an earlier tier.) Mokinokaro fucked around with this message at 16:50 on Dec 8, 2013 |
# ? Dec 8, 2013 16:48 |
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I actually liked the weapon variety in Terraria. Swords, flails, aimable spears, guns, explosives, shitloads of spells. Only bummer was that melee was kinda useless later on. In Starbound melee is the main thing right now so it's pretty boring. Maybe it's just because of the "caveman tier", but devs should remember that the beginning of the game must be as fun as possible, otherwise people will not play it "to get to the fun bits".
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# ? Dec 8, 2013 16:48 |
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Mokinokaro posted:Higher tiers could possibly let us build analogues to the USMC defense bots to defend our towns. You can spawn whole settlements including guards and shopkeepers if you're patient rich and willing. Although currently it doesn't form much of a settlement so much as a collection of guards citizens and merchants who happen to live together in your ivory tower.
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# ? Dec 8, 2013 16:49 |
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Motherfucker posted:There are no hylotl settlements because the ocean biome currently doesn't exist and they live exclusively underwater. Built by someone but hey, I'd love to see this in-game.
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# ? Dec 8, 2013 16:49 |
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Musluk posted:Built by someone but hey, I'd love to see this in-game. Put it half underwater and I could see it as a proper fishman settlement.
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# ? Dec 8, 2013 16:51 |
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Asian style skyscrapers that are half in and half out of the water would be baller.
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# ? Dec 8, 2013 16:52 |
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babies havin rabies posted:4. There is no point or benefit to building or settling a planet. Don't lie to me, you may have a few bonsai gardens here and there, but really you live out of your ship, which is the same shape/size as everybody else's, and all of your important stuff is in there because it can be. Add some kind of settlement mechanic, let me start an Apex settlement Dwarf Fortress style or something which I then have to defend from Florans or whoever. This is certainly a huge issue with the current build, but I don't think there's any reason to worry. Right now, it's kinda pointless to build anywhere because unless you write down crazy coordinates, you can only save one planet. So you'll just lose everything. But the game records every planet you go to, so even if all they did was surface that info to you, giving you a Planet History, that would go a very long way to making building meaningful. And they plan on that, and there's no reason to think they won't implement it. If plants could grow while you were offworld, or you could automate other tasks, it'd be even more worthwhile. babies havin rabies posted:Having all of your resource/crafting buildings be unlimited fuel, featherweight furniture pieces is boring too and has been all done before (Minecraft, Terraria). Not sure what this sentence means, little more explanation? babies havin rabies posted:A lot of those are not beta problems though, and that's my biggest concern. All of the core gameplay mechanics are already in the game. Are you sure about this? I thought they'd specifically said the core gameplay mechanics are not all in there and won't be until the next phase of beta. That's what they've said, anyway; as with all betas, you never know what the end product'll be. I have hope that a number of your (very valid) concerns will be addressed, but I certainly can't assume they will be.
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# ? Dec 8, 2013 16:53 |
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I really want planet bookmarking and naming.
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# ? Dec 8, 2013 16:54 |
Motherfucker posted:There are no hylotl settlements because the ocean biome currently doesn't exist and they live exclusively underwater. I was curious about this and was thinking it was something like that (lack of hylotls). Doesn't help that almost no one is playing one currently either, it seems. But yeah, a lot of complaints boil down to "you're playing an incomplete beta." And the devs are not beyond scratching or reworking huge systems. The upcoming patch is changing how armor/damage works, for example. And all the "why can't we do more scifi stuff!" complaints sound like they'll be coming as bonuses for reaching higher tiers.
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# ? Dec 8, 2013 16:56 |
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Clocks posted:I was curious about this and was thinking it was something like that (lack of hylotls). Doesn't help that almost no one is playing one currently either, it seems. Well they're very hideous and uncool. I mean it's pretty obvious avian is the coolest race.
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# ? Dec 8, 2013 16:57 |
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XboxPants posted:
Yeah I think a lot of my points are "beta problems", but I should elaborate on this one because it's the one that I feel is most unlikely to be fixed as development continues. In Minecraft and Terraria, all of your crafting and actions is accomplished using this easily-movable, overly compact "furniture" which may as well just not be there. Everything could (may as well be) thrown into the crafting menu and the stone furnace could be decorative. This kind of goes hand-in-hand with settlements, but I guess I feel these "facilities" need to have some weight and importance to them. There's simply no point when you can pick up your infinite fuel furnace, crafting table, and other "facilities", and plop it down in whatever cave you're in whenever you need it. Once NPC settlements are easier to find (or create), make these buildings that you can use or which are part of the larger economy/quest structure. I think it would go along way towards making crafting feel more significant than just getting the resources you need and clicking on a menu. Skyrim's system for this isn't perfect, but is a good direction to head in. Or, as I said, just make it super convenient and get rid of this stuff and throw all the crafting into the crafting menu.
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# ? Dec 8, 2013 17:00 |
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EDIT: /\ easy solution, instead of building crafting stations build new tools that just sit in your inventory and add crafting options. Settlement structures and NPCs could then be used to automate some things.Motherfucker posted:I really want planet bookmarking and naming. If we can't name planets (since, well, some are settled already) some way of bookmarking them with tags could be handy ("farm," "glitch castle, etc.)
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# ? Dec 8, 2013 17:00 |
Overdrift posted:One solution to make settlement building more appealing would be to restrict NPC spawning to planetside, and maybe shift some essential components to their shop, or make them some crucial part of the tech tree. If they also included a requirement to feed and keep them protected, perhaps with mercenary NPCs, it would make base building a lot more interesting. Maybe if you could A: grow plants while not on the planet, and B: grow something to process into useful quantities of fuel, but as is...
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# ? Dec 8, 2013 17:00 |
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# ? Dec 8, 2013 17:02 |
Oh my god. Also, eventually they're gonna have to put all those cats in. I sure want me some cattes.
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# ? Dec 8, 2013 17:04 |
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How do you use the morphball tech? I've tried every combination of buttons I can think of and it's just not doing anything.
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# ? Dec 8, 2013 17:05 |
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Most techs are a double-tap in a direction.
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# ? Dec 8, 2013 17:06 |
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Nastyman posted:How do you use the morphball tech? I've tried every combination of buttons I can think of and it's just not doing anything. Might be F like the mech.
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# ? Dec 8, 2013 17:07 |
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Someone really hosed up if it's not double tap down.
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# ? Dec 8, 2013 17:08 |
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Zereth posted:Sadly, it currently costs 600 fuel for a round trip between your home base planet and anywhere that isn't in the same star system as it. So you'd need to cut down a lot of trees to actually use your home base. I'd be very surprised if there weren't more efficient fuels available later on. There's clearly huge swathes of content and features not in the current build, but what there is already is very exciting. Declaring the game an unqualified victory or disaster right now is just daft, but a lot of the complaints being leveled at it can be truthfully and accurately answered with 'that's coming in a few updates time'. The game isn't likely to be 'finished' for at least another six months, and they're planning at least one full year of content updates after that anyway. Dominic White fucked around with this message at 17:10 on Dec 8, 2013 |
# ? Dec 8, 2013 17:08 |
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Daztek posted:Might be F like the mech. It was, thanks!
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# ? Dec 8, 2013 17:08 |
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Daztek posted:Might be F like the mech. F to turn into a ball, left click to place bombs. Edit: You can also do a tiny little jump with space.
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# ? Dec 8, 2013 17:08 |
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babies havin rabies posted:Yeah I think a lot of my points are "beta problems", but I should elaborate on this one because it's the one that I feel is most unlikely to be fixed as development continues. So you'd have entire rooms/buildings needed to create things, instead of single placeable items? Sort of like Terraria's "room" concept, except instead of spawning NPCs, the room itself would have an in-game function. That's actually a pretty cool idea. I'd be all for it. If the wiring system is elaborate enough, players will be able to design and create things like that on their own - that sort of thing already exists in Minecraft, if you weren't aware. People build factory complexes and automated farms. But I suspect you're also looking for "facilities" that would enable you to create new things that you couldn't before, not just do old stuff better. Yes, that would be very cool as well. I'll be happy even if there isn't any big gameplay advantage to building, though, as I imagine many others will.
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# ? Dec 8, 2013 17:10 |
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Holy crap the demand for this game must be huge. I can think of no other reason for my download speeds to be... well... It's almost like plunging back into the glorious days of dial-up. Maybe I should wait a couple weeks before trying to download this.
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# ? Dec 8, 2013 17:15 |
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GOTY.
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# ? Dec 8, 2013 17:16 |
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Maybe there'd be more of an incentive to build and colonize if you could have your colonists gather resources for you. Get your little town set up, bring in some folks to build and expand the village, then have them farm and mine and hunt and gather/refine fuel and crap like that. Wouldn't keep people from drifting and never building if they didn't want to, but would create some small incentive if you were so inclined.
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# ? Dec 8, 2013 17:18 |
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Dominic White posted:I'd be very surprised if there weren't more efficient fuels available later on. There's clearly huge swathes of content and features not in the current build, but what there is already is very exciting. Declaring the game an unqualified victory or disaster right now is just daft, but a lot of the complaints being leveled at it can be truthfully and accurately answered with 'that's coming in a few updates time'. Not forgetting that coal is already a more efficient (and usually more plentiful) fuel than wood.
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# ? Dec 8, 2013 17:20 |
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The devs need to continue to add much, much more stuff like this. This is more impressive to me than any 2D castle somebody could possibly build.
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# ? Dec 8, 2013 17:20 |
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babies havin rabies posted:4. There is no point or benefit to building or settling a planet. Don't lie to me, you may have a few bonsai gardens here and there, but really you live out of your ship, which is the same shape/size as everybody else's, and all of your important stuff is in there because it can be. Add some kind of settlement mechanic, let me start an Apex settlement Dwarf Fortress style or something which I then have to defend from Florans or whoever. Having all of your resource/crafting buildings be unlimited fuel, featherweight furniture pieces is boring too and has been all done before (Minecraft, Terraria).
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# ? Dec 8, 2013 17:21 |
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I hope the baby monsters aren't hostile. That way we're the real monsters
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# ? Dec 8, 2013 17:22 |
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Nomikos posted:I hope the baby monsters aren't hostile. That way we're the real monsters I always suspected when I was gunning down entire towns of apex. The way they build their little complemented houses made me feel like a school shooter. Motherfucker fucked around with this message at 17:34 on Dec 8, 2013 |
# ? Dec 8, 2013 17:27 |
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Dominic White posted:I'd be very surprised if there weren't more efficient fuels available later on. Maybe ship upgrades come with a more efficient drive? That's how I'd handle it at least (or tie more efficient drives with new sector unlocks.) EDIT: Play Floran. That way genocide is a cultural tradition.
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# ? Dec 8, 2013 17:28 |
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There should totally be an npc band who sits on a stage in an apex tavern and plays the star-wars cantina theme.quote:X: 1 Save that as 'star wars cantina.abc' with notepad and it works fine ingame. Motherfucker fucked around with this message at 17:42 on Dec 8, 2013 |
# ? Dec 8, 2013 17:34 |
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I kinda spazzed out and hit a bunch of buttons, and along with throwing away my sword I somehow zoomed in to 3x, and I can't get back out past 2x in the options. Any chance someone here knows which button is the zoom button?
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# ? Dec 8, 2013 17:42 |
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Is there any good way to get gold? I can barely find any.
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# ? Dec 8, 2013 17:53 |
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Tiy posted:So the big balance update is coming really soon, Src: http://playstarbound.com/other-bits-and-pieces-coming-with-the-balance-update/
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# ? Dec 8, 2013 17:53 |
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Jastiger posted:How important is the threat level? I see a lot that are 6 and 7. I have no armor or metal working so I'm scared. The easiest way to beat the UFO (they're working on fixing damage/armor so don't think of it as cheating, just avoiding some bullshit) is to go to a high level avian ship and summon it there. They'll ignore it until it kills one of them, then all the pirates will attack it at once, killing it in seconds.
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# ? Dec 8, 2013 17:56 |
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# ? May 30, 2024 09:39 |
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Replying to someones list of reasonable complaints with "Ugh, its just a beta, dude!!!" is beyond useless. The whole point of the beta is to discuss what works and what doesn't, even if those things are core mechanics. We're super lucky that Tiy and co. seem to be pulling a reverse notch and are actually willing to completely overhaul big systems, so instead of saying "dont complain, itll be fixed later!! beta!!" instead discuss the reasons why stuff works or doesn't! studio mujahideen fucked around with this message at 18:03 on Dec 8, 2013 |
# ? Dec 8, 2013 18:00 |