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Ghost of Starman posted:I think I poked my head in here like a year ago to ask how people liked this game - glad to see this is still going. For $7.50 I'm probably gonna pick this up on Steam but uh... what do you all think the over/under is on actually making it to release? It'll make it to release. Whether it's a real release or a "gently caress it, this is now 1.0." release is the big question. At this point I'm leaning towards the latter.
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# ? Apr 25, 2017 17:18 |
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# ? Jun 4, 2024 23:59 |
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Eh, I don't really think this is the sort of game that gets released, where release means a halt or slowdown in development. Games of this sort that do that die.
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# ? Apr 25, 2017 20:26 |
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Sorus posted:Eh, I don't really think this is the sort of game that gets released, where release means a halt or slowdown in development. No-one really cares if the game is ever actually "released", which doesn't mean dev would need top stop, though it typically does. What people do want is a stable and optimized version of the game they can play for extended periods without some new poo poo breaking every update. I know they have "stable' and "dev" release streams (or whatever they call them, it's been a while) but even the stable version has been neither stable nor optimized. It's more stable than dev of course. Last time I got back into the game I had to play dev stream to play multiplayer because the MP code was so utterly horrible in stable it was virtually unplayable due to constant rubber banding the entire time you played no matter what server you were on or what your ping was.
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# ? Apr 25, 2017 20:58 |
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RandomBlue posted:No-one really cares if the game is ever actually "released", which doesn't mean dev would need top stop, though it typically does. What people do want is a stable and optimized version of the game they can play for extended periods without some new poo poo breaking every update. I know they have "stable' and "dev" release streams (or whatever they call them, it's been a while) but even the stable version has been neither stable nor optimized. It's more stable than dev of course. Basically this. I've always been rather clueless as it is trying to do stuff in this game, but the "I want to get used to it in vanilla" learning curve certainly isn't helped when core features keep breaking. Let alone stuff like multiplayer stability for those both more practiced and wanting more of a challenge, without worrying that using a loving welder crashes the server So while it's understandable it's still got a bit work in progress "Early Access" label on it with all the constant issues, only so much time can pass before you get the impression Developers no matter how hard working they are just use the label as a security blanket. See also, developers who have taken the term "Road map" and run it into the ground by setting themselves dates and telling people to get hyped for updates, then kicking the date a month or year back once their self set deadline comes up and crying "Roadmaps are subject to change! Why are you picking on us?" (ala Subnautica) the nth time they wait less than 12 hours before their self set due date to edit their roadmap. Section Z fucked around with this message at 02:17 on Apr 26, 2017 |
# ? Apr 26, 2017 02:07 |
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Goddaaaamn, the "campaign" is pretty drat impressive in terms of "here's some of the cool poo poo you can build with these pieces & tools!" (Also what the heck they seem to have some pretty impressive scripting for a freeform survival/building game.) ...disappointingly little actual engineering, though. And this version of this game doesn't seem to have anything by way of official "tutorials." Should I just dive in to a Survival Custom Game with, like... Star System start?
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# ? Apr 27, 2017 12:14 |
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Ghost of Starman posted:Goddaaaamn, the "campaign" is pretty drat impressive in terms of "here's some of the cool poo poo you can build with these pieces & tools!" (Also what the heck they seem to have some pretty impressive scripting for a freeform survival/building game.) Uh... there's a full set of mechanic-explaining tutorial missions in-game now. They've been there for some time.
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# ? Apr 27, 2017 13:07 |
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There's a fairly basic paint-by-numbers engineering tutorial that's been around for a year or so, but it's not scripted (except for the literal C# scripts) and the only feedback provided is both the game and your ability to read signs. They should absolutely make a better game mechanics and building tutorial at some point.
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# ? Apr 27, 2017 17:50 |
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There's also the Escape from Mars scenario on the workshop though it's more for people who've played the game a long time. No refineries and limited mining as you play an engineer who crash lands on mars that's full of automatic drone convoys and abandoned museums.
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# ? Apr 27, 2017 17:55 |
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Neddy Seagoon posted:Uh... there's a full set of mechanic-explaining tutorial missions in-game now. They've been there for some time. All I see is F1 -> Tutorials button, which loads a tutorial video from 2015 into my Steam Overlay. Am I just not looking in the right place? Are you guys running a different version than the one they're giving away on sale?
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# ? Apr 27, 2017 22:58 |
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Ghost of Starman posted:
poo poo, you're right. They had a whole series of them, but I think they got rid of it. It was really rudimentary. A quick google search says you can still find them in your game files, though. Have fun figuring that out.
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# ? Apr 28, 2017 02:20 |
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Weirdly, I'm kind of looking forward to piecing together the Survival mechanics from what I picked up in the campaign missions, and what I can find online. This guy seems to be pretty legit, for a start. And as long as nobody minds the occasional Stupid Newbie question here.
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# ? Apr 28, 2017 02:41 |
Leave it to Space Engineers to have a regression where tutorials go away. They weren't the best, but they did help.
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# ? Apr 28, 2017 03:26 |
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Mr. Powers posted:Leave it to Space Engineers to have a regression where tutorials go away. They weren't the best, but they did help. loving genius, KSH. quote:Summary
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# ? Apr 28, 2017 03:35 |
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Those tutorials did actually explain just about every game mechanic in detail, though. Optimistically: They're going to replace it with something better like their fun mission sequence. That would be good. Or they're replacing it with the Youtube community.
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# ? Apr 28, 2017 03:55 |
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Ghost of Starman posted:
I have to agree, that guy actually seems to do a pretty reasonable job of explaining the game. It helps that he fast forwards through the worst of it and his voice isn't horrible. Though watching these has reminded me that maybe I should stop caring so much about how a ship looks when I build it and just go for the design goal of 'it functions, so it's perfect.'
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# ? Apr 28, 2017 04:17 |
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Some observations: 1.) Wolves (cyber-wolves?). These things seem less like robotic wildlife and more like furry poo poo-wrecking missiles. Or... not that they're dangerous, more like a continuous, annoying weather phenomenon that does a little bit of damage and eats up a few bullets, but HAVE to be dealt with or else (I assume!) they will slowly gnaw through my land-based blocks. Like, seriously... just awful. I like everything else about Survival so far, but what do I need to do to solve The Wolf Problem? 2.) There isn't really a way to bootstrap your way up from just Spacesuit+hand drill? Maybe I'm coming in with some assumptions from previous 'builder' type games like this, but I seem to be shackled to Assemblers to make components I need to make... basically everything else? Am I missing something here? 3.) ... my need for bootstrapping strategies just became a whole lot more pressing because I plowed my starting Lander, loaded down with my first hour's worth of ore, directly into a planetary surface. Yet somehow miraculously survived! I was flung clear of the wreckage, and set about salvaging the ruins of my lovely little nest egg from the crater field I'd just created. But, again, I am stranded in a SEA of WOLVES, and my ammunition outflow (~30-50 rds/wolfpack) currently vastly outstrips bullet production (+0 bullets/minute).
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# ? Apr 28, 2017 11:14 |
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The solution is to turn of wolves. Also yeah you need a refinery and assembler
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# ? Apr 28, 2017 12:49 |
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It could be worse, when wolves were first implemented they were happy to glomp onto one of your blocks and fire off their self-destruct charges if they couldn't path to you. Allahu borkbar.
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# ? Apr 28, 2017 13:04 |
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I completely forgot wolves existed because I've turned them off for every single game I've played because they're just not fun or interesting.
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# ? Apr 28, 2017 16:36 |
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Wolves suck but they tend to drop ready made components so if you do lose your assembler you can go hunting with a grinder and build a new one. Instead of regular enemies they'd make a much better random start to a scenario, waking up from a crash surrounded by snarling cybernetic beasts on an alien world. One of them chewing on your arm when your suit reboots, your grinder powers up and suddenly they're all afraid of the strange noises you're making. Whatever happened to KSH's plans for different suit types for different jobs/environments? Weren't we supposed to get light weight pilot suits, medium engineers suits and heavy duty combat armour or something?
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# ? Apr 28, 2017 18:03 |
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I wish I knew anything about coding because Space Engineers needs Space Bees that make hives in asteroids and eat metal. Or something.
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# ? Apr 28, 2017 18:16 |
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Ghost of Starman posted:Goddaaaamn, the "campaign" is pretty drat impressive in terms of "here's some of the cool poo poo you can build with these pieces & tools!" (Also what the heck they seem to have some pretty impressive scripting for a freeform survival/building game.) I've been holding off on the game until there's a campaign because it's nearly impossible for me to force myself to play a sandbox unless there's some objective to work toward. Is the campaign that got added meaty enough to pick the game up?
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# ? Apr 28, 2017 19:12 |
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Nope, the campaign is a shallow showcase of what can be done. I would assume modders have done campaigns with more depth though.
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# ? Apr 28, 2017 22:44 |
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RBA Starblade posted:I've been holding off on the game until there's a campaign because it's nearly impossible for me to force myself to play a sandbox unless there's some objective to work toward. Is the campaign that got added meaty enough to pick the game up? Yeah, it's very much a series of setpieces, with very little opportunity for player input and virtually none for player creativity. Go here, interact with this thing, shoot those things, look at all the cool gizmos we built. Edit: It doesn't even open out into a sandbox! It's a nice demonstration of the complexity that their scenario-builder can handle, presumably, but a piss-poor job of exploring the game's strengths as they stand. (It could've at least had a "you need to get from point A to point B, build whatever you like to get there" section...) Ghost of Starman fucked around with this message at 02:18 on Apr 29, 2017 |
# ? Apr 29, 2017 02:14 |
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Ghost of Starman posted:Some observations: Wolves are terrible. The devs just threw them in not knowing how to make them fun or engaging for gameplay. They're exactly like the meteorite storm attacks that have been in the game for forever; a terrible environmental hazard that can't be stopped. I wish they would expand on wolves and npc spawning and aggro mechanics. Right now they just really suck for gameplay. They USED to be "cyber" wolves, but one update they decided to make them regular wolves, but kept them dropping engineering components. Also, turrets constantly miss wolves due to them being lower to the ground and not standing up right. They fire just above their bodies. Spiders on the alien planet/moon are even worse; they spawn directly under your base and are bigger and do more damage and never stop spawning. Wolves only spawn every 5 or 10 minutes or so, but not with spiders. Wolves and spiders and npc baddies are a neat concept, but they completely botched it to hell and never looked back. Also yeah there's no way to bootstrap from a space suit (other than relying on wolf drops I suppose). You need at least an assembler, a blast furnace, and some power block of some sort to get started. RBA Starblade posted:I've been holding off on the game until there's a campaign because it's nearly impossible for me to force myself to play a sandbox unless there's some objective to work toward. Is the campaign that got added meaty enough to pick the game up? I know exactly what your talking about. This game lacks any sort of progression system in survival mode. No direction and nothing to really work towards as far as goals and rewards. Which is why I recently made THIS: http://steamcommunity.com/sharedfiles/filedetails/?id=911076611 It's a bunch of mostly hand-made and hand-placed pirate bases strewn about the solar system. I also included a dumb unlocking system (you pretend you don't have access to some blocks) if that's something your interested in. I plan on eventually/actually coding in the unlock system at some point, I just need to get in contact with a certain actual modder to hold my hand with it. Basically, you start on earth with a dinky little base-house and a truck and you progress through all the various bases unlocking different things and such. Eventually you unlock hydrogen thrusters and can go into space, and unlock many other things on the moons and planets. All the bases sort of get harder as you progress. The last base is especially ridiculous, with tons of lasers and turrets and drone spawners for days. The real thing that's really testing my patience in this game are the BUGS. Currently, turrets are targeting random blocks around my base and shooting at them all the time (I've checked ownership, checked what targets they should focus on, etc). They seem to give zero fucks about what I tell them to shoot at and randomly decide to kill whatever random block around my base looks at them funny. Also powering my base with solars and batteries are a huge pain. I can NEVER seem to have enough solar panels. No matter what I do, I still have energy loss and my base eventually goes dark. - Which means I'm stuck doing literally nothing, at night, waiting for sunlight to creep up so my solars can power my base and my batteries can still not be getting enough energy to save a charge. It's insane. Seriously, how many large solars do I need to adequately power a small base/vehicle? 50? 500? Christ.
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# ? Apr 29, 2017 03:57 |
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Depends on the size of your base and day/night cycle length. I just ran a single effectiveness refinery and dual assemblers with 26 panels, which might have been overkill. Just remember that productivity modules really increase the powerdrain, and it is often better to build multiple refineries and assemblers full of power modules if you are only interested in speeding up processing.
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# ? Apr 29, 2017 07:35 |
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Ass_Burgerer posted:I know exactly what your talking about. This game lacks any sort of progression system in survival mode. No direction and nothing to really work towards as far as goals and rewards. The last scenario i played was a "the Martian" thing which was honestly pretty terrible, it wanted you to mine poo poo (ice?) 2km away and make multiple trips with a slow rover. That was most of the gameplay and so after bumbling around for an hour i was done. It had a pretty cool mock up of the station, it was obvious they put a lot of time in then realized it was hard to make an actual scenario out of it. There was also a "repair a damaged station" I tried which was even worse and required you breakdown some components to get parts for others, which was not suited well with me not having memorized all the combinations. It also did not interact well with the default mass / size limits of the game, again requiring long trips back and forth which seems to be the default padding trick of all lazy survival game devs.
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# ? Apr 29, 2017 10:39 |
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I'm guessing this is asked ever few dozen pages or so but can anyone recommend a balanced mod that turns your gravel into stuff?
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# ? Apr 29, 2017 18:55 |
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Goon made as well, iirc. https://steamcommunity.com/sharedfiles/filedetails/?id=598415416
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# ? Apr 29, 2017 21:21 |
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I haven't played SE since not long after that last update, so I have no idea if it still works. If it doesn't, feel free to fix and re-release.
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# ? Apr 30, 2017 01:12 |
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Ultimate Shrek Fan posted:Goon made as well, iirc. This is a cool sounding mod that doesn't deserve it's latest comment to be "This feels OP. How about you change your Mod meant to stop a waste material from being useless ejection fodder, into creating a brand new custom Slag waste material meant to be useless ejection fodder! "
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# ? Apr 30, 2017 02:05 |
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There's also a couple of mods that let you make concrete out of gravel, used in building concrete blocks - tougher and heavier than light armor, not nearly as steel-intensive as heavy. Great for building things like landing pads and buildings.
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# ? Apr 30, 2017 20:19 |
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Section Z posted:This is a cool sounding mod that doesn't deserve it's latest comment to be "This feels OP. How about you change your Mod meant to stop a waste material from being useless ejection fodder, into creating a brand new custom Slag waste material meant to be useless ejection fodder! " I can't play planetary starts without it. It's definitely not OP as you have to mine a fair amount of stone then refine it to gravel then run it through the separator. I mean, if you're running a hundred of them and mining nothing but stone, sure it's OP. But if you use one or two to get yourself off of the planet it's fine.
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# ? May 1, 2017 16:09 |
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Ultimate Shrek Fan posted:I can't play planetary starts without it. It's definitely not OP as you have to mine a fair amount of stone then refine it to gravel then run it through the separator. I mean, if you're running a hundred of them and mining nothing but stone, sure it's OP. But if you use one or two to get yourself off of the planet it's fine. Oh definitely, the joke was how there are always people who demand a pointless slog even when it means defeating the entire purpose of a mod in the first place I'm intending to use it (and look up that mentioned cement block mod, I want to start pretty close to vanilla) as this is reinstalled and it's a matter of working up to facing how much of a clueless idiot I am again. One thing in particular I've been unable to quite track down is something that simply makes air generators pump out oxygen for "free" so long as it has power, but still charge the usual rates for hydrogen. Since I just want to learn to ensure air tight ships, but not have to bother with ice upkeep except for fancy hydrogen stuff. I get the feeling something that specific isn't a thing, so maybe later I'll try to decide what poorly labeled overhaul between all the "list mods = show planets too" On that note, those tutorial videos earlier were very nice. And also highlighted just how much stuff you need in this game when "You ONLY need about 50,000 ice for a short trip to space!" is considered a light investment.
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# ? May 2, 2017 00:24 |
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I'm just starting out and this game is pretty cool. A few questions though:
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# ? May 3, 2017 01:27 |
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Sanctum posted:I'm just starting out and this game is pretty cool. A few questions though:
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# ? May 3, 2017 01:44 |
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XkyRauh posted:There is no out-of-the-box "explore AI," though I'm sure there's something on the workshop that can make do if you are interested. If you want fun things to go exploring through, grab the Exploration Enhancement Mod.
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# ? May 3, 2017 02:54 |
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So I built a modified IMDC jump frigate in a survival server that has a decent pop, but I am unable to supply resources to it effectively. The server host converts all large grids to stations before doing clean ups of freefloating blocks every down time, and if you have anything connected to the ship (such as a mining drone) when converting it back to a ship, it clangs like a motherfucker, to put it mildly, as soon as you attempt to disconnect the drone. The large ship starts to turn and gyrate uncontrollably until you can manage to get it to jump somewhere via the jumpdrive. The interim period of waiting for the jump drive to charge somehow ALWAYS has the ship and drone collide to the vast detriment of both. My nomady-pirate ways are curtailed until this converty/clangy/jumpy bug thing is resolved. I suppose i could just never dock the drone to it until it is fixed, but that makes moving it impossible, seeing as small ship landing gear don't work, thus leaving no way to move the drone through jumps.
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# ? May 3, 2017 07:23 |
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XkyRauh posted:or Environmental Hostility enabled. ------ Anyways, I have a question to ask you guys! Right now I'm working on a progression system centered around unlocking blocks as you go. It'll still be open and sandboxy and you can do whatever you want at your own pace, but to unlock everything you got to do these "chalenges" and right pirate facilities and such. It's coded and everything! How do you guys feel about the projector block being locked? With my unlocking system, you won't be able to see or use locked blocks in the g-menu, but this won't prevent locked blocks from appearing on blueprints with projectors. Do you guys think it would still be fine to have access to projectors? Or would this be too game breaking? Ass_Burgerer fucked around with this message at 09:53 on May 4, 2017 |
# ? May 4, 2017 00:00 |
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# ? Jun 4, 2024 23:59 |
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Ghost of Starman posted:Goddaaaamn, the "campaign" is pretty drat impressive in terms of "here's some of the cool poo poo you can build with these pieces & tools!" (Also what the heck they seem to have some pretty impressive scripting for a freeform survival/building game.) If you want a more freeform yet coherent, objective based experience to play through, this looks interesting, as well as probably rather difficult given how often he dies.
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# ? May 4, 2017 00:08 |