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A few questions:
-Where you playing in the optin beta? There are a few issues here that have been cleared up but we have not put into the mainstream download yet. I would love for if you would be willing to try that out and give feedback.
-Yes this game has been up but we are an extremely small team and this is a very big game. So it's been a long road.
- Exploring: We are going to be dealing with this VERY VERY SOON we just had to focus on some other parts first but i can promise this is very high on our priority.
I am taking notes and will have more for you later but thank you SO much for the feedback its very important to us.
We were not playing the beta. We essentially took the attitude of, "hey, most of us bought this game a year ago, we haven't played it yet, we should do that, let's just grab it off of Steam and go. It should be in a pretty good state, having had a year's development since we first saw it."
I might try the beta but I'm reading a lot here about broken arclights and constant zombies and such. I probably couldn't get everyone to try the beta, it would just be me if at all.
I wish I had better info for you on the crashes and such we experienced, I don't have everyone's machine specs and I couldn't see everyone's monitors so much of what I said above is "I think" etc.
- This is probably a tall order, but the game would benefit from characters functioning as they do in Terraria, being a separate entity from the world and being usable at any time on any server. There must be a sense of not wanting players to "cheat," not jumping into a server with everything already unlocked, but I think it's more important that players feel a sense of consistent progression with a character if this is such a long term game. However, I understand that this could take significant coding to accomplish.
- I don't know whether or not this is already the case, but for players who opt to skip the tutorial...start them out with all the benefits they would've gotten from the tutorial anyway. Pick, jetpack and gun in inventory, all the tiles of rock and dirt, and equivalent XP.
- Fixing the jittery characters in multiplayer should be a high priority, that would go a long way toward making the game feel more stable. I don't know if you already have this fixed in beta, or if it's something unique we experienced.
- Make that first healing item easier to craft. Maybe require 1 biomass and 5 protovine, or simply 10 protovine (plus whatever else there was, generic mineral or something). I think it can already be difficult enough to remember to use consumables in the middle of combat, and/or be hesitant to use them so you don't waste them. Players should be encouraged to make and consume many of them right from the start.
- I think the game could use more inventory slots. This is just going to be a balance thing and if you think you've already got it where you like it, then that's fine, I would just disagree unless it's a technical limitation. There is a lot to collect and craft early on and it's frustrating to hit a wall so early.
- Let players know with a pop up the first time they have items go to the Rewards button. As I said above I forget whether or not this was already implemented. I don't remember seeing it.
- Offer something on every pet tier. Perhaps players could craft a second kind of each pet that does things a little differently, which wouldn't require too much extra work. A blue firefox that provides blue light for fun, or a heal kitty that restores your shields instead.
- Rename the XP you spend to something else, so it doesn't conflict with the other type of XP. I realize this might be a weird thing for existing players but I think it would help new players understand how it works better. Perhaps it could be RP (research points) or CP (crafting points).
- Remove unimplemented items from the UI until they are implemented.
- Promote faster progression at least in the early game. I realize you are probably concerned about having a game that takes a long time to play through, a long time to reach endgame, but we need to feel like we are making progress with each expedition downward, as opposed to just one dive of 10 in order to get enough resources for the next piece of armor. It can slow down as you reach the second biome if it must, but the game would've grabbed us much better if it had a little faster progression. Actually if you add chests you can find underground that have rich rewards like 40 biomass and 20 aluminum, that would solve multiple issues: suddenly there's more of a point to exploration, and upgrades come faster without you even needing to tweak the crafting numbers.
- Maybe make some easier world events that might be able to be beaten right from the start, to give players a sense of success early on. For example, randomly spawn a big flying jellyfish that when shot spawns a lot of the small yellow jellyfish which aren't very hostile/active, and you have to kill all of them within a generous time limit.
That said, I'm no expert on game balance and how to keep players hooked, so any number of these things might not ultimately provide the expected benefit. This is just some of what I would've liked to have seen when we all first started playing.
This has changed BIG time. In the opt in, also we will be making it so research points and science XP will be 1 to 1 value conversions soon
Not sure how much technical specs will help if there is a separate version that we weren't "opted in" to, but the laptop troubles seemed to stem from it using a NVIDIA Quadro K3100M chipset. Quadro chips aren't really considered in most games, so that isn't surprising in itself. I agree with unclesporky's view of the version of the game we played.
I would love to give this game a shot again with another version. I bought the original 4-pack and I want this game to work, but the version we played was frustrating per unclesporky's feedback. If I can provide any useful additional info, please let me know. I would love to love it.
If we could get you to send in log files for the crashes that were mentioned, that would be a big help to us. Crashing is actually pretty unusual for EoS, so when something comes up, especially repeatedly, we definitely want to look into what happened there.
Well, I used the word crash, but it wasn't a crash to desktop, more like a hard lock. Unfortunately I didn't get to see what the crash looked like so MightyMittensss will have to give more detail. From what he said it sounded like a loading screen popped up suddenly that wouldn't go away, and I think the same thing happened to another person. The problems the rest of us experienced came after he shut down the server, where we sent to the main screen looking at a pop up error message about the 1337 port, and clicking ok did nothing, requiring a hard reboot of the client.
On a completely different topic, I've been playing more in single player and I believe I almost completed on of the world events but wasn't sure how to tell if I was successful. I've gotten "survive the hostile environment" or somesuch, which just had a timer countdown and a lot of difficult enemies spawning. I stayed in the area and survived until time ran out and nothing happened, twice now. Maybe I'm misinterpreting what I'm supposed to do there.
The log files would definitely show us if the game was throwing errors at the time that caused the situation, so by all means send them through. We would need your output.log file and it would be under:
Program FIles (x86) > Steam > Steam Apps > Common > Edge of Space > Edge of Space_Data
You can upload that with pastebin or the uploader of your choice, and link that here, and we'll get that to QA. If you haven't launched the game since the crash, it should still be there. If you have, then it would overwrite, so we'd have to beg ya to see if the issue would replicate.
I'm sending this through to the team to see what we can dig up, hopefully we can track the issue down :)
Thank You for the log, this will greatly assist us. we do see some anomolies in the log which we are investigating. you can also send logs when possible through the in game support button (via main menu and the esc/options menu when in game worlds. the in game system will send the current log and the previous log just fyi. again thank you very much for the log