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The game leads the player to a room with pits of dirt, mud etc. And instructs you to try out mining. Ok, check. So I get a few blocks from the various pits. The pits if you mine all way to the bottom its too deep to jump out.
Next mission is build a stair well to the ledge. Builds stairwell the the ledge of pit. Ok. Mission not completed. So I start doing this through the various pits, then traverse try the ledge that they make you fall off and take fall damage earlier in case they mean that ledge. Still not completed. Back to pit room, and trying to get around there. After many stair wells(using up almost all resources) I finally find the ledge which is off screen and in the dark from a below pit view. Finally get up to the ledge they wanted and go in a room. check.
Next mission is go to chest and get items out and use the schematics. While you do this the door behind you is locked. Next it directs you over to a device to craft from the schematics.
Once there I discovered that I did not have the materials needed to craft it. Furthermore with the door locked it is impossible for me to return to deconstruct stairwells to harvest materials.
How are you supposed to finish a mission if it locks you from the area to get the materials in the tutorial?
Is the Door supposed to close and lock or is that a bug?
As some one who had no previous experience i found the tutorial very frustrating. Shouldn't you be able to complete a tutorial your first time through? This tutorial seemed to expect you to know already what it wanted.
If this is bug I hope they find the cause, if it is a game flaw, please reconsider changing it to leave that door open in case the player doesnt have the required materials already. Thank you kindly.
Just asking, could you compare it to terrarias? Becasue I hapeen to know for a fact our pick(unless they rebalanced it recently) the starter pick is 15% faster than th estarting mining in terraria. Also, if you push twords the utility track really early on you can get access to the overcharged laser pick REALLY fast like in under about an hour, and I love that PICK!
What it is, is a hiccup in the game's crafting window. You get the materials to craft the gun from the chest. When you first consume the schematic, it keeps trying to display the mining pick requirements instead of the rifle requirements. Clicking back and forth between the two is usually enough to fix it. It's one we're aware of, and are trying to find the cause as of yet.
From what I understand, it's not so much as a "stationary base" as you put it, but more like a series of hubs you can eventually teleport between. So building a bunch at various key locations is the goal.
I have to agree with the dirt/clay/mud/stone thing. It seems really weird building advanced machines with these primitive materials, I'm sure there's some sort of advanced refinement going on turning dirt into useable silicates, but it doesn't feel like it. It feels like you just built a laser out of mud. Maybe an extra step, the ability to refine dirt/mud/clay/stone into "silicate" and then have all the recipes that call for several of each to instead only require that one refined resource. It's an extra step, but at the same time it wouldn't really be extra clicking as you wouldn't need to add 10 dirt, 10 mud, 10 clay and 10 stone to each recipe, it would just be 40 silicate or whatever. It's easier to grasp, better explains the process, and wouldn't require finding 4 different states of what is essentially all just dirt. It's not like the different base materials are hard to find and requiring all 4 adds anything, the surface is a big splotchy mess of all 4.
The codex alert is going to get changed, it just slipped under the radar in all the UI changes we did. The original intent was to have a large pop-up that came along with a sound effect, making it VERY clear you've done something important when you get a codex entry. Having run short of time due to the holiday in 2 days here, we had to just toss in banner text that flashed on the side. It's turned out to be basically invisible to the player, and it's something we intend to fix for sure, along with more guidance in the early game. We'll get it sorted :)
I think there needs to eventually be more transparency in the tech tree... I could guess from previous play that the 'tools' tech would give me a better pick, but not that i'd also need 'base building' to make it, especially as you now need to power a workbench.
I actually kind of like the idea of having to build a protected base to get things functioning, but there are some definite pain points in understanding that and in getting it going to get started.
Thank you kindly for taking the time to reply to my post and let me know what the problem was and that it is being addressed.
In terraria after you find some metals you can upgrade your pike, so you cant compare it that much. In terraria if I remember correctly (I dont have it installed) I just needed 2 or even 3 hits to break the mud with a iron pike.
The most thing I hated in Terraria was the hammer. Really really boring and slow.
I dont know but in edge of space mining feels boring and slow it constantly reminds me the hammer in terraria dont know exactly why :S. For example I remember the update were you introduced the empty temples, I could mine that blocks really quickly and it wasnt frustrating or boring.
Another reason is walls. Walls feels even more boring and slow to mine. Maybe thats the problem, when you try to build a base for example of 8*8, you need to mine 64 floor's blocks + 64 walls blocks
Maybe adding some tiers? I mean, upgrading the current mining laser step by step so even if you start with a slow laser you can upgrade it and feel more the progression something like "ey! I just found some aluminium! lets put these blocks into my mining laser and voila!! Science!"
Dont know, for now I will download terraria and I will compare it to edge of space so I can provide a better feedback
Also I know it does not make sense now but it will make sense later. How these systems interlock. Actually the base is aware of all of it's tiles it's connected too. So if something damages or attacks a structure tile the base actually has an alert system. This will feed into later when you get an alert when one of your bases is being raided.
Also later on you will have drone bays you can load with various drone types. Repair drones get orders from the base on where tiles have been damaged to send out automatic repairing. (This will come to make more sense once a few more features are in place).
So we are really looking for suggestions on how we can make the feature more user friendly at the start instead of avoiding it. It is a very key feature in the long run and getting you learning it out of the way early has better long term benefits, but we also have to figure out how to make it not a rough initial experience. So we are reading and taking input about this particular mechanic very carefully.