Ostranauts

Ostranauts

Things change too fast (traits mostly) also bonus complaint!
It took less than two days for my person to get super ♥♥♥♥♥ and start drawing butts on her O2 tanks. She also has to write home twice a day or her family will disown her.
In fact, several traits could be good or bad depending on personality (some people hate contact or don't care about family at all). Events don't have to happen 24 times a day either. That seems like something that could be scalable in options (same with "how much supernatural stuff do you want?")

Free Bonus Complaint: it is tangentially related to the above (and may be intentional in this one case)...so...the interactions have always been awful in this game, a real case of "it wasnt broke, so we unfixed it". Interaction has been handled better in any other game and there are plenty of examples. How this relates; 1 is inventory when you click something. That is muscle memory. When my character became ♥♥♥♥♥ AF, for some reason 1 became doodle ♥♥♥♥ things on this object. I can see how that is thematic, but it is just tedious in an already unreliable system where you can accidentally uninstall a floor with a misclick, or flirt with the black market guy because trade jumps all over.
/rant

Still love it in spite of all that👍
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I can agree with the latter half of your post. Interactions seem to be prioritised at the cost of regularity. I also have started to un-install floors due to attempting to be quick. This is mildly infuriating however it has improved since prev iterations so hopefully it continues to improve.
The number of negative traits you start off with is really annoying. The supernatural stuff only has to happen once if you follow the plot through. You can also change traits if you follow that meat plot because the meat you can harvest has...interesting properties. Maybe try it the next time you're hungry. :)
Tumskunde 8 Mar 2024 @ 2:54am 
I know the interactions for items are provided by tags on said item.
Same with social interactions, though you can get temporary mood traits that can give you new options and choices there.

Sounds like you're looking at the "moods/needs" for your character, there's nothing wrong with ignoring these for the most part, though they have minor impacts on your performance, it's usually not until it's bottomed out (red) that you start to see any changes to begin with, that said you also get a buff if you get a number of these 'capped out' IE: Green.

I've found that a good way to deal with this is to watch the 'Drama channel' on the TV, it fills a surprising number of needs.

Your personality traits are the big ones that affect your moods, being Shy means you don't need as much Contact as a Gregarious bastard.
Trying for Optimist is actually a good play, as it decreases most of your mood needs and also makes you more resilient to the madness that stares back at you from the dark at the edge of the void. Conversely Pessimist and Finicky are terrible, increasing your needs for everything and actually increase the chances that the eyes of the hiding under the world start turning your way. I speak of the madness found within and without, there's a Weird stat that the game tracks and I'm not sure exactly what happens when you start going more and more unhinged, but it can't be good.

Physically, I always expound on getting rid of Micro-g Hypovolemic, it's a crippling flaw and only takes a year to drop during character gen. Temperance is a hidden gem as it reduces the amount you need to eat and sleep and the Slow Metabolism we start with is actually a good trait.


More concrete info on stats and traits here:
https://steamcommunity.com/sharedfiles/filedetails/?id=3016792515
Diposting pertama kali oleh LoneGunman:
...The supernatural stuff only has to happen once if you follow the plot through. ...

This is true with the purple floaty spooky thing, and honestly, that is non-intrusive so it doesnt matter and you can dive into it if you want. I like that kind of subtle lore.
The meat is a whole other thing. You have a very annoying thing on derelicts that is very hard to remove by hand (in every case I have found, even when using the laser to burn it you get tired for some reason) You are actually obligated to interact with a crazy supernatural bit of nonsense that takes a fair bit of effort to deal with the meat problem.

that said, I think it is neat. the "quest" for meat itself is pretty cool and has some really odd implications. I also get that it is the Dev's game, and they want supernatural to be big part of the game. The problem is they made a unique space-living game that fits a very particular niche for people with my tastes and supernatural stuff really takes away from my (and just a few other's) experience of how the game is now. I only voice my opinion on the matter, not to try and alter the Dev's vision for the game, but to let it be known that there is a potential player group that would be drawn in by a hard space-life game, that might be pushed away if they see the store page and it says "supernatural space travel" game. My assumption is that It is early enough in development that the Devs could put a setting/option/early story choice in the game that lets the player filter the amount of supernatural stuff in their game.

Ultimately, I dont think more spooky stuff would push me away personally. I like the spooky purple visits, but I will try my best to not interact with such content and as that becomes harder (see the great meat debacle...i know they are working on making it far less invasive) I go from enjoying a game of free choices to being forced to do something I dont want just to remove content I dont want to deal with so I can go back to playing the game I really like.

/rant

I am not mad/sad/annoyed, just throwing some thoughts out because it can only make the experience better at best, or it stays the same(still good) at worst...so no real loss to me and worth the effort.

Diposting pertama kali oleh Tumskunde:
I know the interactions for items are provided by tags on said item.
Same with social interactions, though you can get temporary mood traits that can give you new options and choices there.

Sounds like you're looking at the "moods/needs" for your character, there's nothing wrong with ignoring these for the most part, though they have minor impacts on your performance, it's usually not until it's bottomed out (red) that you start to see any changes to begin with, that said you also get a buff if you get a number of these 'capped out' IE: Green.

Up, this is the case for now. It is becoming problematic as stuff is added that interacts with it. I used to completely ignore most of it. I dont want to write letters home every 30min just to keep a trait up. I really like the traits, and think them having an impact is a very good thing...but it is the pace that will get annoying when more and more traits matter more and more.
This came to my attention with bottomed out intimacy adding in "draw suggestive images on the selected item". I like the idea there, it is funny. I actually like the fact that it screws with you and randomly becomes option 1 in the interaction window. As you go around working on the ship and instinctively hitting 1 to interact without thinking about it, you find yourself (your character) daydreaming and drawing butts on your gear. The problem is, it really is also very annoying when you are just trying to get stuff done. Being forced to go do the mechanical demand to get +intimacy so you can do the thing that it is taking you away from is annoying. More so, what if I dont want my character to even like intimacy.
I guess I am saying, as the system stands now, I would be fine being forced into maintaining that system if it took a week or two for my character to get ♥♥♥♥♥ (if not a nympho from backstory or whatever), then I had to go take care of it, then I had a couple weeks to do what I actually want before getting bothered by it again. As traits interact with mechanical functions of the gameplay, this will become a much more glaring issue, in MY opinion. When drifting through space on a 2 week flight with nothing else to do, then I can see upping the upkeep cycle, but "in-system" when there is stuff to do, I'd like to see it scaled way back.
Terakhir diedit oleh Randombandit; 9 Mar 2024 @ 7:11am
LoneGunman 9 Mar 2024 @ 10:39am 
As I understand it, if you adjust those settings they mentioned in the update before last you can keep the meat from even showing up that often and if you don't talk about it with anyone, it won't escalate. Probably in the end, there might be a setting they'll just add to the main settings to let you decide whether to encounter those kinds of plots or maybe there'll be some sort of choice you can make (tell the right scientist or administrator) to have the plot be wrapped up away from you....all you may hear is a news report on the news network.
Trip 9 Mar 2024 @ 3:24pm 
I've really been having a hard time keeping intimacy up. I can keep every other stat in the dark green no problem. I usually have intimacy in the red though occasionally I can get it in the white. I usually take the pick in character gen that makes my dude cruel so I constantly have altruism in the red (at least I think that's what causes it) but it doesn't seem to bother my guy. Maybe the cruel title messes up my intimacy need for some reason?

At any rate, I just let my guy doodle lewd stuff all over the place.
Tumskunde 9 Mar 2024 @ 5:04pm 
Again, I've found the easiest way to keep intimacy up is to get your hand on a TV and set it to the Drama Channel. And it upped more than intimacy at that. It shot me from orange to solid green in a half hour in game? and did so without tanking my Privacy, I didn't have an issue for 2-3 days after that.
But, I think part of this is that I also set up my character for working alone, chose traits that...
Ok, I'm gonna have to explain this better.

How these stats work, best as I can tell is that we accumulate points in them, there are also... break points / levels we hit by having so many points in them, these change how the stat is displayed on our character sheet. In code they are referenced as a DC level.
There's a cap at DC 5/6~ish that is the final level we can get to, but we can still keep stacking points, to keep us at that level longer. They constantly tick downwards over time, thus we need to spend a bit to raise them, but we can stack the buffer fairly thick, so we don't have to worry about them later.
To make matters more confusing, some of these DC tracks work in reverse, so that lower is better than higher, or they tick up instead of down.
Autonomy, Privacy and Security usually handle themselves as we work and are alone, the rest we need to handle ourselves, though we can sometimes buff these 3 a bit through interactions.

The reason why I mention this is that Mental Traits adjust the DC level, not the amount you gain/lose. So you get 'Full' from a smaller amount of interactions, and assuming you did the same amount of stat maintenance, will stay 'Full' longer than one without the trait due to it needing to hit a lower DC level to level down.

So, you don't want to be ♥♥♥♥♥ all the time? Take Chaste and avoid Lustful. I'm pretty sure we need to spend time during char gen to gain/lose these two, as I don't think there's any events that add/remove them.
Or watch some TV in your down time, I think we forget that our character's are Human like ourselves, with wants and needs. I'm not as young as I used to be, I can't pull more than a 8 hour work shift before I burn out and need time to rest my head/heart/body, and I sure as heck can't put in the 12-16 hours of labour I put my character through.
If I really want to ignore it, I'll either save edit or console command my stats high enough to do that for a week or two.

That said, the Devs modelling the character's wants/needs a fair bit closer to the real than fantasy, is something I actually enjoy, helps get me more invested in the game. But I also enjoy actually playing games like the Sims for this kind of thing, and not use it as a house building/decorating simulator as my partner does.

Also as far as the supernatural/spookiness, this is just starting to get on rough footing with NEO Scavenger, which is actually taking place on Earth at the same time as what we experience out my Jupiter. And in that game, you had to deal with Wendigo and the like. So there's probably more to come. Which will be nice, as there really aren't a whole lot of games that dip into it like this one does.

But for those that want to avoid it, they are probably all going to be setup with trackers/counter that we can easily mod/change to basically remove them from the game.
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Tanggal Diposting: 4 Mar 2024 @ 2:55pm
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