Zainstaluj Steam
zaloguj się
|
język
简体中文 (chiński uproszczony)
繁體中文 (chiński tradycyjny)
日本語 (japoński)
한국어 (koreański)
ไทย (tajski)
български (bułgarski)
Čeština (czeski)
Dansk (duński)
Deutsch (niemiecki)
English (angielski)
Español – España (hiszpański)
Español – Latinoamérica (hiszpański latynoamerykański)
Ελληνικά (grecki)
Français (francuski)
Italiano (włoski)
Bahasa Indonesia (indonezyjski)
Magyar (węgierski)
Nederlands (niderlandzki)
Norsk (norweski)
Português (portugalski – Portugalia)
Português – Brasil (portugalski brazylijski)
Română (rumuński)
Русский (rosyjski)
Suomi (fiński)
Svenska (szwedzki)
Türkçe (turecki)
Tiếng Việt (wietnamski)
Українська (ukraiński)
Zgłoś problem z tłumaczeniem
1 - I agree this feels a bit weird, since microgravity should make holes and gaps in the floor easily passable. Even in gravity, it seems like we should be able to step over smaller gaps.
We do have a microgravity update planned for the future, which should help. I.e. floating around inside the ship, loose items moving during maneuvers, and maybe even hazards with crossing areas that have sharp debris.
Might be a while before this is added, but it should be coming!
2 - This is something we'll have to keep an eye on. We definitely had trouble here at launch, and added some tools to help (gas particle effects showing escaping air, fewer items on top of missing/damaged floor, etc.) But it might not be enough!
3 - Coincidentally, this is something I just added to the code!
I saw someone using the install option from inventory in a video, and how confusing it was because the item was behind the UI. Should be addressed in the next patch! (0.6.4.9)
4 - This is a good suggestion! And I think at least the "I don't care which wall" optiont might not be too hard to do. I'm going to add a note to myself.
As for crew, that's a known issue. Crew AI is still pretty rough, and based on player voting, is the current priority. We'll be working on making them more useful/reliable over the next little while.
Thanks again for the feedback and suggestions. This really helps!
For me, particle effect reliably triggers only for doors, broken walls/floor do not have them (which is HUGE problem). As for "fever items", in my plays damaged areas are covered in trash really densely, maybe reducing amounts of trash is an easy way to reduce confusion? That trash has really low stack size (only 3) clogs inventory and overall is really annoying. Less trash (incl. after scrapping) and bigger trash stack size would be nice.
Also, what about reducing fusion reactor's price in, like, 20 times at least for now? It is REALLY silly that one reactor cost THAT much, selling one feels like endgame, since there is nothing you can spend THAT amount of money on.
Also, reducing price of D2O which is, like, 10 times more expensive than everything else.
And maybe increase "daily consumption" indicators in fusion reactor in, like, 1000 times? It doesn't have to be an actual value for now, just indicate that consumption is enormous, since 20kg/day sounds like "negligible amount", which is completely un-true.
Eventually, I'm hoping we can get AIs to be smarter about airlock use. But for now, this stops them from venting the atmo until the player intervenes.
The particle effects *should* appear on broken floors and walls, but this only works if the room has air in it. You'll see air particles leaking slowly through the damaged tile.
However, rooms that are missing a whole floor or wall count as "external" and can never have air. So particles never appear in those rooms. I agree this can be hard to track down. I have a task in my backlog to see if there's a way to make these "external" rooms also show particles.
You're right that the pricing/economy is still way out of balance! This is due for review as more things are added to the game, including items, expenses, salaries, etc. Similarly, the reactor is due for an overhaul that fixes some of the rates and UI bugs it has.
Still a lot left to do on Ostranauts! And with such a small team, it can be slow. For that, I apologize!
But we'll get there, one step at a time. Thanks again for the feedback!
I know. I mean, this notification obviously misfires in some cases. If you are interested, I can research this question at some point.
I would say, autocloseable doors are the perfect solution for this.
Maybe I will return to game and test this when I have time. Missing floors are easily distinguishable so in most cases are not a problem. I mostly have problems with broken ones, and don't remember seeing particles near them.
I'm fine with economy being out of balance for now. It's "economy being ridiculous" what bothers me