Hydroneer

Hydroneer

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[DEV POST] - We're doing a SUGGESTIONS UPDATE next! (UPDATED POST)
Edit:
Thanks everyone for your suggestions! The 2.0.6 Suggestions Update will be out tomorrow (July 5th!) Patch notes will be made available on the announcement post when the update as live, as well as inside the game's main menu.

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Hey folks, hope you're all enjoying 2.0!
After all the hard work that went into creating 2.0, we've just finished taking a week vacation for the studio. Now we're back we're focusing on a small user created suggestions update!

Its extremely important to us that we're listening to our community about what some of the major suggestions from the community are so we can apply them to this update. This will be coming in our 2.0.6 patch (after this will be the bigger 2.1 and 2.2 etc. updates.

Please leave your suggestions in this post, but also note:
- We have been paying attention to these forums, discord, twitter, reddit and already have a few things on our list as well as stuff we want to add!
- We are only going to add suggestions that we feel fit well within the games design, so not every suggestion will be added obviously
- Some suggestions might fit better into later updates, so we might already have plans to add them in already later down the line.
- This update will include bug fixes, so please do not suggest to fix bugs
- 'make real multiplayer' isn't something we're focusing on here
- Please keep chatter relevant and do not shoot down others ideas, feel free to discuss and expand on ideas but do not critique them.

Thanks everyone, looking forward to hearing from you :)
Последно редактиран от grandmaMax; 4 юли 2022 в 10:46
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Показване на 31-45 от 183 коментара
- Fencing/railings (straight & sloped for stairs)
- Something to cover the ground other than floorboards. A "grass" slab would be nice.
- More housing stuff. Furniture/fixtures.

- And, of course, the FPS Death Wall being taken care of. (Hey, if it's not the graphics, is it a live asset list or something? I've been trying to see if my hard drive chugs before the freeze, but I can't time it 😂)
Първоначално публикувано от Lini:
Others have said some of these points, but I'll repeat them anyways, to reinforce what they've said and give my take on them.
-Currently, there doesn't feel like there's much to do outside 'get money' and 'self improve your setup'. The latter is fun, the former becomes very easy very quickly. One option is more moneysinks, more useful improvements you want and perhaps raised prices on a few things.
-Another possibility (and these can be taken together, of course) is more variety - if all dig sites contain the same things, then overall the main reason for choosing one over another is aesthetics of the surface area and proximity to other spots (or the underground's unique sideways digging...and proximity to the forge). If each area had a more unique quality to it of some sort, there'd be more reason to go to them all.
-The game could use some further goals, and is...honestly kind of lifeless. It wouldn't be a bad idea to have some sort of completion goal (which, of course, you can keep playing afterwards for) to work towards, as well as having various side-goals/sidequests - having some more things like how you earn new fishing poles could work well, giving various rewards for completing various tasks, and could easily help with the emptiness of the world just by sticking a person nearby (for example, there could be someone near the fishing poles saying he'll give you a pole if you give him the right fish - I've seen a couple content creators be baffled by that, now.)
-The day/night cycle, as far as I can tell, adds nothing to the game but tedium. It takes too long, makes it dark enough to not be worth doing anything without a light source (so no moonlight), and generally seems geared towards making people spend a few coins on a bed so they can see themselves creepily standing over themselves as they sleep, after tripping over their potholes - an expense at the point in the game where one is already pinching pennies. The lighting and mining hat already have uses for holes dug underground, at least. I would suggest one of the following options: make the nights shorter and a bit brighter (so it's dark on the surface but enough to see, underground being pitch black is fine), or make permaday a menu option instead of a creative mode item, or give working at night a bonus to counteract the need for lighting (maybe not Icehelm since it's lit by default all the time, but it's got other things going for it anyways).
-Bulk transport is difficult, it really is. The truck doesn't handle well, the roads are narrow, and trying to put enough conveyers/pipes/logic cables into it to make a functional system in general causes it to bug out and the FPS to crash (for me, it took 15 conveyers to hit single digit FPS, when I was moving my stuff between dig sites, and the truck would not move forward at that point.) And, of course, grabbing fifteen items one by one is very tedious, especially when that's not all of them and I'm sure this is a small setup. I saw this thread because I was trying to move 10 straight logic cables on a pallet and the game thought this was Bad and Wrong and was taking it out on my graphics card, and was checking to see if there was something going on. I don't know what the intention here is, but I would suggest having a crate of some sort that players can put buildings/items in and they stop being physical objects. It could be expensive if need be, maybe there's something in the description that says it uses rare resources and shards, but bulk transport for things that one uses a lot of should not be both heavily tedious and taxing on the computer itself.
-Currently, the aiming reticle for dropping things is very faint and often hard to see, and especially when starting out it's easy to think the dot in the middle of the screen is where you'll be dropping things - this is a bit of a problem considering how frequently you drop things. I would make the drop-target brighter, maybe adjustable (both brightness and color) in menu, and/or just make it the center target. A targetting line would also be nice, especially with the hold-E mode. Blacksmithing is kind of annoying because the red-hot bars keep falling off the anvil often enough to cool down due to the difficulty in dropping things.
-As was mentioned, let the rake switch between raise up and raise down. Right click, probably. If for whatever reason that can't be done with how everything works, have like a Soft Rake for up and a Hard Rake for down (or different tools).
-Large clumps of resources tend to explode...just in general, but early on that's just how they end up. I made the foolish error of trying to use the hand sorter early on, so I could smelt stuff down instead of just selling the frame-destroying pan of resources, using a concrete block structure and a funnel to try to keep things in line even (I've seen the results of careless bucket pours, you can blame Let's Game It Out for my purchase). Still exploded everywhere. Later on things, things ended up clumped on the output of my harvester (from what I've read, this was a result of being too far from it for too long...? And maybe lag?) Magnet on a stick made it explode. Not sure what best to do here, though. I know visually when a large number of things are poured out they look like a solid clump, like a single 'object', dunno if they're treated that way in-game - if not, perhaps they should, or for longer if they are, and perhaps things in the area of the magnet are automatically a clump as long as it's on? And then they fall apart with no collision or something, I don't know, I'm not very sure with this with what would or wouldn't work (other than 'fix things clumping at harvesters' of course, but bugs will be bugs).

I hope I do not appear as if I dislike the game - I would not have bought it (or have replied at all) if that were the case. It's been an interesting thing, that certainly has enough going for it for me to binge it for...quite a while already, and what looks to be quite a bit of potential for the future. Not knowing your reasonings for things, I can only look to the things that bothered me or I thought odd (but every game has such things) and think what I would want done to improve them.

Absolutely agree with you.

Maybe to put an end game goal with light story. Like: You survived ship break, and ended up to an island with friendly locals. Your ship is stranded on a shore. Good people gave you some land and they tell you that you can mine land for ores and making profit if you build stuff for them. Additionally, they told you that you can find blueprints for repairing your ship (from previous ship break). For that you must work really hard and spent enormous amount of materials and money so you can one day may leave the island. Different plots can be containing different materials and blueprints needed for specific parts.
Alloying would be nice. Mix copper and iron to make some new tools. Or add coal which is common in mines, so you can make steel etch …. For ship parts you must build molds by the blueprint so you can make parts needed and use it to repair your ship.
After you build and leave, end credit would be nice. And you can return later and continue to play because “you have fillings and gratitude for local people”. Something like that.
IMO every game has to have something to drive them. I like to call it a “carrot”. The most basic example is game Factorio. End game: Send rocket in space and that’s it. But it drive player for the end game goal.
Time where arcade score was everything is long gone.

But you are doing great job. For a while I almost think that this game is abandoned. Keep the great work guys. 😊
Here's one:

TOOLS DROP FLAT, NOT STANDING RIGID AT YOUR FEET. Want to know how many words I've invented to curse that stupid pickaxe?
Something of an automatic digging tool. Wouldn't have to be super fast but you could just hold the mouse instead of clicking every time and it would drop the dirt clods so you could process them.
Първоначално публикувано от TheDistur:
Something of an automatic digging tool. Wouldn't have to be super fast but you could just hold the mouse instead of clicking every time and it would drop the dirt clods so you could process them.
I second the idea of being able to hold down the mouse button to dig repeatedly!! it would be so easy to implement and would be a qol fix that would make the game like 10 billion times better to play!
Последно редактиран от jacobellinger; 5 юни 2022 в 16:52
Palad1n 5 юни 2022 в 19:14 
20
Competitive multiplayer where each player starts with a certain amount of money and you each go find your own plot of land.

Some folks enjoy co-op, however a lot of gamers also like to have fun competing with friends / family if that were an option.
Bitte die Geschwindigkeit mit der Gegenstände aufgehoben werden reduzieren, Danke
I'll suggest the following changes:

Machines to craft most basic items: Pipe bender to craft pipes, anvil made to able to craft pickaxes/shovels ect.

Coal added and used to fuel furnaces.

Pickaxe that can dig faster. Perhaps now that we have coal we can make steel and use that to make a steel pickaxe that digs a bit wider area.

Option to multi-buy items. Easy way to do this. If you have a cart/pallet/vehicle parked in a certain location you can use a deliver to vehicle option.

Hard Mode and/or option settings:

Increased money mode. The prices of most things could probably be increased by 5-10x.

Land plots should either have different resource spread or have prices that differ from each other by large amounts.

Durability on tools. If we can craft pickaxes/shovels I wouldn't mind them breaking from time to time and having to use the anvil to make a new one.

Logic uses shards to run.

Remove the starting vehicle. Got to earn it. Make them more expensive so that people use a cart first.



Overall I like the game but there are IMO 2 glaring problems. Tedium of repeating the same action over and over again to do things like buy 50 pipes or clear out a large enough area to place 10 drills. Also a lack of content. We start off making a few items that have no use other than selling them, we buy a plot where we have a bit more room and hopefully make a T2 drill and after that it's mostly just basic automation and logic. However by the time you build a few T2 drills, money is no longer an issue and it's waiting on cloutium and how much time you feel like wasting clear land to build more drills just for the experience of doing it.
Tier 2 drills only difference seems to be that at max depth they do nuggets at 4.5 while T1 do around 3 weight. If they mined a higher drop rate percentage for Cloudium and/or special ore for lets say T3 only equipment whenever that's going to be implemented that would be cool.
Първоначално публикувано от Nedrith:
I'll suggest the following changes:

Machines to craft most basic items: Pipe bender to craft pipes, anvil made to able to craft pickaxes/shovels ect.

Coal added and used to fuel furnaces.

Pickaxe that can dig faster. Perhaps now that we have coal we can make steel and use that to make a steel pickaxe that digs a bit wider area.

Option to multi-buy items. Easy way to do this. If you have a cart/pallet/vehicle parked in a certain location you can use a deliver to vehicle option.

Hard Mode and/or option settings:

Increased money mode. The prices of most things could probably be increased by 5-10x.

Land plots should either have different resource spread or have prices that differ from each other by large amounts.

Durability on tools. If we can craft pickaxes/shovels I wouldn't mind them breaking from time to time and having to use the anvil to make a new one.

Logic uses shards to run.

Remove the starting vehicle. Got to earn it. Make them more expensive so that people use a cart first.



Overall I like the game but there are IMO 2 glaring problems. Tedium of repeating the same action over and over again to do things like buy 50 pipes or clear out a large enough area to place 10 drills. Also a lack of content. We start off making a few items that have no use other than selling them, we buy a plot where we have a bit more room and hopefully make a T2 drill and after that it's mostly just basic automation and logic. However by the time you build a few T2 drills, money is no longer an issue and it's waiting on cloutium and how much time you feel like wasting clear land to build more drills just for the experience of doing it.

Shards powering logic is one I've thought about.

And buying multiple items, there is a Bulk Crate mod that works well for this, and a item crate, both are great mods for different reasons and both are worth using.
Първоначално публикувано от Palad1n:
Competitive multiplayer where each player starts with a certain amount of money and you each go find your own plot of land.

Some folks enjoy co-op, however a lot of gamers also like to have fun competing with friends / family if that were an option.
omg that sounds awesome!! you could even have like timer on a cartoony sign at each plot and when it's up whoever made the most money wins!
Първоначално публикувано от Palad1n:
Competitive multiplayer where each player starts with a certain amount of money and you each go find your own plot of land.

Some folks enjoy co-op, however a lot of gamers also like to have fun competing with friends / family if that were an option.
also that's what all the awards look like on a single comment :D
I I've been playing the game for about 2 weeks now and I have no more goals. Don't have to put in any effort anymore.
My suggestion is. Why should there be a 100% win chance that comes from the drills. Why not not 25 or even 10% win chance. The rest is dirt. Why aren't there different types of drills? One for gold or iron etc. If you only want gold. Then you can create a specific room, where only gold comes from. If you've had enough of the drills where only gold comes from. Load them on the truck, scrapyard make metal block, melt it back to a bar and use it again. And I think you can also control the fps better this way.
It would also be nice if crates come into play. Where you can place 10 or 20 items in. And that you get a belt, where you can place 3 or 4 tools. With a radial menu to call up the tools.
-A bag or other container that can be used for building our mining setups. I love this game and its mechanics but I just can't play it for long when the building is so painful to do.

Maybe you can get a bag or crate that you hold and put x amount of the same part into, then left clicking just puts that part out like the current building method. That alone would make it much less onerous.

-More ways to quickly clear unwanted dirt. The nukes are fun, but the time spent setting them up makes them a hassle. The old digger truck was a much more useful (if extremely buggy) option.
Първоначално публикувано от Nedrith:
I'll suggest the following changes:

Machines to craft most basic items: Pipe bender to craft pipes, anvil made to able to craft pickaxes/shovels ect.

Coal added and used to fuel furnaces.

Pickaxe that can dig faster. Perhaps now that we have coal we can make steel and use that to make a steel pickaxe that digs a bit wider area.

Option to multi-buy items. Easy way to do this. If you have a cart/pallet/vehicle parked in a certain location you can use a deliver to vehicle option.

Hard Mode and/or option settings:

Increased money mode. The prices of most things could probably be increased by 5-10x.

Land plots should either have different resource spread or have prices that differ from each other by large amounts.

Durability on tools. If we can craft pickaxes/shovels I wouldn't mind them breaking from time to time and having to use the anvil to make a new one.

Logic uses shards to run.

Remove the starting vehicle. Got to earn it. Make them more expensive so that people use a cart first.



Overall I like the game but there are IMO 2 glaring problems. Tedium of repeating the same action over and over again to do things like buy 50 pipes or clear out a large enough area to place 10 drills. Also a lack of content. We start off making a few items that have no use other than selling them, we buy a plot where we have a bit more room and hopefully make a T2 drill and after that it's mostly just basic automation and logic. However by the time you build a few T2 drills, money is no longer an issue and it's waiting on cloutium and how much time you feel like wasting clear land to build more drills just for the experience of doing it.

I absolutely detest the idea of needing to use coal and tools breaking
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Дата на публикуване: 4 юни 2022 в 6:53
Публикации: 183