EVERSPACE™ 2

EVERSPACE™ 2

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Noire Sep 16, 2024 @ 2:19am
puzzles are TOO HARD TO FIND
when people complain about the puzzles, they don't complain about how to solve it, but HOW TO FIND IT. It's absolutely crazily bad how this game handles puzzle elements, no minimap, no question marks unless you're very late game and still it only begin to appear after you've cleared 80% of the hidden puzzles, which can prove absolutely impossible on some maps like ATHORIAN FAULT.

I only request a secondary upgrade to KHALA's ability to reveal more question marks. If devs really hate the players to not spending one full hour tracking the entire map then they can set it to 50% clear, but 80% is simply too much suffering, WAY too much. Besides, the mainframe components hidden are only worse as they're limited in numbers and related to progress.
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Showing 1-15 of 91 comments
Noire Sep 16, 2024 @ 2:23am 
you can even use hundreds of the new legendary scrap material to have this upgrade, but please let me have one. It's literally a space simulator for finding a needle within a haystack
DeadJericho Sep 16, 2024 @ 4:03am 
i played for nearly 40hrs and got bored of the game tbh
i enjoyed my time but all the needle in haystack searching in each zone wore me down.

i know i dont 'have' to do it, and could just rush the story but im a sort of completionist and clearing each zone/area is what i do in most games.

this game, its just kinda tedious after a while.

'oh look, i need a powercell, now ive got to go hunting everywhere to find the place that opens up revealing it.........' x100

and the rewards for doing that.... usually rubbish that i break down immediately.
Notoshy Sep 16, 2024 @ 8:27am 
Originally posted by Noire:
when people complain about the puzzles, they don't complain about how to solve it, but HOW TO FIND IT. It's absolutely crazily bad how this game handles puzzle elements, no minimap, no question marks unless you're very late game and still it only begin to appear after you've cleared 80% of the hidden puzzles, which can prove absolutely impossible on some maps like ATHORIAN FAULT.

I only request a secondary upgrade to KHALA's ability to reveal more question marks. If devs really hate the players to not spending one full hour tracking the entire map then they can set it to 50% clear, but 80% is simply too much suffering, WAY too much. Besides, the mainframe components hidden are only worse as they're limited in numbers and related to progress.
Certain hints can be identified and show a pattern.
Single pieces of scrap metal on the Map, Asteroids that are clumped together instead of being spread like the rest, colorful Clouds,.... all of that is a hint, that something interesting could be there.
The Sphere Generators and their Counterparts are only in places with human Technology, like Wrecks or stations.
Long corridors or cables? Possibly a red-button puzzle is nearby.
A hole in a large Asteroid? Could that be a Cave?

The beginning, a new Player doesnt recognize them, thinking its just atmospheric background stuff. But the pattern are there.
Yes, i admit them some Puzzles/Locations are harder then others (Perun IV .....), but its not that they are completely invisible or impossible.
Geekbyte  [developer] Sep 16, 2024 @ 8:39am 
Originally posted by Eminy Frost:
Eh, dont bother. These devs clearly dont give a crap about what players actually want. They need to stick to their "vision" and constructive feedback be damned. But hey, the 600 concurrent playercount for this game on Steam Charts tells you all you need to know about how much people love Puzzles in their ARPGs. This is another perfect example of a developers EGO getting in the way of their own success. Its play the game OUR WAY or GTFO!

Hey there.

Couple of things I'd like to respond too.

Firstly we're very receptive to feedback, good or bad and we like to hear either as it can help shape our pathway through development. A big example of this is how the community and players helped us through Early Access with ideas and feedback and this continues to this day. To say that we don't listen and dismiss it is very disingenuous to our processes.
You have to remember that just because someone puts their thoughts and ideas down in a post and it doesn't get enacted on, doesn't mean it's not heard, but it can also become a metric of how the players feel. We've heard lots of feedback around the puzzles and other elements (good and bad) which we relay to the team through internal documentation.

As for the player count, it's easy to target that metric, but by sidestepping the fact that the space game genre is quite niche and small, we're a small dev team that has to really punch through as much as possible to get eyes on our product and also we're a single player game, with some replayability for those players that wish to do so, either as end-game Incursions/Rifts or new play throughs. Do players pick up & put down our game, sure, we expect that to happen but we don't feel targeting that specific metric is a measure of how successful EVERSPACE 2 has been.

Game development isn't easy and is extremely expensive to do in monetary and time terms, but that means that there's limitations on what can be achieved and what can't.

Hopefully this makes things a bit more understandable as to why certain decisions are made, but also why you won't always see what happens internally.
Bobby Sep 16, 2024 @ 10:45am 
Absolutely LOVE the puzzles aspect in this. The idea of switching into FP mode to do it solved them easy enough.
Clearly some people can’t do 3D in their heads. It requires thinking, I
They are *not* hard by any means. But people have very short attention spans today and want to skip things if they can’t solve things in a few minutes.
This is what separates this from the run-of-the-mill crap that gets churned out.
The devs have done a wonderful job of this.

I cannot be bothered with the bog standard “shoot a million spaceships” Games that exist.
That is utter brain numbing ‘serious Same’ junk.

Yin/yang
Percopius Sep 16, 2024 @ 11:27am 
The puzzles are fine, it makes the game distinct and gives you a break from battle and a chance to explore the maps. I am / was able to find everything, but I enjoy the process and don't try to rush to progress. You can adjust your expectations to better enjoy the game, expecting the game to conform to your desire does cause others desires to be ignored if implemented.

I am not saying people are wrong for not liking it, I have no say in that. You can advocate for whatever you want, but the best solutions you could champion would allow your desire to coexist with others (suggesting making something optional is better than suggesting something should be removed) This does not always work for the design of the game or the devs vision, example - people suggesting From Software Souls game having a difficulty slider. Yes, people want it and claim it has no cost, but it does, as explained numerous times. To assume a feature you want would make make a difference to the success of a game (that's a common argument) ignores how delicate success is and the impact of changing the nature of a game - the potential loss of a games identity, thus market distinction.
GamerQuest Sep 16, 2024 @ 1:25pm 
I agree with the OP. I don't like them and it is the reason I put the game down.
Noire Sep 16, 2024 @ 2:49pm 
Originally posted by Bobby:
Absolutely LOVE the puzzles aspect in this. The idea of switching into FP mode to do it solved them easy enough.
Clearly some people can’t do 3D in their heads. It requires thinking, I
They are *not* hard by any means. But people have very short attention spans today and want to skip things if they can’t solve things in a few minutes.
This is what separates this from the run-of-the-mill crap that gets churned out.
The devs have done a wonderful job of this.

I cannot be bothered with the bog standard “shoot a million spaceships” Games that exist.
That is utter brain numbing ‘serious Same’ junk.

Yin/yang


Originally posted by Percopius:
The puzzles are fine, it makes the game distinct and gives you a break from battle and a chance to explore the maps. I am / was able to find everything, but I enjoy the process and don't try to rush to progress. You can adjust your expectations to better enjoy the game, expecting the game to conform to your desire does cause others desires to be ignored if implemented.

I am not saying people are wrong for not liking it, I have no say in that. You can advocate for whatever you want, but the best solutions you could champion would allow your desire to coexist with others (suggesting making something optional is better than suggesting something should be removed) This does not always work for the design of the game or the devs vision, example - people suggesting From Software Souls game having a difficulty slider. Yes, people want it and claim it has no cost, but it does, as explained numerous times. To assume a feature you want would make make a difference to the success of a game (that's a common argument) ignores how delicate success is and the impact of changing the nature of a game - the potential loss of a games identity, thus market distinction.

Khala's ability already has a toggle, if you really hate the game to be easy for yourself then you can toggle that off yourself, just like ppl playing on nightmare vs easier difficulties, it's completely fine.

I'm by no means saying the puzzles are not fun. Who would reject a game of cut the rope, etc? But it's absolutely disgusting how you are forced to search each map upside down to find a single puzzle for you to solve. Solving puzzles are fun, being forced to backtrack dozens of minutes are not.

Besides, the last thing a player needs is to be told how he should play a game. You mentioned Fromsoftware dark souls games and I guess you don't know how many ppl play that game with a trainer... People will find their own ways to make the game more enjoyable for themselves, eventually.
Noire Sep 16, 2024 @ 2:53pm 
Originally posted by Geekbyte:
Originally posted by Eminy Frost:
Eh, dont bother. These devs clearly dont give a crap about what players actually want. They need to stick to their "vision" and constructive feedback be damned. But hey, the 600 concurrent playercount for this game on Steam Charts tells you all you need to know about how much people love Puzzles in their ARPGs. This is another perfect example of a developers EGO getting in the way of their own success. Its play the game OUR WAY or GTFO!

Hey there.

Couple of things I'd like to respond too.

Firstly we're very receptive to feedback, good or bad and we like to hear either as it can help shape our pathway through development. A big example of this is how the community and players helped us through Early Access with ideas and feedback and this continues to this day. To say that we don't listen and dismiss it is very disingenuous to our processes.
You have to remember that just because someone puts their thoughts and ideas down in a post and it doesn't get enacted on, doesn't mean it's not heard, but it can also become a metric of how the players feel. We've heard lots of feedback around the puzzles and other elements (good and bad) which we relay to the team through internal documentation.

As for the player count, it's easy to target that metric, but by sidestepping the fact that the space game genre is quite niche and small, we're a small dev team that has to really punch through as much as possible to get eyes on our product and also we're a single player game, with some replayability for those players that wish to do so, either as end-game Incursions/Rifts or new play throughs. Do players pick up & put down our game, sure, we expect that to happen but we don't feel targeting that specific metric is a measure of how successful EVERSPACE 2 has been.

Game development isn't easy and is extremely expensive to do in monetary and time terms, but that means that there's limitations on what can be achieved and what can't.

Hopefully this makes things a bit more understandable as to why certain decisions are made, but also why you won't always see what happens internally.

Hello dear dev, let's be clear here: on current puzzle status if there's a trainer that allow me to immediately display all question marks on my map, this thing comes first before purchasing the DLC.

I hope you can at least clarify does the dev team have any ongoing plan about making the puzzles easier to find? Not to solve, but FIND.

My suggestion is just to give a second level upgrade to khala's ability. It can be even more end-gamey than a full collection of radiant legendary equipments because I'm already at that stage of the game after more than 100 hours of gameplay. It's not hard to program, right? A few more lines of code and changing the threshold value for it to trigger, poof, potentially hours of time saved. Unless dragging out the game time is what the dev team intended to do, of course.
Last edited by Noire; Sep 16, 2024 @ 2:59pm
BIG GIT Sep 16, 2024 @ 3:25pm 
I have to agree the puzzles are a bit to tough and are costing me to much of my time which is the one thing I don't have enough of. I appreciate some players live the puzzles just as they are but some of us are struggling and we'll its putting me off even bothering. It's like the new starwars outlaws game u personally hate the mini rhythm lock picking game I'm rubbish at it but me friend thinks it's to easy. But in the option you can have it auto do it and it's saved me so much time and frustration and jept me playing outlaws because I would have just given up. I don't want to spend time being frustrated u want to enjoy playing. But my friend didn't turn that on and it's not affected his game by me turning it on. Maybe do something similar not auto solve but make it less time consuming for those of us with little to spare.
Yes Indeed! Sep 16, 2024 @ 8:18pm 
The puzzles are nice, I like them.
Porked! Sep 16, 2024 @ 8:22pm 
I almost pulled my hairs out finding that energy dispenser at Garrikun's Rest.

I examined all three platforms entirely, multiple times, too. And in all the asteroids, all the small beacons around it for a whole hour. I've already figured out that I have to drop the sphere into the suction pipe to get it to the socket... but where the heck is the dispenser?! At least until realize that my ship light, atmospheric light, and that blue "hint" light combined to completely blind me from the little red button that's right next to the blue light. It needs better hint system. Sound cues for the dispensers or buttons would be a really good start.
Last edited by Porked!; Sep 16, 2024 @ 8:23pm
Percopius Sep 16, 2024 @ 9:22pm 
Originally posted by Noire:
Originally posted by Bobby:
Absolutely LOVE the puzzles aspect in this. The idea of switching into FP mode to do it solved them easy enough.
Clearly some people can’t do 3D in their heads. It requires thinking, I
They are *not* hard by any means. But people have very short attention spans today and want to skip things if they can’t solve things in a few minutes.
This is what separates this from the run-of-the-mill crap that gets churned out.
The devs have done a wonderful job of this.

I cannot be bothered with the bog standard “shoot a million spaceships” Games that exist.
That is utter brain numbing ‘serious Same’ junk.

Yin/yang


Originally posted by Percopius:
The puzzles are fine, it makes the game distinct and gives you a break from battle and a chance to explore the maps. I am / was able to find everything, but I enjoy the process and don't try to rush to progress. You can adjust your expectations to better enjoy the game, expecting the game to conform to your desire does cause others desires to be ignored if implemented.

I am not saying people are wrong for not liking it, I have no say in that. You can advocate for whatever you want, but the best solutions you could champion would allow your desire to coexist with others (suggesting making something optional is better than suggesting something should be removed) This does not always work for the design of the game or the devs vision, example - people suggesting From Software Souls game having a difficulty slider. Yes, people want it and claim it has no cost, but it does, as explained numerous times. To assume a feature you want would make make a difference to the success of a game (that's a common argument) ignores how delicate success is and the impact of changing the nature of a game - the potential loss of a games identity, thus market distinction.

Khala's ability already has a toggle, if you really hate the game to be easy for yourself then you can toggle that off yourself, just like ppl playing on nightmare vs easier difficulties, it's completely fine.

I'm by no means saying the puzzles are not fun. Who would reject a game of cut the rope, etc? But it's absolutely disgusting how you are forced to search each map upside down to find a single puzzle for you to solve. Solving puzzles are fun, being forced to backtrack dozens of minutes are not.

Besides, the last thing a player needs is to be told how he should play a game. You mentioned Fromsoftware dark souls games and I guess you don't know how many ppl play that game with a trainer... People will find their own ways to make the game more enjoyable for themselves, eventually.
I am aware, and it is an excellent solution. Example: Grim Dawn devs do not want to expand the inventory space any more than they have for sound reasoning on their part. The modding community has mods that not only increase the inventory, but allows you to create a database of every item you have ever found, and move them to any characters inventory. But I repeat; you are free to request a feature, and how you feel about an aspect of the game is important, as is mine.
TheGCat Sep 16, 2024 @ 10:39pm 
Die Puzzles mögen nichts für jedermann sein, aber wie schon erwähnt sind diese optional. Wer etwas spielt, auch wenn er es nicht mag, nur um die 100% vollzukriegen, sollte sich vielleicht mal die Frage stellen ob man neurotisch ist. Ein Spiel zu 100% durchzuspielen bringt einem gar nichts, außer die Erkenntnis alles gesehen zu haben. Es gibt weder Geldpreise, noch kommt der Bundeskanzler vorbei und gratuliert einem.

Ignorieren. Dieses Wort beschreibt alles doch sehr gut. Ich persönlich mag es auch etwas zu 100% durchgespielt zu haben, allerdings mache ich das nicht, wenn das voraussetzt, dass ich stundenlang etwas machen muss, dass mich zutiefst nervt. Demzufolge mache ich es dann auch nicht, denn das wäre eher eine Bestrafung für mich, als das ich wirklich Spaß am Spielen hätte.

Ich mag die Puzzles. Ja, es sind viele. Richtig. Ja, manche sind gut versteckt. Ja, manchmal haben die mich auch genervt, aber nicht so, dass ich die ganze Existienz daran anzweifeln müsste. Wenn man eben keinen Bock mehr hat, spielt man die Missionen weiter...

Davon mal abgesehen, was wären die Kulissen des Spiels schon wert, wenn es keine diese Puzzles gäbe? Man wäre mal kurz wegen einer Mission dort, würde sich kaum alles intensiv angucken, und nach der Mission blitzschnell wieder verschwinden. So würde dass dann ablaufen. Ich finde, da haben die Entwickler schon einen Anreiz geschaffen, die Umgebung richtig zu erkunden und Spaß daran zu haben.
omgitsbees Sep 16, 2024 @ 10:41pm 
Chiming in to say that i'm also not a fan of the puzzles either (played Everspace 2 on another platform). Every other aspect of the game is fantastic though, but the puzzles make wanting to play through the campaign again, or do a lot of the side content, feel like too much of a chore.
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