Voidtrain

Voidtrain

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The Game is good, but can be better
5 hours in and before our third station, my friend and I were able to research and build the steam train. The main issue i have is that i understand it's meant more for 4 players (or so it seems) as you want to have one person working on the train and crafting while the other 3 are gathering resources. but with my friend and I playing for my first time today. The issue i had is the save glitched and we lost ALL resources on spawning the train and the game says we lost all inventory (3 hours lost to the actual void and frustration and hope of a cheat engine to respawn all lost items but that's besides the point).

The train moving fast for ramming obstacles in the way makes sense, but otherwise slow is the only way to go. and with the void occasionally spawning items behind and we have to back track is nice until the buffer stops us and items are just shy of reach even with the grapple. getting items is a chore than it is rewarding. if you want to have the player speed through the section, have a track split before the next station so we can loop back. the more we loop (after getting the revolver) the section can have harder challenges or enemies and greater rewards to reward and less ammo and the revolver can do less damage to be a risk vs reward system.
speed doe not help this game where you have to stop constantly and everything is linear where you have to sort inventory and rarely deal with an enemy or something slowing you down but because you are going so slow, you do not even notice it unless you look under for resources.
I'm not gonna stop playing the game and i understand the game has been in early access on epic for over a year, but i was expecting more to be done with the game and resources not being a pain to get while the game is telling me "YOU'RE TOO SLOW! COME ON STEP IT UP! GO SONIC SPEED!
GO FASTER!
speed does not help the player other than going backwards to to make sure they didn't miss anything to hit the buffer. i understand that because of the layout of the train, a straight line is the only option but you can do more with a straight line and resource gathers. figure out what you have and expand on it or make it easier on the player. a thrust pack would be nice to get to resources faster. or the removal of the buffer following and occasional respawning of resources. a rogue like of a straight line with ups and downs to the level can make the game interesting. just take what you have and improve. there's a lot of work to be made. but with the current angle, you are probably not going to have many players by and if official release comes out if you cannot make announcements of improvements and gameplay stuff that intrigues the player to keep playing and try out the new stuff and take what they say about it for keep and remove.

look at fat sharks Darktide. it's player count dipped hard and they have hard time keeping their players up. don't end up like them before you even officially released
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Showing 1-13 of 13 comments
Zothen May 18, 2023 @ 2:40am 
Originally posted by Shane Cormac:
5 hours in and before our third station,
If you cant keep your inner loot goblin in check you cant go forward, nor faster forward. Sorry, but its a you-problem, hehe.
Drago Firewind May 18, 2023 @ 4:10pm 
Originally posted by Zothen:
Originally posted by Shane Cormac:
5 hours in and before our third station,
If you cant keep your inner loot goblin in check you cant go forward, nor faster forward. Sorry, but its a you-problem, hehe.

it's not even a loot goblin thing. it's a "we need resources for XYZ kinda thing. we also think we glitched the game on our way to the third station as it took 3 hours to get to it at min speed
Asmosis May 18, 2023 @ 10:15pm 
Originally posted by Shane Cormac:
Originally posted by Zothen:
If you cant keep your inner loot goblin in check you cant go forward, nor faster forward. Sorry, but its a you-problem, hehe.

it's not even a loot goblin thing. it's a "we need resources for XYZ kinda thing. we also think we glitched the game on our way to the third station as it took 3 hours to get to it at min speed

It absolutely is a loot goblin thing if you are wasting time slowly reversing to pick up every *single* item along the way. You don't have to pick up everything and you certainly dont have to loop back (that's a horrible idea).

Don't get me wrong, i did the same thing on my first loop. It's hard, but you need to train yourself to "let it go" when it comes to missing a bit of wood or scrap metal in the void. It's like someone frantically dropping anchor in Raft to make sure they pick up every single bit of flotsam.

You'll find the game a lot more enjoyable if you just keep the train rolling and focus on grabbing the important stuff like coal chunks etc as you'll also get the random encounters a lot more frequently.

Doing more loops inbetween tech tier upgrades also helps ensure you get a smoother story/progression as you're not advancing tech at a much faster pace than the story.
Last edited by Asmosis; May 18, 2023 @ 10:19pm
Zothen May 19, 2023 @ 1:38am 
Originally posted by Asmosis:
Doing more loops inbetween tech tier upgrades also helps ensure you get a smoother story/progression as you're not advancing tech at a much faster pace than the story.
Not to mention that brutal crawling stalls the tech progression from the weapon drops as the depots, too.... :steamhappy:

Voidtrain definatly has an identity crisis, because it doesnt communicate properly if it wants the train to actually move or barely crawl forward.
Last edited by Zothen; May 19, 2023 @ 1:39am
Malidictus May 19, 2023 @ 7:10am 
Originally posted by Zothen:
If you cant keep your inner loot goblin in check you cant go forward, nor faster forward. Sorry, but its a you-problem, hehe.

It is not. It's a game design problem. The game teaches the player to fish every bit of debris out of the Void very early on. We start with a slow-moving train and a massive glut for resources just researching basic tech. Tech progression is not gated by Depots or stops almost at all, meaning the player is encouraged to move slowly and do as much research as possible before the next stop. More than that, resource gain within depots is heavily limited, encouraging the player to stockpile resources before arriving at one, or miss on depot-only upgrades.

Players are not "playing the game wrong" when slow-crawling and stockpiling resources. They're playing the game the exact way that the game has taught, encouraged and incentivised them to play it. If the goal is to keep moving forward quickly and only focus on individual stops, then core design should accommodate this. Resources would be primarily gained from points of interest to give those increased value, while the Void itself would offer little if any resources to devalue it. This would encourage players to move past the void as quickly as possible, as travel would be a cost instead of a benefit.

Game design informs player behaviour. If players are consistently behaving opposite of how the game is intended to be player - which is the case with Voidtrain - then the fault lies with the game's own design. Not with the individual player. People ignore design which ignores people.



Originally posted by Asmosis:
You'll find the game a lot more enjoyable if you just keep the train rolling and focus on grabbing the important stuff like coal chunks etc as you'll also get the random encounters a lot more frequently.

The problem is that it... really isn't. Just keeping the train rolling means I miss fuel for said train, run out and have to slow-crawl anyway. Keeping the train rolling also means I'm not engaging with any other systems. I'm needed at the front of the engine scanning for mines, chunks and witch islands, all but ignoring crafting and progression.

It's also objectively not fun to reach a new research tier and find that I singularly lack the resources to advance in it... because I sped past them all. I then have to waste additional time re-gathering those resources while the crafting stations idle.

Not to mention - the faster the train moves, the harder it is to fish for resources. The grapple gun's physics physics mean I need to lead target by a lot. Many objects are too far to grapple, but leaving the train causes me to be left behind at high speed. In the end, I still end up stopping a lot because I keep missing valuable items without which the train couldn't run.

The only compelling gameplay loop that Voidtrain even has is research. Pretty much every other system is unpleasant. Combat is bad, foraging is clumsy, weapon modding is incredibly awkward. The only thing that speeding gets me is another combat encounter that I'd rather not have.

If there were anything compelling to speed TO, the game might get more fun. As it stands, moving fast is just speeding past pretty much all the content.
Last edited by Malidictus; May 19, 2023 @ 7:16am
Asmosis May 19, 2023 @ 2:27pm 
Originally posted by Malidictus:
Originally posted by Asmosis:
You'll find the game a lot more enjoyable if you just keep the train rolling and focus on grabbing the important stuff like coal chunks etc as you'll also get the random encounters a lot more frequently.

The problem is that it... really isn't. Just keeping the train rolling means I miss fuel for said train, run out and have to slow-crawl anyway. Keeping the train rolling also means I'm not engaging with any other systems. I'm needed at the front of the engine scanning for mines, chunks and witch islands, all but ignoring crafting and progression.

That's exactly what I'm referring to. You're not missing out on fuel, as fuel in the void is infinite. That's your inner loot goblin telling you that you must collect everything, which you really don't need to do. (you can, if that's what you enjoy doing, but if you don't enjoy that type of gameplay, change).

Same applies for other systems. You feel like you're missing resources if you don't stop the train every time you go crafting. This is false, and this mindset needs to be discarded.

Granted, you probably don't want to spend an entire void run crafting down the back of your train incase there's mines up ahead, but it takes a few minutes to travel the rendered distance in front of the train so that's plenty of time for minor crafting. Just remember to take a peak upfront whenever you step away from a crafting station and you're fine.
Last edited by Asmosis; May 19, 2023 @ 2:27pm
Malidictus May 19, 2023 @ 3:43pm 
Originally posted by Asmosis:
That's exactly what I'm referring to. You're not missing out on fuel, as fuel in the void is infinite. That's your inner loot goblin telling you that you must collect everything, which you really don't need to do. (you can, if that's what you enjoy doing, but if you don't enjoy that type of gameplay, change).

The amount of fuel in the void isn't the issue. Technically, all resources are infinite. The important metric is the ratio of fuel gained to fuel used - taking into account that crafting tables also use fuel. I need to secure at least as much fuel as I burn, which in my case is literally every bit of it that I run across. If I miss any, I run out of fuel. Means the train slows to a crawl and I can't craft. And that's WITH a co-op partner bringing additional fuel from their own game multiple times.

Either I do fishing as I go, or I can't go. It really is that simple.



Originally posted by Asmosis:
Same applies for other systems. You feel like you're missing resources if you don't stop the train every time you go crafting. This is false, and this mindset needs to be discarded.

"This mindset" is entirely created by the game itself - specifically, its resource foraging and gathering systems. This behaviour is not present in other superficially similar games. I cited the "Far" series before. Both Lone Sails and especially Distant Shores do a marvellous job convincing the player to drive forward at full speed by simply not littering fuel potentially every 10 meters along the drive. Instead, fuel comes in large, discrete batches.

Far: Lone Sails (the one with the ground vehicle) has a scoop which picks up objects off the ground automatically, as long as it has sufficient room. Far: Changing Tide lacks this feature but has a sonar which alerts the player to the presence of fuel - meaning there's no reason to stop at any other point. By giving the player no practical reason to move slowly, both games do a great job of encouraging the player to move quickly.

Voidtrain, on the other hand, concentrates the majority of its fuel and crafting resources as floating debris around the Void and never offers a reasonable alternative. This gives me a no-win scenario. Either move slowly and fish thus having a boring game, or move quickly and lack resources... thus having a boring game. I'm AWARE that I don't need to collect every bit of debris off the side of my train. I trust you're aware, however, that there exists no other reasonable alternative to this. Sooner or later, I'm going to have to fish. What benefit to I have in doing it "later"?

Again - people ignore design which ignores people. You can only blame the player so far before blame has to shift to the game's own design, and the kind of behaviour it encourages. This is a bit like blaming Warframe players for speed-running missions and only ever using the same set of equipment. When the game is grindy to that extent, one can't blame players for ruining their own experience when the game's core design is what breeds that behaviour in the first place.



In short: if Voidtrain didn't want players slow-walking and collecting the entire time, it shouldn't have put the majority of its loot spread thin across the no-man's-land of the void. This game has been out for two years. Discouraging this behaviour is neither difficult nor complex. At this point, I have to assume that the developers would have done something to discourage it if they in fact did not intend for players to play this way.
Asmosis May 20, 2023 @ 1:48am 
ok i see. Yes it is too much to try and do everything at once. I alternate slow train + looting vs fast train to reach interesting objectives. Half of my resource loot comes from chests. The only thing i stop for is mines if im getting too close or a coal lump if im going to miss it, everything else can float away and i'll grab the next one.

If you're trying to keep all the crafting benches going while keeping the train going above minimum speed while also trying to loot everything, jeez. That playstyle is not for me.

You should try the faster playstyle, get the train moving to reduce gaps between points of interest and just focus on rare resources like coal. Seriously, give it a go. only collect Coal (or higher tier rare resources if there are any) and ignore everything else. A set of chests from Arena gives ~two full inventories of resources.

They gave us a sandbox, its up to you how you play in it.
Last edited by Asmosis; May 20, 2023 @ 1:50am
Malidictus May 20, 2023 @ 4:46am 
Originally posted by Asmosis:
ok i see. Yes it is too much to try and do everything at once. I alternate slow train + looting vs fast train to reach interesting objectives. Half of my resource loot comes from chests. The only thing i stop for is mines if im getting too close or a coal lump if im going to miss it, everything else can float away and i'll grab the next one.

I agree. Late-game, chests offer DRASTICALLY more resources than fishing in the Void. Unfortunately, chests come very late in the game. By that point, the player has been conditioned to see fishing as the primary source of resources. Not to mention - chests offer predominantly "base" resources - scrap, wood and chemicals. If they offer high-level fuel items (coal or diesel), I've not seen much of it. Obviously, Coal can be replaced with Charcoal, but no such alternative for Gasoline exists.

I personally believe that "loot caches" need to appear much earlier in the game. Before the first depot, ideally. The game has a few "points of interest" for the player to stop and explore, but the vast majority of those only pop up late in the game. Imagine if we had earlier points of interest - just simple islands to explore, no soldiers or anything. Just island, explore, find a few chests. These can be lower-level chests which don't hold mushrooms or high-grade weapon parts. Just a large cache of resources AND FUEL.

Giving the player one of these islands early (either before or immediately after the first depot) and then consistently giving us several of them per depot. The player would still start out fishing in the void. However, they will quickly discover that chests are a much better source of resources. Which means they'll need to find room on the train to carry the chests themselves AND storage on the train to store their contents. If that mechanic shows up early enough, it might do a good job of teaching players that fishing is a FALLBACK, and not the main way of attaining resources.

Again - the "shotgun against breakable rock" showed as much. The game is more fun when you get resources in bulk, rather than having to fish for them.



Originally posted by Asmosis:
If you're trying to keep all the crafting benches going while keeping the train going above minimum speed while also trying to loot everything, jeez. That playstyle is not for me.

Well, it kinda' sorta' works :) MK2 crafting tables are pretty slow, so queuing up a large batch of items can wake something like 2 minutes. Initially, I sat on my hands watching the pot boil. Eventually, I realised that it's a waste of my time. So instead, I'd queue up all my crafts, then move the train for a bit at whatever speed I could move.

Eventually, I'd have to stop for something - a chunk I failed to catch, a breakable rock, mines, etc. Then I'd go check on my crafting, pull items, set the next batch cooking (usually the next step) and move the train some more. Realistically speaking, crafting times aren't that long even at their longest so there's not TOO much reason to do this.

Despite myself, I'd argue that making crafting times LONGER might help set the game's pace better, in convincing players to not wait for the craft to be done. This is precisely what Factorio does. You CAN, if you really wanted to, craft late-game items by hand. It'll just take you 20 minutes per item. Instead, you're encouraged to automate the process and let the items build on their own while you do other things. Then you can pull items from a chest as they build up over time.

Voidtrain isn't as automated as Factorio, but longer crafting times could incentivise the player to move the train more, rather than sit parked for an hour burning through the research tree.
Asmosis May 20, 2023 @ 5:03am 
They are going a bit overboard on the "X requires Y requires ABC resources to make G in order to fuel W" approach to crafting with no automation whatsoever.

I don't really mind it because the gameplay challenge is then to build an efficient train in terms of crafting bench proximity, but i can certainly see that being offputting to a lot of people without any automation.

Even just a simple "craft from nearby chests" which the game does do when you're using the station train editor. Even if it's just limited to the chests on that wagon, that'd be a huge step to streamlining the very micro heavy crafting.
Malidictus May 20, 2023 @ 6:21am 
Originally posted by Asmosis:
I don't really mind it because the gameplay challenge is then to build an efficient train in terms of crafting bench proximity, but i can certainly see that being offputting to a lot of people without any automation.

Is there much optimisation to do there, though? You can fit almost all the game's crafting benches in 1.5 train car platforms. Despite nothing snapping to a grid, everything is still built to a grid. Platforms are 5x5, most crafting benches are either 1x1 or 1x2, with a few exceptions. It's pretty easy to make cubicles out of that.

Bundle the 1x1 crafting tables together into a 1x1 set, and you have 9 crafting tables + the Crusher + the Armour MK2. My approach was thus: Research table + Foundry 1 on Row 1, near gains the front wall of the second car. Row 2, walking space wall-to-wall. Row 3, Lab 1, Crafting Table 1, Crafting Table 2, facing the front. Row 4 Lab 2, Planter, Grill, facing the back, up against the back of Row 3. Row 5, walking space wall-to-wall. Row 6 Foundry 2 and Grill 2, facing the front. Row 7, back portion of Foundry 2, Armoury 1, facing the back, up against the back of Row7.

That's the majority of the game's industry in a 5x7 cubicle farm. That's a platform and a bit. It doesn't account for the Crusher and Armour 3, but those I stuck on on the back of first car, just behind the engine. The Crusher is 2x3 and the Armoury 2 is 1x3. There's a full 5x5 plaform behind the engine, so placing these lengthwise against the side walls leaves both plenty of room to walk between them and plenty of room to access the side doors to the engine platform.

Obviously, that doesn't account for storage, but storage can be done the same way - rows of 4 racks, one on each side of the centre, with 2 crates per rack. You can then do row/row/gap/row/row/gap, etc.,

If optimisation for proximity and space is a concern, I don't really see the point of doing it any other way. You can't condense the stations any farther without making some of them inaccessible or wasting space in the corners. The reason that "Factory Games" don't devolve to just the best packing algorithm is that you need to consider conveyor connections between structures. Voidtrain doesn't have that, so the most optimal arrangement is just jamming the crafting stations as close together and as close to the front as possible, and cubicles seems like the best way to do that.
Asmosis May 20, 2023 @ 2:03pm 
Well i guess optimal in an aesthetic way, I dont like cramped spaces (trying to play on controller) so i mostly want to stand in the middle of the room and access everything from there. I'm only on tier 2, so will probably tidy up when i get to tier 3.
Malidictus May 20, 2023 @ 2:11pm 
Originally posted by Asmosis:
Well i guess optimal in an aesthetic way, I dont like cramped spaces (trying to play on controller) so i mostly want to stand in the middle of the room and access everything from there. I'm only on tier 2, so will probably tidy up when i get to tier 3.

The game doesn't have Tier 3 items in the current implementation. Maybe it will at some point, I don't know.

And yeah, I see what you mean :) My design is pretty cramped, because I was expecting to have to optimise for space. I didn't expect to have over half my train doing nothing. I'm not sure you can pull off your desired setup since there are too many machines, but lining them up against the wall might help make the setup feel less cluttered. Still won't take you much more than 2 or 3 platforms.
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Date Posted: May 17, 2023 @ 11:31pm
Posts: 13