The Planet Crafter

The Planet Crafter

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RiiDii May 19, 2022 @ 6:42am
Thoughts on the new teleporters
Preface
I haven't played the update yet, so these thoughts are "blind" to the implementation.
I play multi-player games (co-op mostly) with a regular group. One member prefers to play games with advancement-related settings (more resources, less research, more QoL settings, etc.) on high so he can get to the end game as soon as possible. This practice can occasionally get frustrating for those of us either trying to enjoy the depth of a game or learn it. He often gets quickly disappointed in a game and is ready to move on to the next one long before the rest of are.

Thoughts about teleporters
I hate all the "walking" needed in The Planet Crafter, and often have wished for a faster mode of transportation, like teleporters. Despite my dislike, travel forced me to explore and reveal more of the map. I discovered new locations, shortcuts, and more resources. I solved the problems of regular long distance travel, building routes with way-stations and supplies.

While travelling is tedious, in The Planet Crafter, travel adds a rewarding challenge to the game. If travel didn't offer such rewards, the excessive travel would be needlessly tedious and make for a bad game.

Am I suggesting teleporters should be removed? No. First, I can already hear the outcry from those who want it, and part of me cannot disagree with them. I also get the, "well, you just don't have to use teleporters if you don't want to," argument. I get that.

The Planet Crafter has a hardcore setting, intended to make the game more challenging. I've submitted at least on suggestion that, instead of limiting the player to a singular category setting, allow for individual settings, such as resource consumption (food/o2), auto-save, file auto-delete on death (hardcore), drop items on death, and so on. Then, have category default settings like "novice, normal, advanced, difficult, hardcore. If such a system were to be implemented, teleporters could have a setting that allows them or not.

Sure, I could still choose not to use them. If I were to play a game that isn't challenging and find that I need to challenge myself, I'm not sure I'd find that game much fun. From that perspective, teleporters certain won't ruin The Planet Crafter, but I suspect it will detract from the game overall.

I know folks will disagree - and that's fine with such opinions about what we like and don't like. I don't begrudge my friends who like to rush through games, but there's no rule that says I have to always play with them. There's no rule that says I have to play The Planet Crafter either. I like the game and won't regret paying the developers for their work. I'll give teleporters a go and see how they play out in the expansion. Perhaps I'll check back here and provide an update on my thoughts then.
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Showing 1-12 of 12 comments
Maljen May 19, 2022 @ 6:49am 
Given that you have to get to pretty much current end stage to unlock the materials for a teleporter, I'm okay with them being in the game. By the time you get around to unlocking them, you've probably already found all the areas and most of the secrets.
Thiesen May 19, 2022 @ 6:54am 
Only use teleporters after you have explored an area and know it's surroundings maybe?
Prof May 19, 2022 @ 7:05am 
Teleporters are always both a blessing and a curse since, whilst they save time, they also mean you miss things.

Having said that, although I have found a few unexpected things whilst travelling, the tedium of it means that I tend to go full speed jet pack over the same, shortest path, routes.

Teleporters are a powerful tool and I think that limiting their use, particularly early game, is essential.

As the game progresses wandering and exploring the world eventually take a back seat to transporting resources and searching specific areas for things you've missed.

Exploring the new areas was fun but carrying back all the new goodies, one backpack full at a time was tedious. with no remaining inventory space, spotting a new area or blue box became annoying because I knew I had to ignore them and try to remember where they were. (OK, coordinates help, but you still have to stop, write them down and remember to come back.)

At that point the ability to get quickly from the area you are exploring to, for example, a central storage location, becomes an advantage.

Even early game there is something to be said for a limited facility that perhaps only works in one direction or maybe has a very long cooldown time.
LittlePixi May 19, 2022 @ 7:08am 
Teleporter recipe should be hard to get and very expensive to make. This is a luxury.
Ruruwawa May 19, 2022 @ 8:49am 
Originally posted by mynks:
Teleporter recipe should be hard to get and very expensive to make. This is a luxury.
I agree. But if I'm willing to put in the hard work and time to get the recipe and resources I should be able to build as many as I want. Late game is fine; that's when the transport tedium kicks in.
Destro Yersul May 19, 2022 @ 8:52am 
I'd love to be able to try out the teleporters but I don't have enough pulsar quartz in my save to build two of them unless I disassemble my fusion generator.
Masterscubadude May 19, 2022 @ 9:12am 
You want the game to be more challenging? I got 6 fusion reactors 26 T3 tree spreaders & other junk and I'm STILL not even to 1% of the fish stage yet. You don't walk you jet pack everywhere you can with strategic placing of way-stations. I use the teleporters to get to launch site & return as it's nowhere near my base. This game is challenging enough on your patience.
RiiDii May 19, 2022 @ 9:44am 
Originally posted by MASTERSCUBADUDE:
You want the game to be more challenging? I got 6 fusion reactors 26 T3 tree spreaders & other junk and I'm STILL not even to 1% of the fish stage yet. You don't walk you jet pack everywhere you can with strategic placing of way-stations. I use the teleporters to get to launch site & return as it's nowhere near my base. This game is challenging enough on your patience.

Fair enough - I guess as long as it helps balance the progression only at later stages, then they are probably a good thing.
flannan May 19, 2022 @ 10:08am 
Originally posted by mynks:
Teleporter recipe should be hard to get and very expensive to make. This is a luxury.
At the moment, it is. It's unlocked in the endgame, and requires rare resources (3 pulsar quartz, which are no longer craftable).
jaye1967 May 19, 2022 @ 10:16am 
I actually like them as popping from base to base to get resources is nice. I was also pleased to see the shard requirement for use go away. The only thing is an in game to id what all the different destinations are. Granted my little piece of paper by my computer does the trick, but new recepies are always nice. Maybe the could make editable transponders that work with beacons. Perhaps something similar to the arrival/departure boards in airports. Though I have been thinking of using the in game signs to do this.
jaye1967 May 19, 2022 @ 11:11am 
Actually I see that you can name the teleporters. I think it's always been there, I've just been to excited about being able to teleport to notice.
Taonath May 19, 2022 @ 11:14am 
I love them, built one at each resource center right away. Not that I was complaining about the time I spent hovering there but still... nice QoL feature.
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Date Posted: May 19, 2022 @ 6:42am
Posts: 12