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Those are the things I suggest and would like to see ingame one day!
Don't get me wrong. I'm having alot of fun with Starbound. And I'm not really complaing here, because the game is great, especially if you dont compare it with Terraria, which is longer in development and received alot more updates since release obviously. I'm just pointing some issues (at least for me they are issues) that should or at least could be taken care of in future updates. I suggest the following things, becaue Starbound has extremely much potential! Here I go:
That's all for now. If I have more suggestion, I add them here. Like I have said: This is not meant as negative critique. It's just good-meant feedback from a new player who wishes that the starbound team considers my thoughts in future updates, making the game better for everyone. :)
Greetings,
Teylor
both games are good yes like you said, but most of what i saw in your post is trying/wanting to make starbound into terraria.
Progression: progression in terraria is so fast that you can complete the whole game in less than a day or two if you knew what to do. in starbound you are gated by the boring main story quest and progression takes slightly longer than terraria because you have to fly around planets to get access to all the different materials for the different tiers
Equipment: both games have equipment sets for a ranged, melee, and caster build. terraria has a set for summoner (starbound's pet system still sucks atm). in starbound though (since this is equipment) you can play music instruments and jam with friends and throwing weapons are actually somewhat more useful compared to throwing weapons in terraria (who get phased out even before hard mode starts).
PVE: in terraria, you build an arena for each boss, you put pits and traps and chokepoints on your base, BAM everything is so easy - to the point that things become a joke, esp. when you're geared with the end tier stuff. in starbound while ranged is really good (which it should be, like who uses swords/hammers for actual combat nowadays irl?) melee isn't bad and usually hits for alot more if you have the right equipment set - but then again there's not much to fight. starbound needs giant (bigger than anything terraria and other games would give you) monsters that populate the depths of the oceans/magma/toxic planets and asteroids to satisfy the pve hungry audience and give a sort of thrill and sense of danger while exploring
PVP: terraria is all about who lags less and who gets the first hit (if you're all in the end game equipment). in starbound (if you're not using OP /spawnitem stuff) there's actually a chance you can win against your enemy with abit of skill as long as both of you are in the same tier level
TL:DR starbound is not terraria
Terraria didn't get half of its current content until 1.1 and 1.2.
True, Starbound is now on 1.2, but I think these patches are more incremental, so we probably won't see huge additions until we're far enough along to see it all summed up.
Starbound's quest system, while very basic, was designed to cater to a certain playstyle. And that's actually one of the biggest differences between Starbound and Terraria.
Starbound is more friendly to casual playstyles because you don't have to do a ton of combat and mining to be satisfied with the game (though yes, admittedly, the majority of content is gated behind the first couple of bosses)
The quests in particular aren't designed as a money-making tool, or a high-risk-high-reward system. They're in place to let you gain favor with a settlement to recruit crewmembers for your ship. This is 1 of 3 ways to expand the size of your ship. The other 2 being penguins from diamond mining, or just straight up buying licenses for pixels.
You are right in that ranged combat > melee combat in most situations, but I feel like this is just a consequence of the genre. It's a primarily sci-fi based fantasy world. Why bring a sword to a laser gun fight?
I'm not sure how far you are into the game, but at the Aegisalt/Ferozium/Impervium tier, the different armors are designed to cater to certain combat types with different levels of Health, Energy, and Armor.
I do like some of your ideas, but a lot of these are already implemented with mods. Not saying Chucklefish can't do it themselves eventually, but in the meantime, mods are your best friend.
Guess you didn't read the post. I never expected that the game has all this stuff already. I said the game has so much potential that I would like to point out some things that hopefully change in the future.
You also didn't read the post. I'm neither angry, nor did I expect that the game has as much content as Terraria does. In some areas Starbound is even way better (building and designing buildings for example). I'm just pointing out some things I would love to see a little bit altered in the future, so that this game will appeal to many more gamers, especially when it comes to long time motivation.
The question is: What is so bad about that? We are living in a science-fiction world and you are supposed to be the hero of the universe. I dont see any reason why you can't be even better then you are right from the start. I also dont talk about that you are a superhuman lightning fast moving killing machine, I just ask for more long-time motivating gameplay mechanics.
I said they could adapt some things from Terraria, because that's what giving Terraria the long-time motivation.
I play the game since 2 days. At day one, I had to figure out some things (like in Terraria when you play it the first time). After I finally got the techs, everything became easy. So after you have enough copper/silver/gold and when you have build the needed crafting stations, you go to a planet with Tungsten ores, dig straight down, get some ores and go back to your base. Now you upgrade your EPP, go to a planet with Titanium and also dig down, get some ores and get back to your base. After that, you get durasteel and then you need Aegissalt, Ferozium, Violium (can all be found on the same planet) and then there's just solarium ore left. If you know what you're doing you can also easily get all this stuff within one day. The only thing that takes some time is the story itself, since you need to scan stuff. But that's not in line with your progression. You can have all the solarium stuff once your ship is repaired and then proceed with the story, but you will be totaly overpowered for most missions (you could call this being a superhuman lightning fast moving killing machine when doing those missions overgeared).
There are sets in both games, but they are not balanced in terms of the class they are supposed to be for. You can use all 3 sets in Starbound with all 3 weapon types (melee, ranged, magic), since they are not weapon specific. First of all, all 3 sets provide you the same defense stats. So melee fighters take as much damage as ranged fighters. Secondly, the only difference is that you have either more damage, more energy or more life. So when you are a melee fighter and choose life, the ranged fighters can go for the damage set, will easily outdamage the melee fighter and the melee fighter deals less damage, has the same defense and only a little bit more life. So as a melee I would still go for the 60% more damage instead of having only 60 more life (which is probably only 1 hit you can take more in late game).
The music instruments are nice, but have nothing to do with the equipment issue I have pointed out. And throwing weapons are not my main issue, but you are right that Terrarias throwing weapons could use some love too.
Have you ever played expert mode in Terraria? You will not win any of the boss fights without preparing for it and even if you prepare, they can get quite hard. First of all, all the bosses can go through walls. So you are forced to take them head on. Secondly, in expert mode, much more is coming at you, making it hard to dodge. You will not win the fights without using alchemy potions, since the attack patterns of bosses dramatically changes and they do 100% more damage and have like doubled health. And lets not forget potion sickness, that lets you only drink a potion every 60 seconds. So you can tell me all you want, but if you fight mechanical bosses for example with an adamantite armor set (best you can get up to that point) and a good weapon, you will still have problems with those bosses even when you have a perfect arena prepared. And lets not forget that Terraria has random boss encounters as well, for example the mechanical bosses can attack you out of nowhere once you start hardmode.
About traps/pits: Yes, that makes the night really easy, but like I(and you now) said: The game forces you to do these things in order to cope with the enemies that come at night. In Starbound, you dont need to build a house or any defenses at all, because nothing is coming at you, no matter how dangerous the planet is.
That's a bad comparisson. Terraria offers many weapons and playstyles and alot of potions you can use. If you have a bad internet connection, you can go for summons, who dont depend on lag so much. And if all have a good internet connection, skill matters alot, since you need to know how to use your mobility and the weapon you use and even melee is useful in Terrarias PvP, since it deals way more damage and the armor sets come with much higher defense then ranged weapons/armor sets.
I'm not saying that and I'm thankful it isn't. But that doesn't mean Starbound can get even better and with that also appeal to some of the Terraria fans.
Take my suggestion for a new planet type for example: I'm saying that there could be unstable planets that offer a much more lively environment, depending on daytime, weather and also biome (similiar to Terraria). This is for people who love to be in an ever changing environment that offers new dangers and challanges depending on what's going on on the planet. And since this is a planet type, players who dont like these things can totally ignore those planets and go for non-changing ones.
What I'm trying to accomplish here is to take the best things from Terraria and find a way to adapt them into Starbound, without breaking the current Starbound gameplay. I just want Starbound to fully utilize it's potential for getting the best 2d sandbox ever created, which an appeal to all 2d sandbox lovers. :)
Yes, I'm aware of that. I only point things out Starbound is yet behind Terraria, without saying that Starbound is bad. I just hope that Starbound gets to the same level once they had as much time developing Starbound as the Terraria devs had.
I think it would be better if some quests just give you more money or better (maybe unique) items, so that it's worth the effort. Crewmembers are nice, but not a must in this game so far.
I'm not sure about this one. I had much more trouble with Starbound at the start, even with all the experience I have from Terraria. And that's because the controls are more not as respensive as they are in Terraria. If you jump, you can only slightly correct the jumping path and since the character is 4 tiles big, you often hit blocks when jumping. I also died quite alot because of falling damage. I and some friends have made a server. 2 (me and one guy) played Terraria before, 4 others never did so and all are saying the controls make it really hard to not die. Ofc this changes once they had the double jump tech etc. but I'm not sure if Starbound is really more casual friendy. I also find myself having to do alot more combat, since when you dig down, you are often forced to kill the enemies since they deal good damage, even if you have a good armor. In Terraria you can increase your health easily to 400 (from original 100) and if you play normal mode, a decent armor will make you nearly invulnarable, especially with 400 health. Also you get things like grappling hook etc. way sooner in Terraria, which makes exploring and mining a simple task, even for casuals.
Uh, dont you think that kinda wrong, knowing Star Wars as the most known/liked fantasy sci-fi? :o
In reallife, getting hit by a bullet has a higher probability to survive that compared to getting hit by a katana or knife. Ofc a headshot or a hit against the head would always result in death, but a bullet that hits your stomache is most often survived, while a katana or knife will cut you in half or let you bleed out quite fast. Close combat weapons therefore should deal more damage. And this is a sci-fi fantasy game. We dont need heavy realism. Let melee fighters (1h and 2h) have way more defense and damage, since they need to go in. OPtherwise, pixeling all those nice weapons and there skills would have been for naught. I think the devs want you to play with close combat weapons, otherwise they wouldnt drop so often, but for now, there's no use in doing so.
They all have the same armor. They only differ in health, energy and damage. This is problematic though, since melee has to go for life (+60 life), while the ranged set provides you even more damage (+60%). So ranged attacks will even do more damage now then melee and to top that of, the melee fighter will probably survive only one hit more in endgame because of his +60 life.
Thanks for the advice, I may do that. I just hope CHucklefish takes my suggestions into consideration. By no means this was meant as a flame or negative feedback. It was a feedback from an experienced Terraria player who just started Starbound (playing it for 3 days and I'm already at the point of getting my solarium armor set). I think feedback is important, but sadly some people here think of it quite negative...
nothing is bad about it. it's just that some people play the game differently. what's appealing to you may not be for others.
yup but i know you're just suggesting nothing bad with that but i did say "what i saw in your post".
i didn't say starbound took long to progress i just said it took abit longer than terraria's if you knew what to do since you had to mine fuel and move into different planets, while in terraria everything is in the world you're in.
but that's not how the game was intended to be played in terms of the main quest missions. it's the same as starting a new character in your terraria world in late game and picking up a nebula/solar/vortex set and chewing thru all the bosses with a phantasm/lastprism/terrarian/sdmg/lunarflare. and let's face it the techs in starbound cannot make you float, run or jump inhumanly fast, or use wings. they're more like bio augmentations which is still limited by the human physique (except the distortion sphere maybe)
it's also not stopping you from being a melee and using the damage-enhanced tier 6 set. unlike in terraria where if you equip the vortex armor, and use a melee weapon you're not exactly making use of the armor's bonuses since. you can argue that a melee would die faster due to being in close range, but that's what your co-op friends are there for i guess and let's face it, irl-present day, let's say in a warzone, you can kill someone faster with a knife stab to the back or slitting their necks compared to shooting them but you'd risk getting yourself shot
yes i have, and true that expert mode is something that's lacking in starbound but even then the bosses don't take long if you're well geared and well informed of the mechanics. if you're forced to take bosses head on then the arena you've made, if you've prepared and built one, is not big enough. random boss encounters (mechanical bosses) yeah they happen but they die pretty quickly once you're in end game gear the same as everything dies in starbound fast once you're in tier6. i also did say that starbound needed gigantic monsters to fill the oceans and asteroids
it's the same in starbound, try doing the missions in the tier they were meant for with legit stuff and they're not that bad as you think they are.
if you go summoner set, you'd die to a caster or ranger who knows what he's doing. melee is good but only if you can catch up. it's still about who has the better connection and who gets the most burst in.
yeah i may have gone off and sounded aggressive but im just trying to give you the view of someone who've played terraria for a long time, quit, missed the game but stumbled upon starbound. i apologize if i may have triggered you or something. i am aware of what's wrong with both games and im not denying that starbound needs to improve alot but i also want to starbound distinguish itself from terraria and be the best game it can be.
Why is there no minimap?
Why is there no way to tell where members of your group are?
Why multiplayer is so ♥♥♥♥♥♥ up, that if you do quest on other's server, you forever block progression in your own world?
Why edge of the world kills you without any warning?
Why is platforming so horrible? Between retarded drop-down system and constant sliding?
Why is there no way to mitigate fall damage?
Why are there no jetpacks?
Why NPCs are so basic and useless?
Like, for ♥♥♥♥♥ sake. True, terraria didn't have much content at start, but it got foundations right. Also, terraria devs never promised buttload of things they never delivered, and didn't spend their kickstarter money on another game and to move between offices, instead of, you know, developing game...
Yea, the platforming is the bggest thing that I really dislike. What is with the sliding all the time? That ♥♥♥♥ has caused a few deaths by just "slipping" off the ledges.
That's why I make suggestions that appeal to both, Terraria and Starbound gamers. I think, thanks to the planet system, that it is perfectly possible to cater both groups.
Yeah, in game development it's no bad thing to adapt working mechanics from other games, if they are liked by most people. I just think Starbound can be so much more then it is right now. It has a good engaging story which motivates you to visit other planets but I would like to see character progression that goes along with that. I want to have the feeling that the deeper I get into the story, the more I progress with my character.
But in Terraria, this one world feels way more alive, since that world constantly changes, especially when you get to hard mode. Let me give you some examples:
- In order to enter the dungeon, you need to defeat a boss.
- In order to be able to mine hellstone ore, you need to defeat bosses or/and mine a demonite ore with a golden pickaxe
- And if you want to defeat the bosses, you need to prepare alot. Not just a good arena and some potions, but also good equipment and for that you need to explore different biomes and find chests/crafting material
- Once you have done that, you can defeat the flesh wall in hell, which turns on hardmode
- In hardmode, corruption and holy biome constantly expand very fast. You can counter that with certain useable items or defeating another harder boss (plantera), so the growth of those 2 biomes get slowed down to 33% of the original spread speed
- Since in hardmode very strong monsters spawn, you need new equipment. For that, you need to destroy dark altzars, which let new ores spawn (kobalt, orichalcum, adamantite) and then you have to explore again
- In hardmode, you can also open chests in the dungeon, which you couldnt open in pre-hardmode. For those chests you need keys you can find from enemies. The chests contain strong weapons
- And depending on the progression, you can build tons of equipment/weapons
In starbound, mining fuel isn't something special. You land on the moon and farm those crystals until the ghost spawns. You just teleport back and visit again if you need more fuel. And visiting new planets only serves the purpose of getting new minirals. There's no other reason to stay longer on planets since. Only if you like it looks and want to settle down there or doing 2-3 quests for villagers. But other then that, planets dont really offer alot of variety, sadly.
That comparison is not quite viable imo. In Terraria, you can't start getting hellstone armor or even better. You need equipment to defeat the worm or a golden pickaxer to farm demonite ore. With the demonite pickaxe you can farm hellstone ore and with good equipment you are able to defeat the wall of flesh in the hell. After that you can craft new armors/weapons. So if you make a new world + new character in T erraria, you will not be able to go the first or second boss with Molten Armor set or even hardmode-equipment. So the best thing you can have in Terraria when getting to the wall of flesh is the molten armor set and before you can get the best armor sets in hardmode, you need to farm the new ores and defeat certain bosses. Your character progression is always linked to the bosses you have defeated so far.
And since this is a fantasy sci-fi game, there is nothing that says bio augmentations must have certain limits. And lets not forget that I suggest overpowered stuff. Players still had to make decision like:
"You have the dash with 0.8 cooldown. You can now upgrade this to air-dash or blink-dash. The first one lets you dahs in air, the second one lets you blink (and no cooldown increasement). After that, you can upgrade again and choose between "cooldown reduced by 50%" or "dash range increased by 50%" and you can do that for both dashes."
Dont see why it would be "overpowered super lighting fast killer machine" if you had air dash + 0.4 seconds cooldown. Or blink dash with 50% higher range (for example). It would give you a feeling for progression, especially if it would be linked to the story line.
I would ALWAYS take the damage bonus set. So I have a ranged weapon with damage set and a melee weapon with damage set. I could probably deal as much damage as the ranged fighter with my melee fighter, but I have to get into close combat. Since this is a game, weapons should be balanced, so that they both have it's good uses. Right now, you can use ranged weapons even in close combat and you still have the same defense as the melee. And because of this, I wonder why melee weapons exist in the first place, if they are just not viable anymore in endgame.
Skeleton Boss (expert): Well equipped, nearly died. Had to prepare the land beforehand and uses buff potions and head 400 life (minute 13):
https://youtu.be/DmRmFNOjMXo
The Twins (expert): super well equipped guy with tons of mobility and potions. Fully prepared for the battle. Nearly dies and he was good at moving around:
https://www.youtube.com/watch?v=qUXc9UfyoiM
Plantera Boss (expert): well equipped player with strong weapons. In all his tries, he is nearly dying, even with the hollow armoer set and nearly 500 health. And he had to prepare a big arena and uses lots of buffs (potions), which also need to be prepared (alchemy house for example) (minute 6):
https://youtu.be/mepBsOnzGUg
And the good thing is: Those bosses happen in the world your playing in. They are not just premade worlds where you can build anything. The world gives you the freedom to prepare for the battle and play it in the world you have crafted/manipulated by your own hands. That's what makes sandbox games interesting. Starbound however forces you to do those boss fights in prebuild arenas, sadly. Well, they could make story bosses like the ones that exist already and ofc random boss encounters on the planets, to make things more interesting. And each planet could have his own boss or bosses, depending on the environment (The scanner could say: My biological scans show, that there is a big strong creature living in the underground" or something like that.
And that's the problem: I was doing the story mission at the start and found a vendor that sold me strong equipment. I bought it and was overpowered. I fought the giant spider and it didn't even hit me once. And even if it would have, you can constantly use salve/medic kits to heal yourself, because there's no limit for that. In Terraria, there is potion sickness to avoid the abuse of potions.
To tell you what: I defeated dreadwing as soon as I had all the mobility skills and a ranged weapon. It took forever and he hit me for 60 damage with his tackle at the start, but if you take out all the penguins beforehand and you are good at dodging, the boss could be beaten. And that boiss should have cleared overpowered me. In Terraria, you could defeat wall of flash with just wooden armor and double jump. You need to prepare alot more for that fight, especially in expert.
But as a ranged you can stay on distance and burst damage, while melee has to get close to you and even if he gets close, he will not be able to do more damage then then ranged enemy, because damage spikes are very similiar. So why go melee in the first place, especially since ranged also has alot of weapon with AoE damage?
Nah, you didn't trigger me. It's the opposite. I liked that you have read my post (it's really tl;dr, so I understand if people dont read it) and I think a good healthy discussion helps pointing out issues. :)