Edge of Space

Edge of Space

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TrollofReason 25 nov. 2014 às 11:39
This is extremely frustrating. (player feedback and suggested solutions to what doesn't work)
I hate to complain, especially since this game was given to me as a gift, but it's in early access so, hopefully, things can be changed for the better quickly.

First off, the workbench. I spent hours of not making any progress trying to get the workbench to work; looking up controls and trawling forums only to find out that I need to make a "base" first. This made my jaw clench because during the tutorial (which was good, by the way, keep it), I noticed one glaring problem with making a base first: I didn't want to.

Why didn't I want to make a base? Because mining is, in this or ANY game with non-minion/unautomated mining, a tedious and un-fun proposition. Now, I'm going to make a comparisson here, and bring up Starbound. Starbound's mining is awful because mining and manual geoforming is awful, but it's less awful than in Terarria, MineCraft, and EoS. In Starbound, you can quickly excavate a pit, collect the resources, and get to building. I can't do that in EoS, the mining is slow and painful in EoS, and the resource/blueprint handling is... I'll get to that later, but suffice to say, it's rotten carp.

So, I build a base like anyone who's ever played a 2D craft-mining-RP-adventure platformer enjoying player would. That is to say, I make an enclosed dirt hovel near to my spawn point and placed my stupidly expensive base node and my stupidly massive workbench down.

It didn't work, and I closed the game.

Fast forward to this morning, and I look through more forums. Apparently, there are specific, refined building materials that I need to use to actually make a base. Again, I feel my jaw tighten because this was never explained to me, and it never actually occured to me that I'd even be able to refine stuff on my own without some kind of static infrastructure in place. Y'know, something like a SMELTER or an actual REFINERY thing. Nope! I just need to consume 3 or 4 base construction chips and presto! I can magically bake stone into bricks or whatever.

Fortunately, it's a 6-into-10 exchange, so actually building with refined materials wasn't so bad. In fact, it was downright enjoyable! I like building in this game! It's fast and intuitive. Torches are stupidly large, but then so is everything else, so who cares? It's fluid and responsive to build. I can hold down the mouse and write out a wall at the pace of my movement! That's AMAZING, and I wish other games like this would do it.

So, I get my base running, doors, oversized torches and everything and I finally get my workbench running. After two days, hours of frustration and wasted effort, I break into the second tier of crafting. Only to run, face first, into needing an outfitting station just to increase the size of my inventory.

If this was painful and laborious to read, imagine how awful it was to play. Okay? I want you to-I want you to just think about that. The above anecdote was a small SAGA, okay? It was my Saga of The Workbench. I needed a SAGA to figure out how to work with the workbench. I shouldn't have needed a saga!

Let's count out the steps needed to get a workbench going, shall we?

Mine 30 dirt.
Mine 30 mud.
Mine 30 clay.
Mine 30 rock.
Mine 15-20 move of any of the above resources (making sure that each is at least kept within parcels of 5) for data chips.
Make data chips.
Consume data chips.
Construct a base node.
Construction a workbench.
Mine additional materials for refined structure blocks.
Mine 12 more blocks for a torch and a door.
Make a torch.
Make a door.
Refine your building materials.
Construct your base with the refined building blocks.
Place your door.
Place your torch.
Place your base node.
Place your workbench.

That's 19 steps just to get a workbench up and going. That's a lot of steps! That's a lot of mining! And you can only mine 1 block at a time!

Mining is, as stated, slow and painful, the range of the laser pick notwithstanding. The range of the laser pick is NICE, okay? I approve of that, but it's too damn slow for only mining out one block at a time. I understand that it's the basic tool, and I bet that there are better ones right around the corner, but I have NO interest in mining out one block at a time for a better tool if it's going to be like this. Again, I touch upon Starbound for at least attempting to make something that's never worked well into something viable in that Starbound introduces a side-grade system. Nothing, technically, is more flexible or useful than the starting handheld mining beamer in that game. It's got a great reach, fantastic control, and can mine/gather ANYTHING... but it's slow and it only excavates out a 2x2 grid, which makes you want to grab a pick as soon as you can because it's faster and mines out a 3x3. The trade of range and control is welcome, because in return you're getting SPEED.

Also, nothing in Starbound requires me slowly mining out more than 100 blocks of ANYTHING, last I checked. Which brings us to the next thing that doesn't work in EoS very well and needs to change, and that is: resources.

Let me just state, right now, that I have no problem with the current regime of having, like, resources not be pigeonholed into specific, single-use catagories (copper cna only be used for copper stuff! And, no, space-age alloys don't use copper anymore! ;D en-joy your trash metal!). I like that materials and blocks have, like, properties to them and that you can swap out one type of block for another type of block so long as they share the right properties. But... why do I need specific amounts of things that are, really, just the same? Mud is wet or chemical-ladden dirt, clay is dense dirt with complex organic compounds binding it together, stone is dirt with strong chemical bonds but no complex organic compounds. All of thso materials have the "mineral" property, and it's the minerals that I'm after, so why do I specifically need 30 blocks of mud AND 30 blocks of dirt? Why can't I just use 60 blocks of whatever? What's stopping me from being stupid and using 30 blocks of aluminum? You have a resource categorization system that promotes cross-utility crafting! USE IT!

So, yeah, in short, the whole "home base makes things work" concept needs to be scrapped entirely (the terrain is much too vertical for a non-mobile base structure, anyway), the starting tool needs to be better at what it does or better alternatives need to be presented sooner, the chip system is counter-intuitive and counter productive, and resources need to be a LOT more flexible. I could understand why specifical elemental resources or refined alloys could be single-use, but things like dirt and clay and stone? No, that's not kosher.
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A mostrar 16-30 de 32 comentários
CraneStyle  [developer] 27 nov. 2014 às 16:09 
Originalmente postado por Piscis Ferro:
Originalmente postado por LordShaggy:

Just asking, could you compare it to terrarias? Becasue I hapeen to know for a fact our pick(unless they rebalanced it recently) the starter pick is 15% faster than th estarting mining in terraria. Also, if you push twords the utility track really early on you can get access to the overcharged laser pick REALLY fast like in under about an hour, and I love that PICK!


In terraria after you find some metals you can upgrade your pike, so you cant compare it that much. In terraria if I remember correctly (I dont have it installed) I just needed 2 or even 3 hits to break the mud with a iron pike.

The most thing I hated in Terraria was the hammer. Really really boring and slow.

I dont know but in edge of space mining feels boring and slow it constantly reminds me the hammer in terraria dont know exactly why :S. For example I remember the update were you introduced the empty temples, I could mine that blocks really quickly and it wasnt frustrating or boring.

Another reason is walls. Walls feels even more boring and slow to mine. Maybe thats the problem, when you try to build a base for example of 8*8, you need to mine 64 floor's blocks + 64 walls blocks

Maybe adding some tiers? I mean, upgrading the current mining laser step by step so even if you start with a slow laser you can upgrade it and feel more the progression something like "ey! I just found some aluminium! lets put these blocks into my mining laser and voila!! Science!"

Dont know, for now I will download terraria and I will compare it to edge of space so I can provide a better feedback

As of the last comparison I made, our laser pick mines 1 unit of basic material 15% faster than the first pick in terraria. =-P Now unless they made it faster in the last patch, you can go and cowoberate this data and let me know but I spent a fair amount of time comparing and wanted it to be a slightly bit faster since our mining is a bit more geospatial.

[EDIT]
There are also 5+ picks upgradeable now overcharged 1 - exstended 1 overcharged 2 exstended 2 laserpick 2. Utilities track
Última alteração por CraneStyle; 27 nov. 2014 às 16:11
TrollofReason 28 nov. 2014 às 0:16 
Originalmente postado por LordShaggy:
Just asking, could you compare it to terrarias

Well, I think comparing the game to Terarria, even though it's the gold standard in this kind of 2D-crafting-adventure-platformer genre, is a bit of a low starting bar and a mistake. Terarria was, in many ways, the pioneer for these kinds of games. Or, at least, it was the first pioneer in the genre to be successful and widely known. Which means two things, of course:

1. They had no idea what they were doing, so couldn't know what was and wasn't a good idea.
2. No one else knew what the game could have been, so didn't know that it could be better.

Enter Starbound, which looked at the whole paradigm of manual mining and geoforming and decided to break out of 1-block-at-a-time and instead opt for larger grids. Now, I can understand why EoS isn't Starbound, and why Starbound decided to give such high-speed tools. EoS is about establishing a base upon a hostile alien world, Starbound is about exploration of multiple alien worlds. EoS's planet is a sprawling, mastercrafted... PLANET that you can spend days trying to traverse safely from one end to the other. Starbound's planets can be traversed between 15-45 minutes. EoS wants the player to discover hidden treasures and wonders and dangers. Starbound has procedurally generated things to find, and you don't HAVE to find any of it before deciding you want to move on.

It's just... they're two different games with different expectations for the players, I am aware of that, BUT (there's always a but) the resources and upgrade system are a bit daunting. There's so much to discover and learn and tinker with, but it feels like I'm constantly being punished and disuaded from doing ANY of it because of the cost of things and how slow it is to get what I need.

When starting out as a new player, I wanna try EVERYTHING because I know NOTHING. I don't know what my play style is going to be, and I'm not sure what works, what doesn't, or even how things work. My inventory IS limited, so I know that I can't be stupid and do eveything all the time, but again I have no idea what I wanna do or even what the different types of gear actually do, either. Nothing dangerous really comes after me, which I think is a bad design decision and one likely implemented because no one new knew how to do anything, and making a base and getting a crafting table up and running before the first night cycle is almost impossible before you know all NINETEEN steps. Because nothing dangerous comes after me, and I have no idea what I'm supposed to be doing because survival is trivial; ultimately the only obstacle between me and experimentation/enjoyment/discovery (which is what I think the point of the game is) is the mining.

I don't WANT an "overcharged" or "extended" laser pick when I inevitably get frustrated with the laser pick because I have no USE for it. I want a plasma gouger to quickly break up and scoop out enough basic resources to unlock all the tier 1 stuff and get a feel for what the game has in store for me until I run into a natural crafting barrier involving more advanced resources that are more complicated than dirt. And when I find these more exotic/durable resources, and the diffuse nature of plasma gouger fails to break them up for whatever reason, THEN I break out the more finely tuned, focused-energy tools.

Does that-uhm, does that make sense? I hope I'm not being too harsh. =/
Última alteração por TrollofReason; 28 nov. 2014 às 0:19
Vince 28 nov. 2014 às 5:42 
Tend to aggree @ game start mining/finding a few specifics ressources (especially aluminium) tend to be a bit too tedious & slow (world generation ratio balance ?)
+
adjacent background block system if real interesting can sometime be annoying with deep undergound rare ressource spot (dunno if there some yet because not tested the game far enough but may be some consumables able to make a background blocks breach, dynamite or else like special ammo or average/long cooldown for laser picks that allow to do so).

Moving Materials while crafting could probably be improved with some addititional/merged/resized(smaller) windows and/or tooltip infos (enhancement current LVL and required exp could for example benefit from craft window shcematic mouse over tooltip )

Also click the craft windows empty material box autopick(& pop up if multiple) from bag could be nice.

First feelings after one ('unlucky' missing some of the research schematic) caracter test to rank3. ( Hug & 5 reasons ;)
Última alteração por Vince; 28 nov. 2014 às 5:58
MoonlightEmber 28 nov. 2014 às 6:05 
Originalmente postado por Wince:
Tend to aggree @ game start mining/finding a few specifics ressources (especially aluminium) tend to be a bit too tedious & slow (world generation ratio balance ?)
+
adjacent background block system if real interesting can sometime be annoying with deep undergound rare ressource spot (dunno if there some yet because not tested the game far enough but may be some consumables able to make a background blocks breach, dynamite or else like special ammo or average/long cooldown for laser picks that allow to do so).

Moving Materials while crafting could probably be improved with some addititional/merged/resized(smaller) windows and/or tooltip infos (enhancement current LVL and required exp could for example benefit from craft window shcematic mouse over tooltip )

Also click the craft windows empty material box autopick(& pop up if multiple) from bag could be nice.

First feelings after one ('unlucky' missing some of the research schematic) caracter test to rank3. ( Hug ;)

The background detonators are already in game ~.^

MoonlightEmber 28 nov. 2014 às 6:12 
Originalmente postado por TrollofReason:
Originalmente postado por LordShaggy:
Just asking, could you compare it to terrarias

Well, I think comparing the game to Terarria, even though it's the gold standard in this kind of 2D-crafting-adventure-platformer genre, is a bit of a low starting bar and a mistake. Terarria was, in many ways, the pioneer for these kinds of games. Or, at least, it was the first pioneer in the genre to be successful and widely known. Which means two things, of course:

1. They had no idea what they were doing, so couldn't know what was and wasn't a good idea.
2. No one else knew what the game could have been, so didn't know that it could be better.

Enter Starbound, which looked at the whole paradigm of manual mining and geoforming and decided to break out of 1-block-at-a-time and instead opt for larger grids. Now, I can understand why EoS isn't Starbound, and why Starbound decided to give such high-speed tools. EoS is about establishing a base upon a hostile alien world, Starbound is about exploration of multiple alien worlds. EoS's planet is a sprawling, mastercrafted... PLANET that you can spend days trying to traverse safely from one end to the other. Starbound's planets can be traversed between 15-45 minutes. EoS wants the player to discover hidden treasures and wonders and dangers. Starbound has procedurally generated things to find, and you don't HAVE to find any of it before deciding you want to move on.

It's just... they're two different games with different expectations for the players, I am aware of that, BUT (there's always a but) the resources and upgrade system are a bit daunting. There's so much to discover and learn and tinker with, but it feels like I'm constantly being punished and disuaded from doing ANY of it because of the cost of things and how slow it is to get what I need.

When starting out as a new player, I wanna try EVERYTHING because I know NOTHING. I don't know what my play style is going to be, and I'm not sure what works, what doesn't, or even how things work. My inventory IS limited, so I know that I can't be stupid and do eveything all the time, but again I have no idea what I wanna do or even what the different types of gear actually do, either. Nothing dangerous really comes after me, which I think is a bad design decision and one likely implemented because no one new knew how to do anything, and making a base and getting a crafting table up and running before the first night cycle is almost impossible before you know all NINETEEN steps. Because nothing dangerous comes after me, and I have no idea what I'm supposed to be doing because survival is trivial; ultimately the only obstacle between me and experimentation/enjoyment/discovery (which is what I think the point of the game is) is the mining.

I don't WANT an "overcharged" or "extended" laser pick when I inevitably get frustrated with the laser pick because I have no USE for it. I want a plasma gouger to quickly break up and scoop out enough basic resources to unlock all the tier 1 stuff and get a feel for what the game has in store for me until I run into a natural crafting barrier involving more advanced resources that are more complicated than dirt. And when I find these more exotic/durable resources, and the diffuse nature of plasma gouger fails to break them up for whatever reason, THEN I break out the more finely tuned, focused-energy tools.

Does that-uhm, does that make sense? I hope I'm not being too harsh. =/

@TrollofReason You're not being harsh, and you make perfect sense to me. The only thing I'd pick on you a little bit for, is seeing collecting resources as separate steps. It's really just, mine everything. Literally, everything. Right up to end game, dirt, rock, mud, and clay, will all still be just as vital as they are the moment you spawn for the first time. I think part of the gap between understanding EoS for many players, has to do with mindset. In all of our genre-mates' games, you are trained and conditioned for everything valuable to be ores. You come into EoS with that mindset, you'll drive yourself nuts. In EoS you have to drop that notion and think "Wait, it's not ores I'm looking for, it's EVERYTHING around me."

I also am not sure if you've tried a new character since we patched on Wednesday, but we put in an optional extended tutorial to teach the workbench/base building/command node mechanics. We feel this will be an important clue to how important base building will be. Right now, it's not so much, because outside of crafting machines and stations, it isn't serving as much a purpose. In the final product, when there are roaming world bosses and dynamic events triggered by your actions as you play, that story changes. The world is going to be AWARE of what you're doing. Killing one boss might alert another to your presence, and the game can track you, even at home. This will be where turrets, shields, repair drones, attack drones, and more, will be critical to survival. (Your base WILL be repairable, as will the things inside it, but the broken state will stop things from functioning till repaired.)

I guess the main point I'm trying to make is that we don't want to blast the player right out of spawn, when you ARE trying to learn, trying to explore crafting menus, see what you might want to make, get a base started etc. We are adding back the low chance of hostile mob spawns at night, even at the starting area, but we have to balance this, and not trade it for a NEW kind of frustration, the kind where a player throws up their hands and quits because they can't do anything without being killed. Edge of Space is still missing some major features, such as wormholes and terraforming, that add whole new layers of things to do.

tl;dr: While the game feels slow at the start right now, it's still got a lot of growing to do, and balance is something we will be revisiting many times as we go :)
Retrolicious 28 nov. 2014 às 6:23 
Originalmente postado por TrollofReason:

what I need.

When starting out as a new player, I wanna try EVERYTHING because I know NOTHING. I don't know what my play style is going to be, and I'm not sure what works, what doesn't, or even how things work. My inventory IS limited, so I know that I can't be stupid and do eveything all the time, but again I have no idea what I wanna do or even what the different types of gear actually do, either. Nothing dangerous really comes after me, which I think is a bad design decision and one likely implemented because no one new knew how to do anything, and making a base and getting a crafting table up and running before the first night cycle is almost impossible before you know all NINETEEN steps. Because nothing dangerous comes after me, and I have no idea what I'm supposed to be doing because survival is trivial; ultimately the only obstacle between me and experimentation/enjoyment/discovery (which is what I think the point of the game is) is the mining.

I don't WANT an "overcharged" or "extended" laser pick when I inevitably get frustrated with the laser pick because I have no USE for it. I want a plasma gouger to quickly break up and scoop out enough basic resources to unlock all the tier 1 stuff and get a feel for what the game has in store for me until I run into a natural crafting barrier involving more advanced resources that are more complicated than dirt. And when I find these more exotic/durable resources, and the diffuse nature of plasma gouger fails to break them up for whatever reason, THEN I break out the more finely tuned, focused-energy tools.

Does that-uhm, does that make sense? I hope I'm not being too harsh. =/

I second this. TrollofReason , despite the name, did put it very well. The main and first obstacle to overcome in EOS is the workbench and the mining. Since the wildlife is tame there is no instant feel of needing a shelter of sorts. So people start to explore and look around. Then they discover the various block types and start mining them. But its soo slow at 1 block at a time.

Both games i think make mining more enjoyable than EOS:
- Terraria had at least the smart cursor and hell alot of pickaxe increments to make it quicker
- Starbound even has a grid mining system, which seems quite enjoyable


So once the player figured out he / she is a masocist and dig out like 100 materials at a snails speed the player might continue to create the first base. And BAM workbench not working. I know now there is an optional tutorial on base building. But honestly i would prefer to put a intuitive and sublte system in letting the player learn it for themselve.
The npc housing in terraria feels a little like the quest for the workbenche here in EOS. But the main difference was in terraria you actually had a motivation to start base building. The wildlife around you is dangerous and the npcs help you and need a safe haven. Both of those motivations are very well lacking in EOS. Workbenches dont create a specific relationship to the player and dont feel like a "damsel in distress" and the planet isnt pushing the player in base building either.

I just hope there is a more fluid and intuitive system in the finalized polished product. Remember the best games are without tutorials altogether and giving the player sublte mechanics to let em learn things on their own naturally without any wiki / playthroughs.
Just look at the old metroids ( sure they never had base building ), but basically anything ingame is thought you via gameplay and NOT a shoddy tutorial.


TL:DR
Since the workbench issue is temporarily fixed with an awkward tutorial next step would be balancing the mining speeds and upgrade increments. For later purposes there should be a more intuitive and fluid system to understand base building and powering up without the need of a shoddy tutorial. Something like early start mobs which stick to craft benches and try to "suck" their energy out. So naturally the player would understand that their base would need actual walls for protection etc.
Última alteração por Retrolicious; 28 nov. 2014 às 6:26
NeoVICT 28 nov. 2014 às 7:27 
Mining speed could be indeed a bit faster or maybe same speed but 2 or 3 tiles at once.
I try to make mining a bit more "fun" by making a game by itself out of it.I heat up 4 or 5 ,sometimes even more , tiles at once and try to match the heat level of them so they pop as fast after another as possible lol
Anyways i am confident that the middleground will be found with given time :)
Última alteração por NeoVICT; 28 nov. 2014 às 7:30
Vince 28 nov. 2014 às 13:14 
Second caracter, second pass (@ rank 2-3): (in no perticular order)

- "Head hunter dungeon coordinate data" sometime/not always stack for some reason (annoying because the device is uncraftable even when you get enough longi/lat/ele). *

- "simulaneus action" / "too fast drag and drop" tend to make some tooltip freeze/persist until you drag something else.

- multiple chest openable at the same time could be a nice idea.

- When moving a material stack over another stack of the same material it should fill the biggest stack auto, without the need of manual value input and manual drag and drop (also notice sometime/not always stack are n-1 max value instead of *=max [?!?] ) *

- when using craftstation to craft stackable things "a max stack amount" should be shown in the info/tooltips to help with managing/ preplan the caracter inventory

- reduce blank space from "GUI Windows" to make them smaller and get a better visibility while they are open. (they take a lot of space on the screen actually imo)

Keep it up ;) cheers.

EDIT: * hh data + drag and drop (stack properly if right clicking to transfer between bag and container, don't work properly when drag and drop top of each others, the max n-1 also occur only with drag and drop)
Última alteração por Vince; 28 nov. 2014 às 15:06
PiscisFerro 28 nov. 2014 às 17:25 
@LordShaggy

Ok, after playing both games again I realized...

The starting pikeaxe (the cooper one) in terraria is faster than the laser. In terraria it takes 2 hits to break a block of dirt (less than 1 sec I think), in EoS it takes a little more like 3-4 hits of pikeaxe in terraria and sometimes even more (dont know why, but it feels that way, some blocks feels harder to break)

But the most frustrating is walls. It take too long to break only 1 block of dirt. Yeah in terraria is slow but at least in terraria you take out like 4 blocks of wall dirt.

I will play the game and try to get a better laser to see how it perform

NeoVICT 28 nov. 2014 às 21:55 
Originalmente postado por Piscis Ferro:
@LordShaggy

Ok, after playing both games again I realized...

The starting pikeaxe (the cooper one) in terraria is faster than the laser. In terraria it takes 2 hits to break a block of dirt (less than 1 sec I think), in EoS it takes a little more like 3-4 hits of pikeaxe in terraria and sometimes even more (dont know why, but it feels that way, some blocks feels harder to break)

But the most frustrating is walls. It take too long to break only 1 block of dirt. Yeah in terraria is slow but at least in terraria you take out like 4 blocks of wall dirt.

I will play the game and try to get a better laser to see how it perform



What you mean by some blocks are harder to break? Is it 1:Some dirt tiles take longer to brake than other dirt tiles or 2: aluminum tiles take longer to brake than dirt tiles.?
If 1, then i can´t confirm this. If 2, then i think that is totally fine and all it needs is finding the balance to make it feel right. Sure for now we have to deal with it but maybe sooner than we might think can we look back at this with a smile on our faces and say for example
" Remember that time ? When EoS mining was so slow?"


Última alteração por NeoVICT; 29 nov. 2014 às 0:03
MoonlightEmber 29 nov. 2014 às 5:55 
Originalmente postado por Neophysis:
Originalmente postado por Piscis Ferro:
@LordShaggy

Ok, after playing both games again I realized...

The starting pikeaxe (the cooper one) in terraria is faster than the laser. In terraria it takes 2 hits to break a block of dirt (less than 1 sec I think), in EoS it takes a little more like 3-4 hits of pikeaxe in terraria and sometimes even more (dont know why, but it feels that way, some blocks feels harder to break)

But the most frustrating is walls. It take too long to break only 1 block of dirt. Yeah in terraria is slow but at least in terraria you take out like 4 blocks of wall dirt.

I will play the game and try to get a better laser to see how it perform



What you mean by some blocks are harder to break? Is it 1:Some dirt tiles take longer to brake than other dirt tiles or 2: aluminum tiles take longer to brake than dirt tiles.?
If 1, then i can´t confirm this. If 2, then i think that is totally fine and all it needs is finding the balance to make it feel right. Sure for now we have to deal with it but maybe sooner than we might think can we look back at this with a smile on our faces and say for example
" Remember that time ? When EoS mining was so slow?"

I think people have to remember that to just GIVE all the resources so easily, where you're mining instantly and there's no effort needed anymore, would ruin the game. People tend to want everything instantly, but ours is really not that slow. It's just the way people perceive it after playing other games in the genre. For a starter tool, ours is rather efficient, and has very long range. The overcharged pick introduces multi-tile mining, and I couldn't even count the time when trying to test for how long it took to mine 5 of a material in order to answer a concern about science data being a grind. That's only the tier 2 pick, and there are numerous tiers of pick above that. Perception also comes into play in that people expect Edge of Space to BE Starbound or Terraria, they boot up the game with the mechanics for a different game in mind, and when ours is different, it's seen as a failure on our part.
morefire31 29 nov. 2014 às 9:26 
The only problem I find with the game, is needing research points to then use to unlock something. Let me explain...II understand armor and weapons but now I have to choose between decoration or a consumable data node, that means I'll never really use decoration items since there are other things that make more sense. Now you also don't really know how much xp a data module gives you per rp. My honest opinion on this is, that the game is hard when it comes to finding the tons of ore you need, why not do away with having to create data modules and keep the tried and true system of, if you create a station lets say cloning than you can make a firefox, fire fox leads to another and so on. Last but not least the different armor thing sounds cool but I would like to be able to merge them, I mean you are building and transversing on an alien planet, why would I not just build something to handle it all
MoonlightEmber 29 nov. 2014 às 9:46 
Originalmente postado por morefire31:
The only problem I find with the game, is needing research points to then use to unlock something. Let me explain...II understand armor and weapons but now I have to choose between decoration or a consumable data node, that means I'll never really use decoration items since there are other things that make more sense. Now you also don't really know how much xp a data module gives you per rp. My honest opinion on this is, that the game is hard when it comes to finding the tons of ore you need, why not do away with having to create data modules and keep the tried and true system of, if you create a station lets say cloning than you can make a firefox, fire fox leads to another and so on. Last but not least the different armor thing sounds cool but I would like to be able to merge them, I mean you are building and transversing on an alien planet, why would I not just build something to handle it all

You don't have to choose what to updgrade, and then not gain the rest, you can 100% unlock every branch. The item description on the crafting menu does tell you how much XP per data is given. Ores are part of crafting, yes, but no more so or less so than dirt, mob drops, loot drops, and other needed materials. There is never a useless material in Edge of Space. Even dirt and mud are critical right up to end game. Regarding the armor, that is exactly what will happen later on, and also you can mix and match and wear any armor you want, in any combination you choose.
morefire31 29 nov. 2014 às 10:03 
I didn't mean to say the mining is boring, cause honestly it isn't. Best way to explain is by telling you exactly what happened, I was digging up materials and had enough for almost anything and then I used the research points on building and construction and now I have to get more research points cause 5k worth of points wasn't enough, so even though I have a lot of materials I must grind for more RP and that is what blocks me from truly immersing in the game. So I can only really play 1 or 2 hours before I feel fatigued from RP mining
MoonlightEmber 29 nov. 2014 às 10:46 
Originalmente postado por morefire31:
I didn't mean to say the mining is boring, cause honestly it isn't. Best way to explain is by telling you exactly what happened, I was digging up materials and had enough for almost anything and then I used the research points on building and construction and now I have to get more research points cause 5k worth of points wasn't enough, so even though I have a lot of materials I must grind for more RP and that is what blocks me from truly immersing in the game. So I can only really play 1 or 2 hours before I feel fatigued from RP mining

Mining is not the only way to get them, you gain them from crafting and killing things too :)
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Postado a: 25 nov. 2014 às 11:39
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