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You can put anything you want into a container on a ship remotely, but in order to retrieve it you have to physically walk up to it in your cargo hold, which is retarded.
Oh dear, overtired little one?
TL;DR
necro;DR
Tho some bits of your post just weren't thought through imo. Just to name one would be pulse engine in atmosphere. It makes no sense from a lot of directions.
1. game can't load things that fast it would be utterly pointless.
2. Some semblance of relatable concept still need to apply, that kind of speed in atmosphere? Uhhh that is just no. It would rip your ship apart. I'm not asking for realism, the opposite usually, but when some overhyped turd movie shows you a scene where a room is turned into a pool by shoving rug under the door... I usually feel like I want to punch whoever directed that in the private parts.
3. Pulse engine is ment for getting you to where you want to go quickly, atmosphere is meant to slow you down so you can see things. Those two do the opposite. If you want to reach something quick just leave the damn atmosphere... it takes a whooping 5 seconds, longer then it takes for pulsedrive to activate.
4. With upgrades your ship already moves faster then game can load things in atmosphere and with double engine upgrades well... ye...
Also way too much personal opinion turned into global fact of the universe. Not everyone things the way you do and some of the stuff you hate plenty of people find enjoyable and not a demerit, the opposite. Just word it better bud.
And as Oldie said, if you think HG reads steam forums... think again. You want them to read it go to reddit and bribe some those voting superheros, just need a few of the "self important" the rest of the sheep will exercise their glorious voting powers. Make lots of stink and it will get to HG... otherwise pfft.
Which feels bad, because I write long posts too and want to give people a fair chance... but OP's is way too long, and skimming through makes it feel like a rant that no amount of words will fix.
@HiSaZul I think you have personal issues you need to sort out there, bud, if you would go so far as to punch someone for making this change. Pulse drive in-atmosphere would sort out an issue that I talked about in the first post. They improved the pulse drive issue, and now if you are close to the atmosphere, the ship will spin around the planet rather than going in a straight line. But it still takes so damn long to get from one part of the planet to another. It takes 5 seconds to get from, but takes 25, if not more, to get from one end of the planet to another. And it's really not fun to just keep doing that. Pulse drive in-atmosphere would sort out that issue.
I think there's unnecessary salt starting to pour in. Thanks for the criticism, but I'd rather focus on the points made rather than the fact that i's a wall of text. All it is is a long post and you guys seem to take it as if I got pissed and just ranted on saying "fk this game", which I didn't. The post was my opinion on my experience, if you had a different experience, say it, but scorning me for saying my point of view being inconsiderate because some other people MIGHT have a different view seems just a bit on the stupid side.
If you don't like a wall of text, just don't read it and don't reply? Saves everybody's time really.
What commands are you proposing to remove? I'm not entirely in disagreement that the UI has some issues, but "there are too many buttons to push" struck me as a joke, rather than an argument. I'm having trouble crediting it as valid at all; especially as you support your argument with an example that really appears to be a 2D patformer. Doesn't need as many keybindings, eh? Shocking, that! .... not really.
Asserted without demonstration; why is Rain World so much more complex? You spent a paragraph trying to cut people off from claiming you're just having-a-troll and commenting that lots of stuff got updated in NMS, but you can't take a little time to support your point here?
"Too much" is subjective, but I've rarely, if ever, seen more than two or three sentences of text on the screen at any point. Based on that attitude, you should self-edit much better; you waste a lot of text in this post (might also be part of the perception of it as a rant, FWIW).
"You don't know what you need to do to find out about what" .... what? Can you actually provide a few examples from your experience, or is it ambiguous complaints about all the ambiguity all the way down?
There isn't a lot to discover? What's "a lot?" Presumably we're not just talking raw numbers of places-to-go-things-to-see .... so are you meaning whollly distinct environments? Different shaped rocks / plants / creatures?
The whiplash! "It's not enough!" "It's too much!" "It's not enough!" "IT'S TOO MUCH!"
You sound like you'd have more success playing in creative mode for a while before getting farther in. Also, this reads to me like a complaint about the first fifteen minutes-hour of gameplay.
Incidentallly, what is "suit health?"
And lots of cake! Seriously.
What is most crucial at any given time? How is that established? What concrete details do you have to propose? Anything?
Or, maybe, your favorite game isn't doing things better than everybody else ever.
What good is all that when one is prioritizing their own goal? How many extra controls and UI is that going to require to be useful to a player doing their own thing, "minimalist?"
No, there really aren't too many. Many, many people manage the current control surface perfectly easily. "Obscure buttons"
You want to see complex UI? Look up Dwarf Fortress sometime. If not that, perhaps nethack will get the point across approximately well enough. NMS is bloody easy (now, rebinding stuff is a different matter, but ....)
There is already a component that does so; you've probably just not played far enough into the game to discover this. Essentially you're advocating the removal of utility for other players. Probably not going to go over well, insofar as a lot of us like being able to charge, say, hazard protection w/ sodium in a pinch.
You could suggest that. If you were in the appropriate forum. Here, you'll find yourself discussing it. And I think your issues are overblown and and your proposed solution unnecessary.
If you miss an objective so badly while pulsing that you still need several minutes of boosting to arrive, you should just practice flying. It's really not that hard to set yourself on course, spin up, and forget. I'm often checking stuff in overlay while flying in this game.
And again with the whiplash of "Too much stress!" "Needs more tension!"
Make up your mind!
As for the "primitives" (having trouble conjuring a more-fitting term) being manually made .... what kind of content do you think one gets when it's wholly generated by code? Got any examples of this alternative?
I will grant you that, to me at least, a game which largely uses procgen is very dependent on granular and highly-varied building blocks to give a wealth of different content. No Man's Sky, as with most all such titles, missed by at least an order of magnitude.
I also expect that this is because I'll play the game for hundreds to thousands of hours, and it's simply not financially viable for a developer to cater to the desires of someone seeking so much verisimilitude. Most people will move on long before that.
edit: typos here and there
That said, I'll give it a read.
HG took the basics of WASD and shoehorned the so called quick menu options around the familiar setup, which eats into what typically is there for more advanced WASD controls. (btw, nice 'B to Blow' Markiplier reference lol) What makes the setup more frustrating is that there is no secondary way of accessing the menus, forcing people to use the 'quick menu' setup, and being the defacto menu, as opposed to being quicker than some other menu.
When looking at it from a different angles, the restricted button setup feels more right at home with a controller, where there isn't an A thru Z, 0 thru 9, with Shift, Ctrl, and Alt functionality. You could take almost any modern gaming controller and plug in those key bindings and start playing right away. Given the rest of the NMS interface style, it looks more like a game console menu than a PC menu.
HG basically hybridized PC and console interfaces, and the awkward UI child you see before you is the result!
Game UI is a surprising hard thing to design. It has to have some accomodations for people not used to the established setup, as well as people that are seasoned videogame players. Just balancing that aspect isn't simple, since too little aid will create lost newbie players and too much would put off people that already know the basics.
But when you have a new system most people aren't accustomed to, the designer pretty much has to gear it towards most everyone being a newbie, as well as a shut-off so not to insulate people that have put in enough hours to know how it works.
While all that design work does its thing (or in this case, doesn't do its thing), a player needs to figure out how things play; what items do what, what should be kept, sold, ignored, shot, avoided, etc. As with the other design concern, building a learning environment for gameplay mechanics that doesn't feel too contrived is pretty hard. HG obviously didn't want a training wheels environment, so the best option they found was placing the character some distance from a broke ship to introduce elements of the game in a logical and predictable manner; which in of itself sounds great.
However, the carefully made tutorial made well over a year ago is now out of date after so many updates. This is something HG really needs to address, among many other things that needs to be addressed. There isn't much else to be said here, other than HG has a lot on their plate.
With the interface confusion with the hybridized PC/Controller setup, on top of trying to learn the ropes while not in a safe tutorial area, with an out of date tutorial system; it is little wonder people find NMS frustrating from the start.
Before suggestions can be reasonably accepted, the main goal and theme of the game needs to be addressed. NMS is supposed to be a somewhat casual exploration game, in the setting of a fantastical, humbly expansive, classic Sci Fi world. The interface is supposed to be simple yet accommodating to what is needed, with no confusing clutter of extra details, while also keeping a theme of being alone in the world with your system AI being the only native voice you hear.
In order of what the OP suggested...
This is another reason why I didn't want to respond, since a proper response, at least for me, is 150% to 300% times (if not more) than the original post. I've seen this happen enough to know better, since a multi topic post always becomes a mess when people pick and choose what they want or try to do monolithic line by line responses.
Next time, pick one issue to bring up, talk about it, wait a bit, then start a new thread on another. It is just keeps things better organized and is less stressful.