Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Only 4 ship types as of now (fighter - explorer - hauler - solar).
You can only make a new ship, not edit an existing one. There are a few new color options that weren't in the game.
Stats and supercharged slots are still entirely RNG based (each part combination has a specific stat/Sc slot layout PER station, so you can try building the same ship at any number of space stations before you find a satisfying SC slot layout... fun I know).
Tools are not customizable at all with the exception of staves. In that case it works exactly like ship customization (you can only make a new staff, not edit an existing one, from a few parts. Stats depend on the parts AND the location where you make the staff).
Entirely rng based/fixed by the freighter spawn. Few more exterior appearance options for freighters (thrusters mostly)
Almost everything is RNG based still, the ship customization makes it easier to customize the appearance of a ship but the stats are still random. (also still limited to few ship types which is a shame)
They really needs more useable furniture and some sort of "ship parts dealer/customizer".
We can repaint a massive frigate or exocraft or building on a whim but can't paint the main player ships we use without breaking them down for parts first.
well damn.
least its a step in the right direction, i suppose. hopefully we get more in depth customisation and progression in the future cause I really hate RNG aspects in games, it can be tolerable in some instances but otherwise it just seems like artificial padding and an excuse to avoid making an actual in depth progression system/sandbox
Finding the perfect ship or the perfect multi-tool is something that goes hand-in-hand with the games primary premise; exploration.
And given that you can now upgrade almost anything to S class finding the 'cosmetically' perfect item is one of the few things to keep searching for.
Sometimes being able to customize something actually reduces its 'rarity'.
Just my opinion of course.
a lot of people keep saying stuff like this and honestly it feels like an incredibly mute point when so many other games have the style of upgrading progression but still give you reason to explore. from gathering necessary items, completing quests, or just looking to see a location that looks interesting to you.
fallout does this kinda thing all the time, see an interesting place off in the distance? go and explore. see what kind of stories you can uncover.
and if the retort for that is "oh well fallout has a smaller world map and its not procedurally generated"
okay. thats the fault of the game. procedural generation is good but like RNG, its often souless padding without much to really do in it. its the visual equivalent of speaking a lot but ultimately saying nothing. its entirely on the devs to make these big empty worlds feel alive in some way. if they shot themselves in the foot via now having to make thousands upon thousands of unique questlines and locations that feel organic and story rich opposed to repetitive fetch quests or target eliminations, thats their fault and people should stop acting like its the fault of the player for wanting more in a game so rich in potential.
"then dont play the game"
okay. point me in the direction of a game thats exactly like this one but with all of the features I and/or other players have listed. you can't. hence why we're here instead of there in the first place.
im bringing all these points up cause these are usually the arguments thrown at the opposition of these changes and i just wanted to save the trouble of individually going through that conversation again and again and again.
TL;DR if the exploration is only valued because of hopefully finding the perfect thing for your build opposed to the story and awe of the exploration itself, then the exploration in the game sucks enough to need that shallow reason. if you're nothing without X/Y, then you shouldnt have it.