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Furthermore, when it comes to energy drain the batteries should at a minimum stack. Else there needs to be a reduction as running out of battery is a game stopping mechanic since you can not even run once you are out. With guns draining a crazy amount of battery compared to all other tools.
Not sure if its planned to be something that happens later on but the output of furnaces currently doesn't get seen by crafting terminals so you have to pulls stuff out of the furnace and stick in a box first.
The things highlighted by a scanner pulse doesn't stay visible for very long given the cost of energy.
First village had a few quests, BUT all bar one was sending me off to find 50 gold or tin ore.
Ore generation feels a bit off as I never found more than a few blocks at a time rather than noticeable veins. Ore also doesn't seem to have any kind of trick to finding it such as digging down a certain depth or looking in a specific biome.
Helper bot doesn't seem to have any keybinds for things like triggering its scan or getting it to appear next to the player rather than sitting on the surface twiddling its digits. Never had it come down into the underground with me which made it kind of redundant when looking for ores.
And limited energy batteries are terrible, especially as they don't stack.
I think a vastly better mechanic would be a recharge system. So batteries slowly recharge over time.
You could give players options. Large capacity batteries with a slow charge, meaning you can get a lot done at once, but have more downtime. Or Low capacity batteries with a fast charge, meaning you get stuff done in quick bursts.
And of course let us have a middle of the road battery with medium capacity and charge.
Which is ironically possible give the systems for it already exist in the game. they just need to add it in for batteries opposed to making them a consumable.
Some additional feedback.
World Exploration - Much like the questing, the demo gives the impression that this is largely superficial. Discovered chests have low value loot. POIs found are simplistic so offer no challenge to the player. Locked chests are annoying as I now need to sacrifice another inventory spot on the off chance I need a key (hint. We should be able to pick up locked chests to unlock later). From the few locked ones I opened the loot is again not really worth it.
Appreciate that this is a big one with no easy answer. How to make a procedural world valuable and fun to explore without being obviously cut and paste POIs/Events dotted around. I play a lot of 7 Days to Die and it's something that game suffered from for years, the systems they introduced helped (along with bringing their own issues) but it took them a long time.
Thinking to the obvious Minecraft. Exploration, for me, was always about finding resources or items. Diamonds, specific animals, books, portals etc. Maybe a wider gameplay loop that encourages (unlocks) progress by finding these sort of items/resources. Building outpost bases to gather those resources or provide safe havens while exploring.
Ultimately I see this has being a potential Minecraft+ style game and I'd encourage you to have no shame in "learning" from their many years of work if it fits within your spin on the genre.
Item modification I notice that items in game have stats and several have mods/augments. I've even picked up some of these augments as loot. Yet I didn't see a way to swap these out or in.
Bot - Love the concept of the bot. Ore scanning is a god send and i hope future upgrades will allow it to show multiple highllights (within the same area). Better weapons etc. On the theme of automation it seems that bots tied to a base (tied to a transmission tower?) might be a way of introducing low level automation.
Such bots could be specialised to guarding, escorting, mining, carrying etc. Make them require rare resources to make (see world exploration) and if they are locked to a base this would also then encourage making outposts in resource rich areas.
Meanwhile the player could have a regenerating energy source that works as a backup.
Honestly, the energy thing should be done away with beyond guns. Because in a game like this, it doesn't serve much purpose other than being needlessly punishing.
I agree. Let us pick up locked chests. We can drop them at home and leave them for later. Or just let us deconstruct them with out tool, which breaks the chest with a chance of losing some of the items inside. But at least we can smash and grab instead of having to remember where the chest was.
Agreed. Yet with higher tier batteries I expect higher power usage devices. Which is what you see happening towards the end of the demo. It might become a non-issue or it may persist so I feel, even within the limits of the demo tech tree, it's a fair feedback to give.
+1 - the help says "make sure to take a stack of batteries", but they don't - made me wonder if it's just a demo bug.
Have some basic batteries, of increasing total charge. And a charging station. So once the battery's empty, we can recharge the empty one.
And then start giving us self-recharging batteries (which recharge slower than just popping them in the recharger, but can keep themselves going out in the field).
This would encourage putting down a base and supporting infrastructure away from your base. Perhaps different tiers of wireless charging could have limits on power delivered and range so that it gives you something to aim for all the way up to charging ships etc.