ASTRONEER

ASTRONEER

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p3st|cIdE Mar 16, 2018 @ 6:45pm
Argh!!
Well I just accidentally made an extra Research Chamber because (A) you can't have the actual research selection screen up at the same time as when you're actually trying to print the thing because the screen is just way too cluttered and (B) the thing got accidentally switched while I was trying to exit out of the screen, probably, flailing about with the controls and hit the left/right which changes the item to print. Well the new streamlined UI doesn't show you what you're about to print *IN WORDS* anymore, just some ghost shape, hell I wasn't watching that.

My point is that we used to have confirmation about what we were about to print. Now we don't, and it causes problems!
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Showing 1-15 of 15 comments
p3st|cIdE Mar 16, 2018 @ 6:55pm 
Seriously my brain gets confuzzled by the overloaded controls, to the point where I can't even perform basic operations. Press E to close backpack. longpress Q to open printer UI. select thingy. Carefully exit without moving to be sure not to freakin switch the thing. Press Q to open the backpack. Move window around so I can see where to put the stuff now that it moved. Install required items. Press Q to close backpack. Move close to printer enough so I can aim cursor and finally... longpress E to print! My brain can't figure out what Q does and what E does, it's an untrainable control scheme. Brain ends up randomly pressing Q or E because it can't know what will happen or what is required.
p3st|cIdE Mar 16, 2018 @ 6:56pm 
Really using the user interface is taking the fun out of playing the game.
p3st|cIdE Mar 16, 2018 @ 7:30pm 
My suggestion: Inventory/Backpack deserves a dedicated button.
Azirahael Mar 16, 2018 @ 7:48pm 
Originally posted by p3st|cIdE:
My suggestion: Inventory/Backpack deserves a dedicated button.
Agreed.

Also, while i appreciate the work put into the new layout, i preferred the older controls.
Even with the floating holograms.
p3st|cIdE Mar 16, 2018 @ 8:00pm 
For one thing, with a dedicated button, they might no longer need to spam the word "backpack" over my head whenever I have it closed.
Tinfoilshorts Mar 16, 2018 @ 8:57pm 
There's a button on the selection panel that you hit twice to print the item 1st for the safety switch and 2nd for the green activate button. When you don't have the panel screen up but have an item selected with the neccesary resources already on the platform you can press the print button to activate the printer without needing to open up the panel.
Buddha Mar 16, 2018 @ 8:58pm 
Agreed. Don’t you hate it when you accidentally change the item you’re trying to print and your minerals get spat out? Not just dropped to the ground but spat out.

Right now the control system is a shambles and a dog’s breakfast.
MycroftCanadaNS Mar 16, 2018 @ 9:01pm 
The control system is a shambles. You can clearly see that the controls are for a console, and not for a M&K setup. Odd how this game started out for the PC, and once again another developer hoping to stuff their pockets full of the console cash grab.
Martin Mar 16, 2018 @ 9:53pm 
The shooting away resources needs sorted, some of the modules really need a verfy button or something, I keep printing the wrong thing alot as well, which in early game is annoying. I lost 2 aluminium earlier because of the far flung rejection, then later about 12 hours or so, found them again, one of them was almost on other side of the base.
Azirahael Mar 16, 2018 @ 10:28pm 
Also shooting out resource blocks behind you when your pack is full.
p3st|cIdE Mar 17, 2018 @ 5:21am 
Even console controllers have more than 2 buttons! They dedicated a button to Sprint, but not to Backpack?!
p3st|cIdE Mar 17, 2018 @ 5:36am 
I don't mind devs making games accessible on consoles. It's pretty typical to have control scheme designed around lowest common denominator set of functionality. But there's varying degrees of quality of execution. And players are right to expect some love shown to controls on all platforms. That's the meat of the game right there. First thing players see, it's how their brain interacts with the game. You want to shape someone's feelings about a game, don't F with the graphics, tweak the living **** out of the controls so it plays smooth. So newbies can pick up the controller and play in seconds. Low button count is only one quality metrics, but ease of use is a far more complex quantity to consider.
TheTool Mar 17, 2018 @ 9:50pm 
Originally posted by p3st|cIdE:
Seriously my brain gets confuzzled by the overloaded controls, to the point where I can't even perform basic operations. Press E to close backpack. longpress Q to open printer UI. select thingy. Carefully exit without moving to be sure not to freakin switch the thing. Press Q to open the backpack. Move window around so I can see where to put the stuff now that it moved. Install required items. Press Q to close backpack. Move close to printer enough so I can aim cursor and finally... longpress E to print! My brain can't figure out what Q does and what E does, it's an untrainable control scheme. Brain ends up randomly pressing Q or E because it can't know what will happen or what is required.

Best post winner!
DjArcas Mar 18, 2018 @ 3:11am 
Originally posted by p3st|cIdE:
My suggestion: Inventory/Backpack deserves a dedicated button.

Hey, try playing on Pad, where Y and X are overloaded for about 300 different functions, B is... never used? and the dpad was given across to animations, and the shoulders and clicks are virtually unused.
p3st|cIdE Mar 18, 2018 @ 5:02am 
So they designed for a NES controller?
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Date Posted: Mar 16, 2018 @ 6:45pm
Posts: 15