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󠀡󠀡 Nov 24, 2024 @ 1:49pm
Number of wrecks reduced?
I recall playing a few years back and wrecks were everywhere on the starting planet. Those broken down platforms with a medium wind turbine, broken down rovers, landing pods, etc. You could look in any direction and see multiple ones. Now I started a new game and am barely finding any. Could drive for a while without seeing a single one. Did they reduce the frequency of wreck spawns?
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Showing 1-12 of 12 comments
Zarinthal Nov 24, 2024 @ 2:08pm 
I don't remember seeing anything about the values changing. How many seeds from the past and present are you comparing? There's a pretty wide range of density on new games.
seven Nov 24, 2024 @ 2:45pm 
I would say yes, by a lot. In the past I'd put a large shredder on a rover body and drive around shredding debris. The shredder would run almost constantly. Now I have to drive around a while to find something to shred. Well, actually, I don't bother anymore, not worth the time.
Last edited by seven; Nov 24, 2024 @ 3:07pm
Mal Function Nov 25, 2024 @ 3:04am 
like most procedural content, it depends entirely on the seed youre playing on, having rerun the game several times, ive had runs where there are loads of debris and such, and runs where debris has been rare as hens teeth.
󠀡󠀡 Nov 25, 2024 @ 4:00am 
Originally posted by Mal Function:
like most procedural content, it depends entirely on the seed youre playing on, having rerun the game several times, ive had runs where there are loads of debris and such, and runs where debris has been rare as hens teeth.
That's strange. Even if it's random, there should not be such a big variation run to run.
juanxlink Nov 25, 2024 @ 5:41am 
Originally posted by 󠀡󠀡:
That's strange. Even if it's random, there should not be such a big variation run to run.

How so? Do you understand the terms "random" and "procedural"? Big variation how? Do you know if the cave level has gotten the wrecks missing from topside?
󠀡󠀡 Nov 25, 2024 @ 7:07am 
Originally posted by juanxlink:
Originally posted by 󠀡󠀡:
That's strange. Even if it's random, there should not be such a big variation run to run.

How so? Do you understand the terms "random" and "procedural"? Big variation how? Do you know if the cave level has gotten the wrecks missing from topside?
Do you? Even if something is random, it's not *completely* random. There are rules to the randomness. That's what procedural means. There is an underlying process that generates it. The wrecks should appear at a certain frequency, say one wreck every x square meters on average. From game design perspective it would be bizarre if this underlying frequency changed from seed to seed. It would lead to a different player experience such that some players would see a lot of wrecks, and others would see very few. With procedural generation you want variation within a certain set of parameters. This is not the kind of variation that you would want.
Do you have any reason to think this is what's happening?
A simpler explanation is that they turned down the number of wrecks we're seeing in one of the updates. If you start a new game, you won't see as many wrecks as you would in an older save, which was generated used the old rules.
Last edited by 󠀡󠀡; Nov 25, 2024 @ 7:08am
Geauxboy Nov 25, 2024 @ 7:12am 
I'm thinking not, but wondering if they turned it down a bit in conjuction with rarity of qt-rtg's in the dlc.
RasaNova Nov 26, 2024 @ 2:32am 
It's hard to say for sure when considering randomness vs confirmation bias but if I had to pick an answer I would say yes, definitely fewer.
Djozar Nov 29, 2024 @ 7:45am 
To get more wrecks, I create SES Story games. I set POIS to 3 and Space Ports to 10 or more. Setting Ports o max seemed to work in reverse, and I didn't find many at all. 18 was too much (I like to see them, not be swimming in them). The POI setting of 3 lets me see more trucks and tables with junk/debris on them, with a much better chance of finding an early portable smelter down in the caves. I don't suggest SES/Custom games until you have your desired achievements out of the way, though.
SGT Roc/K/ Dec 1, 2024 @ 4:40pm 
It sure seems like the wrecks and EXO Crates are a lot lower. Only been able to build 3 large rovers and two extractors so far.
Domaorn Dec 2, 2024 @ 5:17pm 
make a custom game and up the poi's on a world? easy fix
Zarinthal Dec 3, 2024 @ 7:45am 
Originally posted by 󠀡󠀡:
Originally posted by juanxlink:

How so? Do you understand the terms "random" and "procedural"? Big variation how? Do you know if the cave level has gotten the wrecks missing from topside?
Do you? Even if something is random, it's not *completely* random. There are rules to the randomness. That's what procedural means. There is an underlying process that generates it. The wrecks should appear at a certain frequency, say one wreck every x square meters on average. From game design perspective it would be bizarre if this underlying frequency changed from seed to seed. It would lead to a different player experience such that some players would see a lot of wrecks, and others would see very few. With procedural generation you want variation within a certain set of parameters. This is not the kind of variation that you would want.
Do you have any reason to think this is what's happening?
A simpler explanation is that they turned down the number of wrecks we're seeing in one of the updates. If you start a new game, you won't see as many wrecks as you would in an older save, which was generated used the old rules.
I like the broad ranges, gives each playthrough a different flavor, different path to mid game. to each their own
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