Abiotic Factor

Abiotic Factor

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My feedback after 90 hours and completing up to the current ending. (Spoilers)
Just want to start and say this game is phenomenal. I said more in my review but, yeah, really fun game.

Here is my feedback after playing for 90 hours with friends:

- The military and gate enemies got really old by the time we finished the Dark Energy update stuff, either needs more variety or less of them in back to back sections. Overall enemy variety in the whole game is great, just got really tiring at a certain point towards the end.

- Personal Teleporter is a really great tool, but it phased out vehicles too soon (same for jetpack and long jump pack). As much as I hate to say it I think it needs a nerf of some kind. Having a energy cost that can be fixed in like 10 seconds after you use it is just a small annoyance. There needs to be some kind of trade-off like how in Valheim you cant bring unsmelted ore with you when you teleport. Taking a vehicle places is sometimes faster but teleporting home doesn't bring the vehicle back which makes it not that useful unless your transporting large amounts of items. Teleporter pads also feel too OP. Maybe something like, needs a crafting table and bed present for it to work, to encourage teleporting between multiple bases and not just being able to go anywhere there is an outlet.

- I also wish there was more incentive to to building multiple bases. This could be more of a me issue, but we just built in that one room in the office sector with the chain gate button and glass overlook and never felt the need to move. Everything always leads back to office sector so I just felt like the best place to be for the whole game. Obviously this is preferential, but I just never felt a reason to have multiple bases if all our items and stoves and water were setup in one place. I wanted to try different places but we just had the best location immediately. This is related to the teleporting issue.

- The profession and perk system feels a little weird currently. I saw the Q/A so I'm glad you guys are addressing the perks. When I picked my profession I was under the impression that this would have a much more noticeable effect on how I played especially in relation to my friends. Some professions are also seemingly just better than others. I understand this is a hard mechanic to balance because depending on how many players there are, there could be a huge gap in a skill area if you make them too specialized. But honestly I didn't feel like a construction scientist, and my friend didn't really feel like a defense scientist. They are more like suggestions with a slight XP nudge in that direction. I guess what I'm trying to say is that I was hoping they would be more like classes, you know what I mean?

- EXPLOIT: I also found an exploit with the jetpack and long jump pack that I don't know is intentional or not. If you swap back and forth between either of the mobility backpacks they instantly refresh their overheat mechanic on each swap which essentially means you can fly infinitely. This is really fun but it feels like cheating.

anyways great game, just wanted to share my feedback after beating it. Looking forward to 1.0!
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Showing 1-4 of 4 comments
Originally posted by Sage:
There needs to be some kind of trade-off like how in Valheim you cant bring unsmelted ore with you when you teleport.

Please no Valheim stupidity in Abiotic factor kkthx. An often suggested solution would be to use a exor heart for every jump which is a very good solution in my opinion.

Originally posted by Sage:
EXPLOIT: I also found an exploit with the jetpack and long jump pack that I don't know is intentional or not. If you swap back and forth between either of the mobility backpacks they instantly refresh their overheat mechanic on each swap which essentially means you can fly infinitely. This is really fun but it feels like cheating.

This is how the jetpack actually initially worked, unlimited flight time. The "exploit" is the only reason the jetpack are not just a death trap. Unfortunately they thought they had to nerf the jetpack into the ground.
Sage Mar 16 @ 1:53pm 
Originally posted by CombatWombat:
Originally posted by Sage:
There needs to be some kind of trade-off like how in Valheim you cant bring unsmelted ore with you when you teleport.

Please no Valheim stupidity in Abiotic factor kkthx. An often suggested solution would be to use a exor heart for every jump which is a very good solution in my opinion.

Originally posted by Sage:
EXPLOIT: I also found an exploit with the jetpack and long jump pack that I don't know is intentional or not. If you swap back and forth between either of the mobility backpacks they instantly refresh their overheat mechanic on each swap which essentially means you can fly infinitely. This is really fun but it feels like cheating.

This is how the jetpack actually initially worked, unlimited flight time. The "exploit" is the only reason the jetpack are not just a death trap. Unfortunately they thought they had to nerf the jetpack into the ground.

An exor heart could work, it certainly would be better. Exors are everywhere, thus getting hearts would be easy, I DO like the idea of forgetting an exor heart and having to go kill one to get home. Unfortunately after farming a bunch (which would be inevitable) this would be just another thing you'd need in your inventory at all times. This is a positive and negative.

Whatever your opinion on Valheim is, I do still like the concept of being given a reason to still use cars late game. Not being able to bring certain items back through the personal teleporter would certainly make me think twice about bringing a car or not. It certainly seems the devs intended us to use cars until the very end. Reactors has a lot of roads. This is not the only way to do it and I don't think what I suggested is perfect but I'm not sure having another resource to power the personal teleporter would 100% solve that issue. I should note this is not something I think the player should deal with for the whole game. Unlocking how it works now late game is fine. Overall, I think the game phased out vehicles too soon.

Obviously, I'm relatively new to this game and didn't experience the old jetpack, but I still agree with the nerf. I don't have an opinion on how harsh the nerf was but in my playthrough just now, the jetpack got me pretty much anywhere I wanted so I don't really have complaints there. I do think the way fall damage is calculated in this game is way too harsh and results in confusing deaths in combination with the jetpack. Generally, I think it's fine how it is right now. Less of a must have then it probably was.
I am of the opinion and have argued so that teleportation should be uses sparsely as it tends to reduce the world quiet a bit and make everything boring faster. However the way valheim did it was really bad and annoying in my opinion. If driving would be a little bit better and reactor actually connected to the rest I can see teams driving instead of teleporting just for the fun of it and for not having to manage all the personal teleporters. Of course with the pads that would stop anyway.
Last edited by CombatWombat; Mar 16 @ 3:03pm
I get the point about teleporting, but I would also rather repeatedly walk off a cliff into the abyss or eat Leyak Essence than deal with the vehicle mechanic ever, ever again. We used carts exactly one time, between our starter crap base in office cafe/security, up to the security office between manufacturing and office. It was....trying with the carts but we could deal with it. They went up stairs, it was fine. After I re-enacted Austin Powers in manufacturing with a forklift I was like... Yeah, no thanks lol.

I wouldn't be adverse to requiring a new exor heart every time you wanna personal teleport--I think it would be an adjustment but not necessarily a bad one, and tying into how much of the game has you doing 'grocery runs' for materials. Not so much the telepad, those are clearly end game. I think a better requirement for the telepads are that you are only able to associate two pads at a time instead of being able to re-associate on the fly, so to have more teleport locations you need to account for the power supply and the cost of buildling multiple pads instead of just changing the name as you need to to teleport. Orrrrr maybe more like Portal, in one pad is an 'entry' portal and must be linked to an 'exit' one to set it up. Either way, something that makes it a little more expensive, even though they already are lol.

Also, I just don't know it mattered in my experiences where my bases were for progression and whatever. We've built forward bases for either immediate area crafting/repair/teleporting, and only changed if we really liked somewhere. We spent a huge chunk of the game in Cascade over the aquariums bc of the size of the area and closeness to C Block and Wildlife pens, and the tram. We only moved to Hydroplant after the embarrassingly long time it took us to figure out how to get into the Apartments and found we really really liked them. And now we are entrenched lol, We will not be leaving the Apartments as a main hub. SO much space, pretty contained, private bedrooms, multiple levels and rooms if a little unwieldy to place benches for stopping spawns lol. I think Power Services is GORGEOUS, but i will not live there specifically lol. Just a Vacation home lol

Super agree on perks and professions needing work. Farming I thought would be great a help, and well, it's not lol. If picking wild anteverse wheat didnt grant farming xp, or the sheer amount of it you can collect, I have never farmed it after opening the Wildlife Pens lol.
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Date Posted: Mar 15 @ 9:37pm
Posts: 4