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I'm a kinda new/returning player as I'd last played June 2023. I saw the dev updates and thought 'Yey!' with the improvements to new player experience. But I just had a quick look, and found what I think is Stationeer's greatest challenge. I'm on Mars, I have a lander, now what do I do? Especially when tutorials are disabled.
I kinda know what I should be doing because I've played before but it's still pretty daunting. Personally I think a guided tutorial would be better. Congrats, you survived the landing. Now, check out the lander. Take construction supplies and build a starter base. Use these to build an airlock. Which is also why I like the idea of start options with basic prefabs. That would help new players and also take some of the grind out for veterans. Spending time doing that is kinda repetitive before we get to the FUN! stuff of not exploding.
As for voxels, I love them. But I guess that's because I'm a tunnel rat and like mining. Plus it lets us hide a lot of infrastructure underground instead of ending up with big, sprawling bases to manage.
I also think multiplayer is a trap for devs and can be a time/resource sink. I rarely play MP and it can be a struggle to find people who want to play this game NOW!. Especially when the game is complex like this one. But that's part of the challenge for getting people to buy and play it. Tell all your friends. My biggest success was when I was dating a high school physics teacher and she used it with her students to teach them about gas laws and stuff. We created some scenarios for different lessons, then let kids loose on it, including giving the kids projects for homework..
This, I think is one of Stationeer's greatest strengths. It's fun, but also educational. I mean it has a MIPS emulator built in as well, so the education market is one that could help grow sales.
Yep, I think that RocketWerkz are focusing too much on the long term development - to have tutorials and minimal redundancy. Before I continue: The project team is financially stretched thin, and Rocket said recently about 500,000 USD had already been spent for various onboarding solutions (probably including the almost 300,000 for the tutorials, which he also said a few months ago). So, this "critique" (Desire for a better situation.) is to be taken with that in mind. So - "what RocketWerkz should do instead":
1) Indicate in-game, like they're doing for other things like mouse wheel and "E to swap hands", that left Alt gives you a mouse pointer. That would already break down a ton of user interface barriers! It's also minimal development overhead.
2) Expand upon the minimal message box they show when you're trying to play the disabled tutorials: What belongs there is a fullscreen-ish image with step-by-step-with-images instructions on how to switch the game version back to pre-phase change. Because few people know that, and I wonder if the devs are aware that this is plain simply beyond most players. It's only a few clicks, but if you've never done that, it seems like a daunting "uninstall/download from web/reinstall". Maybe the reason for the meager message box was the problem of translations.
3) Don't "just" have the separate training course tutorials, but also have a minimal in-game to-do list that players will always have to run through, anyway (and should be able to turn off in the options): An on-screen list that will be checked off (but will remain visible until complete, which will freeze the game with a dialog so players have a last chance to look at the completed list before they confirm so that it vanishes).
Beginners would be hugely helped by that. Example: Open Jetpack inventory with keyboard (or Alt mouse). Alt mouse the Atmos Analyzer onto the Tablet, which inserts it. Double-click (or Alt mouse or whatever) the Tablet into any hand. Press E to switch hands at least one and until the Atmos hand is selected. Press RMB to turn on. Detach a crate from lander or deconstruct entire lander. Dunk oxygen bottle into tank to top it off. Build a frame. Weld a frame fully. Place a wall on the frame. Place two doors. STUFF LIKE THAT. The controls, of course, must be a dynamic part of the texts, since they can be reconfigured.
Well, they set out to make something like Space Station 13, and they still (11 days ago) explicitly see Stationeers as a multiplayer game: https://discord.com/channels/276525882049429515/276525882049429515/1240653974366064680 Excerpt: "Stationeers is a multiplayer game, and while we always make sure its possible and generally fun to play alone, we definitely get the 'feel' of the game most when playing with 3-4 people."
I've had multiplayer sessions with multiple people at once, often multiple hours, without significant problems. It still needs *a lot* of work regarding desync/debugging in comparison to singleplayer, but it's getting there, and it's not optional. It's a key goal, tons of cash have been sunk into it already, it works pretty well already, and it'll bring in a bunch of cash once the project is fully matured and takes off sales-wise.
That's a great story! :D
Rocket responded here to explain what his view is on the use-in-schools potential:
https://discord.com/channels/276525882049429515/277443989794324480/1179156265121874072
Stop pulling ♥♥♥♥♥♥♥♥ statements out of your ass.
No game engine has any kind of tools for replicated physics simulations of atmosphere and so on.
I'm a cynic but this attitude is beyond. This is a niche game that after expenses has probably barely paid for the dev's salaries (if it's not completely in the hole). A fan of the game bothers to make content, which he legally cannot monetize, and asks other fans to share it to spread the word about a game he loves.
"Slimy". SMH
He attempted to associate his youtube with the with overall survival of the game, possibly even the studio. Complete with the clickbait title. This is most certainly slimy. It's like those tik tokkers "Do this dance to help the war in Ukraine!" Yeah, that does nothing and we all know it comes down to getting views, clicks, and subs. Not surprisingly, the youtubers that are actually helping the game, aren't the ones trying to shamelessly self promote off decline.
I already gifted the game, but if anyone wants to try it, FIRST PERSON TO ADD ME ON STEAM gets gifted Stationeers and all DLC! (for real)
Rules:
Must not already own the game.
... the main question would be if in the absence of new promotional Stationeers material, could this trailer do the project a sufficiently big service if it were known?
My estimation is yes (e.g. 2nd comment: "this is just what i need to convince my mates to play too. nice work"), because it's not just flavor, it throws facts at you with examples. Tech stuff to lure in the techies. I'm an enthusiast, that's all - but it shouldn't matter: Let's say I'm a leech - would this make the trailer more or less valuable? That should be the question.
And that this isn't asked may also say more about you than me.
EDIT: Also, wasn't there something about "Don't look at the finger, look at the Moon"? It's as if the goal is to make this discussion as unproductive as possible.
I'm gamedev on UE since 6 years, specialised in replication. UE has tool for easy replication. You don't have to code anything to do compatible listen server / dedicated server logic. You have already ready to use customisation for replication. I never tell that there is tools for replicated physics of atmo (there is nothing specific to this data in particular though, why it would be a different replication system ?).
So definitely, stop pulling ♥♥♥♥♥♥♥♥ statements, and learn to be polite. Open an engine once in your life before attacking random people on a forum... You could come across a gamedev and look like an idiot.
Oh maybe I was unclear here. I love voxels too. I said that for the dev part of the game... :')
There is a kinda rule in gamedev : More it's loved by the players, less it is by the devs... (understand here, hard to code :p)