Empyrion - Galactic Survival

Empyrion - Galactic Survival

Reforged Eden 2 Beta
Suggestions
Preface
First of all: thank you. I got the game free on Epic and was underwhelmed immediately. This scenario and its rules completely changed that. I'm sure it's been a ton of work, but thanks for the effort, it is appreciated.

Cross-Platform Support
I'd like to suggest that you move the FAQ, Wiki, Enhancement Requests, and other things into github, just like you have already with bug reporting. That would also allow you to build structured forms for feedback so it's faster/easier to digest.

Source and Community Contribution
I'd like to suggest that you upload and maintain the game files in the github repo not only so you have structured source control, but also this will allow Pull Requests from community members to help contribute and make it much easier for you to merge changes from both internal and outside sources.

Scenario FAQ and Wiki
I'd like to suggest that you move the FAQ, Wiki, and other relevant data into github (that has dedicated locations for these things). Firstly, because it would be easier to maintain for you guys, and also because the game is being played on more than just Steam.

Voice Acting
The AI text-to-speech has become incredibly cheap (some free) and extremely life-like nowadays, even including things like sliders for various emotional contexts and accents. It's worth looking into.

Progression Restriction or Guide
I'd like to suggest that either certain tech unlocks require that you be at certain places along the story or that the story itself include best-practice side missions for when to build a Bike, BA, HV, SV, or CV (even purpose-driven versions). You already have the freedom mode thing for people who don't want a catered experience.

One good example would be that IDA suggests building a light armor to use jets to reach the console on the crashed ship at the beginning. If the light armor were locked until then, it would provide more of a synchronous tech progression with the story. The same goes for finding a sniper rifle to fight off the drone there: that would be an ideal time to allow the snipe rifle to be unlocked.

I guess, in a way, what I'm suggesting is to build a catered tutorial alongside the scenario campaign. It should be spread out, unlike the official tutorial that dumps with information overload. This way, a new player can learn-as-you-go, with each step delving deeper into the mechanics that were not relevant when first introduced (i.e. linked inventory/logistics has no purpose until you are working with large/heavy things).

User Interface
I'm not sure what all options you have available for cleaning up the UI (I haven't looked into modding technicalities). The UI in general is way too busy, loaded with useless information, etc. For example, the tooltips on tech-tree mouse-over contain vast amounts of data that in most cases you never care about except in certain cases (it could be condensed easily into a few words of description). It would be nice to have this cleaned up to reduce fatigue while playing (Space Engineers also has this problem).

Decay Timer
You may want to make available an override for single player games that extend decay timers to 15 or 30 minutes. In many cases, the triggers for IDA cause dialog to exceed the 2-5 minutes on current decay timers, and some fights with enemies exceed the decay timer for corpses so you cannot go back to loot after the fight is over (and the subsequent IDA speech is done).

Possibility of Official Endorsement
If you haven't already, I'd suggest contacting Eleon about the possibility of a contract for having Reforged Eden be an official free DLC. From what I've read, your guys mod has been pretty much essential to people liking the game (it certainly was for me), and thus have contributed to their continued sales considerably. I would not be on board with a paid DLC since it has already been available for free (unless the scenario was free, but had an accompanied cosmetic pack or something available for sale). If you/they decided to go that route, I think it'd make the most sense to have updates to the scenario spread out more (maybe biannual). I'm not a lawyer, so do not know the implications of handing off the creative license to Eleon ownership, but I would think something could be worked out (similar to how Medieval Engineers allowed official community patches).
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Showing 1-6 of 6 comments
ravien_ff  [developer] Jun 17 @ 6:38pm 
Thank you very much for the kind words and the suggestions!

For GitHub we talked about it and it just wouldn't really work out for what we're doing.
Because of the way the game files work and how interconnected they are, it's not feasible to merge changes that others make into the scenario as such changes are rarely as simple as just adding the new additions to the config files.

The scenario configs we're working with are often weeks or months ahead of what's publicly available and in some cases rely on things we cannot or are not ready to share with the public.
Adding content submitted by others to a scenario in Empyrion is often a tedious manual process that GitHub wouldn't be helpful for and usually requires tools that cannot interface with it either.

As for using it for discussions the overwhelming majority of the player base uses Steam, and even Epic players can create a free Steam account if they don't already have one. To keep the conversations as accessible as possible, we use Steam so almost everyone can simply post without having to visit a third party site or create an account somewhere else.
I use GitHub for the bug reports because it works great for managing that specific thing, but otherwise it's not the most user friendly system for people to use.

Adding in-game voice is possible, but is also janky and limiting in-game, time consuming to create, and will take up extra file space in the scenario. It's on the list to add but low priority especially because any halfway decent AI voice costs money and hiring voice actors would cost even more.

It's on the list to add a dedicated tutorial planet, but low priority. RE2 is designed for experienced players and so we assume people generally already know the basics. Though the in-game Empyriopedia does have a lot of info on base game mechanics now.

For the tooltips we have little control over how they are displayed, outside of being able to completely hide stats (and we have hidden irrelevant ones). That's a suggestion to send to the game devs.

Decay timers for alien loot containers and other important loot are already set to 15 minutes.
Standard loot containers need to be set to a low value to mitigate the insane playfield wide lag they cause when they start stacking up. Those boxes cause a crazy amount of lag for everyone in the same playfield.

I don't see the benefit to making a free custom scenario developed by 2 players become an official DLC. For us it would just mean more restrictions as we would then have to follow whatever their plan for RE2 is, and for Eleon it would mean needing to officially support all the duct tape and bubblegum solutions we've used in RE2 which I'm sure would be a nightmare.

Thanks again for the comments and feedback!
Distrann Jun 18 @ 7:40am 
To the Voice acting: There are some AI solutions out there under the Apache License or other opensource licenses, where it is possible to generate voice acting without paying but it is necessary to follow the License requirements of course. And of course: goo RE2 goo!!!
Originally posted by ravien_ff:
Adding in-game voice is possible, but is also janky and limiting in-game, time consuming to create, and will take up extra file space in the scenario. It's on the list to add but low priority especially because any halfway decent AI voice costs money and hiring voice actors would cost even more.

If you do get around to adding this, I hope it would be optional or that it would be controlled by a volume slider that can be set to zero. I understand that many people like voice acting and also that many people seem to dislike reading text, but as a person with sensory processing issues, one of the reasons why I like EGS is that it doesn't have voices in it. I much prefer reading text.
ravien_ff  [developer] Jun 18 @ 11:32am 
Originally posted by UncreativelyNamed:
Originally posted by ravien_ff:
Adding in-game voice is possible, but is also janky and limiting in-game, time consuming to create, and will take up extra file space in the scenario. It's on the list to add but low priority especially because any halfway decent AI voice costs money and hiring voice actors would cost even more.

If you do get around to adding this, I hope it would be optional or that it would be controlled by a volume slider that can be set to zero. I understand that many people like voice acting and also that many people seem to dislike reading text, but as a person with sensory processing issues, one of the reasons why I like EGS is that it doesn't have voices in it. I much prefer reading text.

Yes you'd be able to turn it off in the PDA.
I'm in IT and find GitHub to be more complicated than necessary. Admittedly, I haven't spent a lot of time with it, but multiple times I've tried to download something and found the process confusing, in my opinion. At the same time, I understand the simpler limitations of Steam. If your target audience is highly technical or engineering-oriented, GitHub is probably the best option. Just my two cents—actually three, thanks to inflation.
ravien_ff  [developer] 3 hours ago 
Originally posted by Dosboy:
I'm in IT and find GitHub to be more complicated than necessary. Admittedly, I haven't spent a lot of time with it, but multiple times I've tried to download something and found the process confusing, in my opinion. At the same time, I understand the simpler limitations of Steam. If your target audience is highly technical or engineering-oriented, GitHub is probably the best option. Just my two cents—actually three, thanks to inflation.

Yeah I was able to set it up to be as simple as possible for making bug reports, but trying to use it as an actual discussion forum seems like it would be more complicated than it's worth.
Even for bug reporting it has a lot of extra "developer oriented" buttons that I wish I could remove from the interface, but I don't have control over that.
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