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I love FU, absolutely great stuff, backed by a team that knows what an update is and what belongs in it, unlike some other design teams. *ahem* That being said, is the new research progression system maybe a teensy bit punitive?
It's a damned good thing that research gradually ticks up, because going to the not-inconsiderable amount of trouble of making and powering a second-tier research computer nets a ridiculous 1.3% of an item's pixel value (going by actual item value and output) in research points. And that's a step up from the basic. So build a better research computer, right? Yeah, about that... I'm estimating the uptick to be 1 point per 3 seconds, and that complete branch requires over 30,000 research points. That works out to somewhat over an entire realtime day of waiting around. I don't feel like getting sufficiently pedantic to count up the hours involved in gathering up all the prerequisite technologies. All of this will garner the ability to fabricate a computer which returns a grand total of 6% of an item's pixel value, or 60 research points per 1000 pixels. That would be 500,000 pixels just to reach the point where you are.
Oh yes, and the power requirement inexplicably scales with item value, so good luck with that as well.
Nerf research plz?
Doesn't need a nerf. You're going about it the wrong way and expecting the system to meet you in that space, rather than wandering into the playspace it intends you to use.
1: -Stop- trying to rush through tiers. The system is designed to get you out and exploring and seeing the universe. You're hitting a wall because you are trying to rush. Do things with what you unlock, experiment. Do quests. Do missions. Check out different planets. By the time you return to your base you will have amassed research and can progress a bit.
2: Take risks and get rewarded. The higher the risk the planet is, the higher the passive gain grows. If your passive rate is too low, you aren't taking advantage of this.
3. Research computers work exactly as intended. You get a % of the items value back as research. The crappier and more worthless the item, the less you get from it. No value at all? No reward. The power requirement is there specifically to balance the fact that you can "buy" your way through it if you wanted. It's a lot greater than 1.3% though. By about 41%. The base conversion rate is 42%.
4. Stop trying to progress like it is normal Starbound. This is no longer the case. You cannot really "skip tiers" now, and even trying is going to force you into challenges to determine the path to research all the requirements to do so. This is by design.
5. There are suits that add a +1 flat research bonus in their set bonuses. Those can help over time too.
6. Going high in Madness nets a Research bonus too.
7. Microscopes are a fantastic way to get research, too. Don't forget about them.
8. Find ores you cant use yet? toss em in an extractor!
9. Quests/Tutorials reward a large chunk, especially in the early game. Ignoring them is most unwise.
10. There are many other ways.
11. Waiting around AFK effectively stops your passive gain. Expecting gains when AFK is not going to pan out!
I totally get your point of view, but hopefully the above gives you some insight into how it is all meant to work. Explore. Experiment. .Do things. Raise a colony, a farm, etc etc. Whatever engages you, try it. The new system encourages it, and you'll get to see a lot of things you likely wouldnt have tried otherwise!
As for point #3, the scan tooltip claims that the computer (personal computer) has a return of 1%, and what I actually got was 32 pixels for... I'm pretty sure it was a 2500px vanity headgear. Either way, definitely not 42%.
I think I'll try this again and try to take a more relaxed approach, but this time save myself some grief by disabling BYOS and playing as a filthy casual. Fenerox carnivorism and hunger debuff + survival = bad time (IMO).
There is no roundabout loop.
You are told directly what to do in the quest dialogs you likely skipped: Start by making the STL drive, located in the Engineering branch of the research tree, in the Spacefaring nodes, which you cant miss: they have a shuttle on them.
From there you will be guided towards the FTL drive, which requires the Warp Manifold. That is created by travelling to the moon and getting erchius fuel, which is possible with the STL drive you made first.
Sorry to read that. I just asked that on general thread.
Well... guess that's it for me.
Your work is REALLY something, but as any creator, you have the right to make your vision.
Unfortunately for me, it's feels like a clunky convoluted mess just to create a simple wodden floor.
You simply can't sit and AFK to progress, because that would be cheap and ♥♥♥♥♥♥ :)
If I might make a tiny huge suggestion about the research balance? I wonder if there's a way to justify the exploration-for-research mechanic. Maybe something like awarding research for scans (or at least adding a reference to passive scanning as a hook), values depending upon type, rarity, danger, and scanner upgrades? Scan 'items' which can be rendered into research via computer? Or maybe that's already a thing and I haven't even noticed... Whichever the case, would it maybe be helpful to be a bit more explicit about the research uptick, rather than using it as a "ha, gotcha for not playing right!" mechanic?
You choose to use a mod, you don't demand a mod conform to your playstyle. That certainly isnt going to stop me from making sure someone cant just start the game, sit in their base for 8 hours while they sleep, and then purchase all the research with no effort. FU has never been about that, and never will be.
Players get increased research for exploring more dangerous places. This incentivizes exploring other biomes and the universe at large.
Players get research from Fossils. This furthers incentive to explore underground.
Players get research from every item in the entire game with a value, via research computers. This ties directly to that idea already.
it has nothing to do with "playing right". Sitting AFK is not playing -at all-. It's sitting AFK and expecting a reward for doing absolutely nothing. That isn't how I reward players. Actively playing , you'll almost never have to sit around and wait for research.
I will, however, add more info to the core codex on research. The trick is in people actually using their heads and reading it. There's info in there now, but the increase-per-tier isnt noted in there yet.