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Feedback Jonesy Does Starbound

Discussion in 'Starbound Discussion' started by Jonesy, Aug 4, 2016.

  1. Jonesy

    Jonesy Sarif's Attack Kangaroo Forum Moderator

    So, Starbound came out just as I finished my degree.

    [​IMG]

    I've been waiting quite a few years to play it. Properly, I mean. I began playing the game as soon as it came out, but quickly stopped since that first build was pretty imbalanced. I did check things out again a year ago, and was satisfied that the game had improved. However, this is the first time I've spent a decent amount of time with a single character. I've now finished the main story, and put together some rough thoughts on the game.

    Unmarked spoilers ahead.

    1. Gameplay
    Combat feels a lot better than it did in the earliest version, even though I've yet to try everything. I've mostly been using a broadsword, with a pistol / machine pistol combo (recently replaced by an assault rifle) and a grenade launcher as fallback weapons. Also picked up a staff with a secondary AoE healing effect, which I'm planning on trying out next time I'm playing with friends. The various weapons I've used all seem to work well enough, once I got the hang of them. I didn't really like using an axe, and I haven't bothered with hammers, spears or throwable weapons.

    Enemies are a bit annoying for my taste. Spawn rates are too high, meaning that traveling anywhere is an ongoing battle.

    [​IMG]

    It's even worse on high-level planets, which require a steady stream of healing items. The variety isn't that great either, as there's too heavy a reliance on pre-made mobs that appear over and over. And this is all the while the game still suffers from the old problem of creatures tending to be aggressive when they look harmless (and vice versa). Some sort of IFF system would be a welcome addition.

    The colony building mechanic isn't something I'd used in earlier versions, but I came to like it pretty quickly. It's not the deepest system, but at the same time it lets you get colonists in with minimal fuss to reap the rewards all the sooner. The quests they and other NPCs vary. I don't mind most of the 'bring me these items' and 'take this item to this person' quests, but not so much the 'build a room with certain objects' (largely because it's not always clear what objects qualify), 'place this object in my room' (because it almost always won't fit), 'catch me this monster' (since the capture pod didn't work when I tried it) and the typical escort quests. Still, I'm quite pleased with the settlements I have made.

    Starbound forest colony.jpg

    While I'm not playing on Survival (and have no plans to), I love farming. So many crops to find and recipes to unlock... I haven't played Stardew Valley yet, but this has made me almost scared to. The best part is it fits into the other mechanics. Besides having to eat on Survival mode, I can sell the food I've grown and prepared for pixels, or eat it to provide a buff during gameplay. I'm curious to see if I can finish the entire game as a farmer. Needing to find seeds out on planets and completing missions to unlock outpost stores and wares (particularly expanding Ursa Miners' inventory) might prove a problem, but it doesn't appear impossible.

    In a similar vein, huge props for being able to finish the game through exploration. For some reason I've been reluctant to go spelunking, though I might give it another go sometime now that I've finished the main story. But I've been able to get most of my ore and weapons from dungeons and villages while purchasing armor from merchants. The only time I really started crafting my own gear was when it came to the top-tier stuff.

    Speaking of gear, I'm a bit disappointed that there's no passive abilities for different sets of racial armor. I don't know why that was ditched, but it shouldn't have been. I respect not wanting to tie racial abilities to race to exclude people from both having both the abilities and race they want, but come on. Armor is readily available from every other merchant. I've been using armor from other races for most of the game, since it was actually easier to acquire than the armor of my own race until the very end. Tie it in with the cosmetic armor (good addition, by the way) and it's a non-issue. Wear what gives you good stats and bonuses, and wear something else over the top if you don't like the look of it.

    2. Story
    I actually quite like the idea of the Protectorate. Original or not, an organization fostering cooperation between races holds a lot of significance in the setting, considering that the other races are governed by a warlike theocracy, an Orwellian dictatorship, a simulated feudal system, Andrew Ryan's Japanese understudy, tribal warlords and... I forgot whatever it is the Novakid are doing. The Protectorate is actually doing something that doesn't involve internal squabbles, oppressing the population, sacrificing people or drinking tea underwater. Plus, being a part of the organization justifies much of what the player will be doing, particularly cooperating with multiple races by doing quests and establishing colonies.

    [​IMG]

    However, that's not to say I dislike the old racial starting stories. If anything, I'd be interested in seeing some sort of hybrid. The prologue, providing an introduction to gameplay, would consist of fleeing one's homeworld (and I don't just mean spawning in your ship and reading about it in a codex) with the assistance of a Protector. They would then take you to Protectorate space, where at their encouraging you learn to be a protector and are trained in the use of the MM. The Ruin rocks up as you graduate, and off you go. I'm considering a fanfic that would feature something similar, but that's not a short-term project.

    But I digress. The missions themselves are enjoyable enough, but a bit too formulaic despite some of them changing things up. The wave-defense in the Glitch mission is particularly refreshing, despite a few issues with enemy numbers and variety. I'm also disappointed that the Apex mission didn't feature a real-time running battle above ground that would be somewhat dynamically affected by my actions in the tunnels. I just have to flick some switches and talk to Lana, before boss fight number whatever of whatever.

    Speaking of the Apex mission, I'd like to talk about Big Ape and how his boss fight is a missed opportunity for gameplay variety. There's an old episode of JonTron that discussed bad boss fights, with the top offender being how the Joker is featured as the final boss of Arkham Asylum. What makes the Joker dangerous? He's a deranged comedian with a passion for messing with peoples' heads. How do you make a boss fight out of him? Have him take a serum and turn into The Incredible Hulk With The Serial Numbers Filed Off. I can't help but notice the similarities to Big Ape and how his boss fight is handled. We're dealing with Big Brother here. He's all about propaganda, surveillance, manipulation and, where necessary, crushing resistance. It's not even clear if he exists up until the mission. Seeing him reduced to a holographic head that attacks... a bit of a waste. What about if we leveraged the rebel attack as a distraction and proceeded to sneak through the mansion by using the MM to sabotage the security systems or turn them to our advantage, climaxing in breaking down the door to discover that Big Ape is either a weak old man or the fictional face for a group of faceless leaders? I don't know, just something more thematically appropriate and more interesting gameplay-wise than just the latest boss fight in a chain. Something more along the lines of fighting a shadowy figure from the shadows, turning his own devices against him.

    Anyway, the various characters you pick up are good. They have their own personalities, even if we get far too little a chance to actually see more of them. They really need to have something to say to me after every story mission, a la Mass Effect. Even after defeating the Ruin, nobody changed their dialogue to reflect the fact that I had just come back from the dead after saving the universe from an eldritch abomination. And I can't even romance Lana.



    If I may channel my inner Mister Plinkett; the main issue I have with the story is that there's not enough of an emotional connection. I'm saving the galaxy, but it's not exactly meeting me halfway. Nobody comments on the things I've been doing. Important characters are introduced well enough, but they don't really do anything beyond that. A couple give you quests, and Esther gives you her journal, but that's about it. It was awesome when Lana and Nuru rocked up in the Glitch mission, since it felt like they were on my team and doing more than just chilling at the outpost and drinking Occumelonade. So, I think there should be more interplay between the different characters in that regard. And for some environmental storytelling, maybe even have the area in and around the outpost change as quests are completed, with Apex rebels and Grounded warriors camped out next to human refugees and Floran hunters. Show the galaxy slowly coming together for a final battle as the core team forms to face the eldritch threat. Then, instead of having just the player mucking around on the final planet, have a whole army of new Protectors. It's supposed to be a climax, after all! Make it feel climactic!

    [​IMG]

    3. Planets and Environments
    I really enjoyed the variety of planets and biomes on offer. I particularly like the post-apocalyptic biome found in higher-level systems, since it gives off something of a 'Mad Max meets Firefly' vibe. Savannahs too. Fennerox adorable. Love them. There was also a rather nice spot on a forest world where I set up a colony (pictured earlier) on the border between a forest and a swamp, which is nice and atmospheric. In fact, I'd go as far as to say the atmosphere of most biomes has been handled well, thanks to the visuals and music. The final mission was possibly the only exception, and it felt pretty underwhelming overall.

    Pre-generated settlements and dungeons are good, with some being particularly well-designed. The Avian villages, of all things, stood out for making buildings look bigger than what you can access. But the differences between instances of these locations seem to be minuscule. I'll happily delve into them for the loot, but I don't find myself bookmarking any more than one instance of a given kind of settlement.

    The variety between different instances of the same biome are also good enough, but nothing to write home about. I don't really like having certain planet types tied to system difficulty, but it did give me more encouragement to progress. Except the toxic and magma planets, which I've yet to really get into because poison and lava.

    4. Music
    Not much to say. Despite one or two hiccups, I thought it was handled very well across the board.

    5. Performance
    A few bouts of lag, but nothing catastrophic. My laptop did shut off from overheating during an extended sitting, but miraculously no data loss occurred. Using a cooling pad has solved the issue.

    6. Multiplayer
    I really like the Steam multiplayer integration, but there absolutely needs to be some sort of moderation of who can join your game. Just a simple "Would you like to let such-and-such join your game?" prompt would be nice. Otherwise, I can see the system being abused. Become someone's friend, join their game, grief them, leave.

    There also needs to be some sort of protection for ships, so that people don't go plundering them. Probably not an issue with friends (the worst I've had is someone put a moderate stack of wastepaper in my bin, but that's what it was there for anyway), but I imagine public servers would be a nightmare.

    7. Overall Impressions
    It's been said that the whole is more than the sum of its parts, and that's definitely the case here. The individual mechanics and features run the gamut from disappointing to acceptable to fantastic, but the game holds up pretty well overall. For all its flaws, I've enjoyed my time with it, and there are still plenty of things left for me to do. Hell, the very reason I've even made this thread is because I want it to be the best it can.

    In particular, I'm eager to see what happens with post-1.0 updates. There are plenty of problems that need to be addressed in order for the game to meet its full potential, and there's opportunity to do it now that the game's been released. Some of it, like the story, might be rather difficult to address now that the game is 'finished'. But a lot of the others are absolutely doable. And as Chucklefish is already hard at work fixing bugs, I'm cautiously optimistic that the game will continue to improve once they move onto content updates.

    I think that about does it for now. I know I've not covered every aspect of the game, but that was just what really stood out to me during my playthrough up until finishing the final boss. I'll definitely be continuing on with it, since there's still so much to explore. So, until next time, thanks for reading!

    15/10/16 - Update!

    It's been a while, but today I started playing again to work on my largest building project yet; an arcology. I'm currently aiming for a large building with an emphasis on verticality, housing about 10 colonists. So far so good, but working on it makes me want to comment on a couple of things which have impacted my experience for better or worse.

    1. The Pixel Printer
    I hadn't unlocked this when I first made my feedback, but sweet mother of God; I love it. It is unbelievably handy being able to purchase little decorative items that I've scanned instead of scouring the galaxy for a potted plant or wooden cabinet. Good thing I have been scanning compulsively just to see those comments, meaning I've a veritable library of printable items. Saved me so much headache, and I'm glad I found it. Even if I'd have preferred to unlock it closer to the midgame, but that's a minor gripe.

    2. The Joys of Cheating
    Let's not beat about the bush; I'm prepared to use cheats if it means improving my experience with a game. I've /admin'd my way through more than one boss fight in Starbound, but only now did I discover something gamechanging; /spawnitem.

    Finally, I can focus on construction without messing about with logistics. Gone are the days of disassembling entire Apex labs just for some futuristic furniture and blocks. Never again will I need to grind high-level ores just to make a sprinkler. No more do I need to comb the desert for the one type of sand used to make glass.



    Best of all, the pixel printer also benefits from using cheats, as it seems to unlock all the recipes. Every good arcology needs a bar, so I simply printed out some saloon furniture despite never finding a saloon myself. Granted, that is something of a drawback since it cheapens exploration, but I do feel as if I've already seen everything else there is to see in regards to structures. At least, for the time being. I'm hoping future updates will change that.

    Still, while I understand not everyone enjoys cheating, I'm really glad they're there if we want them.

    3. Performance, Or Lack Thereof
    Impressively, things have managed to get severely worse on this front. The overheating issue is now gone, thanks to the removal of the dust and cat hair from my laptop's exhaust. But I've gone from occasional and minor lag to something more serious. Using the pixel printer causes increasingly long bouts of lag, up to and including the program not responding for a time and monopolizing memory all the while.

    Now, at first I thought this was a byproduct of using cheats to unlock all the printer recipes. That would make sense, as normal gameplay doesn't produce the same level lag. But quitting the game does, which isn't a good sign. Don't know if it's something I've done of if there's some sort of memory leak, but it didn't used to do this back when I started playing 1.0. Whatever the cause is, I'm not impressed.

    That's it for now. If anything stands out in the next major update, I'll see about making another amendment. Until then, ciao.
     
    Last edited: Oct 15, 2016
  2. Zinerith

    Zinerith Cosmic Narwhal

    As for the story, I feel that the plot holes can be sufficiently covered by a few added codexes, sidequests, and perhaps a sidequest accessible after the last boss (Involving the cultists and their leader).
     
    Last edited: Aug 4, 2016
    Jonesy likes this.
  3. Xylia

    Xylia Tiy's Beard

    Now try it with Frackin'Universe once you get your fill of vanilla. Back up your Player/Universe folders before you do so you can restore it later if you choose to do that.
     
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  4. Jonesy

    Jonesy Sarif's Attack Kangaroo Forum Moderator

    I'll be sure to look into it at some point.
     
  5. Shaadaris

    Shaadaris Giant Laser Beams

    Agreed, the spawnrates need to be tweaked. If I might add to this, there needs to be more variety not just in random monsters appearing more, but monster attacks need to come back. A few have projectiles, most just charge you or jump on you constantly. Really quite underwhelming, especially considering there was a time when monsters has a wide variety of different and interesting attacks.

    This is one of my biggest gripes with 1.0. CF went from "races will probably have unique abilities" to "race armors will probably have unique abilities" to "everything is far more homogenized than before - if you want variety too bad" in everything from racial weapons, unique SAILs, and racial introductions being removed, to racial features that were expected but dropped for no apparent reason like the armor abilities.

    Honestly, I think the best way they could remedy the racial intro problem is by instead making racial questlines, seperate from the main quest, and doable by any race. Ones that tie more deeply into each race's lore, culture, and problems.

    The turning of Big Ape into a unthinking, unfeeling hologram that the Miniknog got the idea of Big Ape from is just horrendous, both from an interesting lore perspective and from a gameplay perspective. In the early days I always thought it'd be amazing to finally confront Big Ape and learn that he didn't undergo the deevolution process, or that he was actually a different species, or that he was frail, or that he was an abomination caused by his own experiments - some other reason for his mysteriously never appearing than "he doesn't exist and is just a hologram." In fact, a battle with him could have been a great way to end the Apex questline as stated above.
    I mean heck, after the revelation that BA is literally just a combat hologram, Ester doesn't react, Lana doesn't react, and you can't tell anyone. One of the most important figures in the old lore has been rewritten to be literally just propaganda and an unimportant obstruction on your quest.

    This was incredibly disappointing. I like the characters but each of them does next to nothing outside of the time you meet them. They don't even come to help you during the final battle.
    They're relegated to props... Speaking of props, what ever happened to the Caretaker, who seemed like he was going to be important? He isn't even in the game. Considering he was made only one year ago, it seems like they were rewriting the story to nearly the very end, which is not ideal. I was disappointed Asra ended up being a boring Human Supremecist, especially one that makes no sense. Did she not hear about the Ruin destroying Earth, where most of Humanity lives? And yet she thinks it's going to leave Humanity alone. GENIUS.
    Ester never moves from the gate, which is also disappointing. I was rather hoping she'd have an epic confrontation with Asra or something, and turn out to be awesome.
    Then after the Glitch mission you go beat the Ruin and that's it. Story ends. What happened to Asra after the battle? We'll never know. Completing the storyline does nothing. You don't get a cool reward like, say, the Master Manipulator. You don't see any impact on the universe. You don't see any impact on the characters. It actually has less impact than completing Skyrim's story. And that's saying a lot.
    More character-related storylines, questlines, codexes, etc. would be nice.

    It would be nice to see more random settlements and dungeons, maybe making a system that selects parts and builds a city with them instead of just taking a template.
    If planets are going to stay divided by difficulty, then there need to be more biomes. Not just sub-biomes, but more planet types in general.
    Some biomes shouldn't even be possible as sub-biomes, such as Dark, as they should be kept to Dark planets.

    I have to disagree. The music is brilliant, but they way it is slapped into the game is bland. Many planet types seem to share the same pool of possible musics, meaning most places you visit will have the same theme regardless of planet type or biome, and some are kind of unfitting. Transitions from day to night and back are sudden, with no fadeout. Music should have a better spread throughout biomes. Make a list of each biome and give it a few tracks instead of grouping a bunch together and giving them 2 or 3 pools to pick from. It'll help keep you from hearing every possible track before you even reach frozen planets.
     
  6. Hawklaser

    Hawklaser Scruffy Nerf-Herder

    I find it rather interesting that some of the things you highlighted are some of the same ones I was noticing. In particular the mob spawn rates. The biggest thing I have noticed in regards to that, is if I keep going one way and kill as I go it stays pretty manageable or downright boring underground unless find a large cave, however the moment I have to backtrack, either due to a death, climbing back out of the hole I went spelunking in, or any other reason you can think of, the monsters seem to be literally crawling out of the woodwork, much like the scenes in the movie Aliens where they are coming out of every nook and cranny.
     
    Jonesy likes this.
  7. Corraidhín

    Corraidhín Supernova

    Huh... why are you scared of playing Stardew Valley?

    (still not finished reading thru the whole post, but I feel a violent urge to ask anyway)
     
  8. Jonesy

    Jonesy Sarif's Attack Kangaroo Forum Moderator

    I don't want to get addicted.

    The lack of variety was something else I noticed. In fact, I got the impression that touch-damage was added to increase the challenge and make up for the lack of interesting attacks. That's not to say there aren't any interesting mobs; the teleporting dudes on Dark planets / biomes stood out, and I like how I can interrupt their attack. But I wish I could say that about more of them.

    I kind of understand removing the SAILs now that you start in a Protectorate ship (still wouldn't have done it myself, though), but everything else seems really unnecessary. And in thinking about the fanfic I mentioned, I'd like to do something like you say; instead of one quest per race, have a storyline per race. Have it 'solve' their problem/s to some degree, so that they can get behind you in preparation for the final battle.

    I didn't even know about the Caretaker, so I can't really comment. But Asra was a waste, yes. I can still see her character working, but it'd need an actual arch. Upon seeing the other races unite to help humanity against the very thing that very nearly destroyed it (as the lore outright states the majority of the human population lived on Earth), she could pull a heel-face-turn and join you. Then have an emotional reunion with Esther, or die heroically.

    Speaking of Earth, we have something of an elephant in the room with the majority of humanity being dead or displaced. The largest colony is mentioned to be something the size of a town. Humanity is going to have to do some serious rebuilding in order to maintain a stable and unified population. But that's not brought up at all.

    I did notice that a bit. The post-apocalyptic biome looks rather odd on snowy planets.

    Something I'd like to see are some Outpost-like city hubs for each race. Something that would act as a staging point for story quests relating to said race, and give an opportunity to see how your actions change their society. But generated cities and such also sound good.

    I'll have to keep an ear out for this next time I play. Grouping music by biome does sound reasonable enough.
     
  9. Corraidhín

    Corraidhín Supernova

    Oh ok, yeah thats pretty likely to happen.

    Also your use of those short videos is absolutely genius, I laughed so much at UNACCEPTABLE that I almost got hiccups! :rofl:

    And totally agreed on the story, it hardly feels there is a consequence to the progress, and time just keeps on flowing on the universe as things are coming to an end, unchanged to all but the player.
     
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  10. Shaadaris

    Shaadaris Giant Laser Beams

    Not even close. In the late Koalas and early Giraffes, the amount of attacks random enemies had was immense and there were a bunch of ones with unique mechanics, such as enemies that could grab you or fling you into the air, or projectiles with different arcs and properties... And because they were part of the random generation, you had to study new enemies on each planet to figure out what they could do.
    They added abilities to players and took away abilities from monsters.

    I don't understand this. Your starting ship is themed after your race, even if it is a protectorate ship, so why is SAIL the only thing that isn't themed? It'd be like applying a different desktop background to your computer. Makes no sense why these unique and interesting skins were removed.

    Yeah... Asra is one of many characters that could have and should have had more depth. They even removed half the codexes that gave characters you don't meet more depth. Compare the Lore page on Starbounder to the section below it of removed lore...

    Earth's grand plothole is kind of dumb, especially since apparently there were no Protectorate bases outside of it? No Protectors out on missions or at other places during the time Earth was attacked? How can it be that they were all on Earth. It's ridiculous.

    This sounds brilliant. I'd love to see it.

    Another thing I'd like is dungeon music. You may have noticed the music change when you get close to a Gate on a Lush planet, or when you enter the Ark, etc.
    Surely they can apply this to generated dungeons, right? Especially the larger ones.
     
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  11. Jonesy

    Jonesy Sarif's Attack Kangaroo Forum Moderator

    I assumed that given they're using ships from at least seven different races, they'd need to have some level of standardization when it comes to their computing and communications systems. But now that I think of it, there's no reason why they couldn't use different avatars for SAIL.

    Reminds me of Dragon Age: Origins. You're one of the two last Grey Wardens in Fereldon, fighting to stop the Darkspawn. Except, there are plenty of other Wardens in other parts of the world; hell, new characters in the Awakening DLC are Orlaisian reinforcements. Apparently one codex entry outright states that if you fail it won't spell the end of the world, since the rest of the Wardens will almost certainly succeed, albeit too late to save Fereldon. That really stood out to me as a nice subversion of the usual "You're the only one left! You have to save the world!" plot, and it's the sort of situation needed here. You couldn't save Earth, but the Protectorate is still active thanks to the personnel stationed elsewhere. The player just happens to be the only one on-hand and not in the middle of dealing with existing crises. In fact, I like to imagine that even if the Protectors re-organized, most would be busy dealing with the humanitarian fallout. That's why I suggested human refugees camping at the Outpost.

    Again, I'll have to keep an ear out. Sometimes I don't really notice soundtracks as much as I'd like to because I'm busy with the gameplay. Starbound is a particularly bad offender during exploration, since getting anywhere is a running battle. Plus, I tend not to return to dungeons once I've cleared them. Except Apex labs, which I bookmark so I can dismantle them for blocks.
     
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  12. Zinerith

    Zinerith Cosmic Narwhal

    It's a good point. We couldn't have been the only Protectorate left. There are more, but you were just the first to show up at Esther's doorstep. It could also be that Esther is well known to be a little off, and so since you just graduated you haven't really found out about all that (They try to keep rumors down in the school). Maybe the protectorates know that Esther was involved in making Asra what she is, and they don't like her that much anymore. It would turn out that it isn't that you are the only protectorate left, you are just likely the only protectorate left that would actually help Esther.
     
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  13. Tamorr

    Tamorr Supernova

    I am going to ignore the parts of story for now mentioned here, as I've only fnished the floran one and yet to get to the hylotl one.:nurutease:

    I do have to agree with the monster spawning. The unique to biome ones seem to overwhelm the random ones. I do see them, but as mentioned they have seen better days. Hopefully that does get a touchup in the future. I liked many of the attacks of the random ones that they use to have. Especially the ESP Koala like one I found so long ago. Wonder if they are related to the dark Koalas in Elona Plus. Toning down the population of the unique ones will help to a degree, but something has to be done with the random ones as well.

    The generation is to be expected. I enjoy the uniqueness of the biomes, now that each biome actual seems to be a biome instead of practically just complete randomness. Granted there were slight differences in the early days, but now they are more distinguished. As to terrain generation itself, I have to say the cave networks and the like is an improvement over the old one. I think they got the right balance of noise from surface to core. Doodads have increased a lot since the early days, as there are more of them and not so repetitive as they once were; those are the small terrain things that were made like mini structures, although since many are biome specific they do at the same time repeat often enough.

    The actual structures seem well laid out and are quite a few more of them, but not many more than than the doodads. At least of the ones I have seen, since I know certain structures you will not see anymore. Wonder if the floran prison is still in the game... I know the odd apex ship shaped diamond like one isn't, if it was even apex; I am really unsure what that one was. Hopefully they will expand these numbers as well, since one can always use more to explore. I like the puzzle piece way they went about it, so mostly you will hardly see the same layout; even the biggest one that is new does that. It still has the same shape granted, but the rooms are shifted around. I for one don't flag like crazy, although do have quite a few with flags; dungeons and villages alike. After all I want to create a teleporter network.

    Music I listen to, but didn't pay much heed to, as I was immersed in what I do in the game. So I guess it is lovely enough for me to relax as I play, as I didn't find any of them outright bad. In fact they were all "music to my ears" type of effect more than anything.

    The one thing I enjoy most happens to be the very thing I am working with constantly here and there. Which like you is the colony system, although I like the colony system more than the farming part; but still like that part. Mention of stardew valley reminds me I aught to get back to my save on that game as well. I guess I get to distracted; that and I am trying to pace myself and fit game to mood that I end up in from moment to moment. I can get lost in that one just like I get lost in building... Well at the moment remodeling a hylotl mansion into my colony. I plan to build an empire of colonies connected by teleporters after all. I am loving the fact you can craft blocks now; which means less I would have to do with my personal mod later when I seen enough of the base game to know what I need to do.

    I am a spear wielder, and haven't been in prior versions. It is this iteration that I am actually enjoying spears. They may have a small hit box to strike with but I can hit in any direction. The blade at tip that is. That and the secondary abilities I find with them. Whirling blade being one of my favorite. I do mess around with some of the other weapons, like a recent laser sniper, rifle, healing staff, and also recent a rainbow sword thing. The last one I has not seen much use just yet, since that is the most recent acquisition. However I do have a 1-handed sword that is almost as strong as a 2-handed one with the same swing arc, but slow. I wasn't overly fond of the axes at all, and hammers... I am not mario or standing in front of a mole arcade machine. More or less I just can't stand the windup, but understand it is just a ways to differentiate them from the others. Also like you I haven't messed with many thrown items, as projectiles is what my spear is for...

    Armor tiers were fine beyond the obvious racial drop. They work for a base form. I only miss getting a crossbow or a floran needler. Have yet to see either of those in game, and wondering if I ever will. Hopefully if was dropped they will at least add them back to racial dungoens weapons like those, as they did with past armor things that can be found in shops. Generally I pay less attention to the stats in game and just get what I need. For the most part my time has been spent looking for a better spear to upgrade it from the titanium tier it is. At least armor helps to mitigate the damage, and I like that, as it give even low tier weapons a fighting chance; hence me still using that same spear that I can't seem to find a replacement for.

    Overall I have been enjoying my own experience, mainly with the colony system and building, as that is what I like to do. Most the other systems I can live with out, but is nice that they are there. I never liked a pure creative mode type of thing, as that is not an adventure. But would be nice to have that sort of mode for others that do enjoy doing things like that. There can always be improvements here and there; and I am personally awaiting to see what they will add even if it is stuff that already was in the past but reworked like they did the hunger system. Especially techs, as that is one thing I would like to see expanded upon; although not really talking the butterfly one that most seem to want, I would just like something other than sprint to use as I don't like the rest in that category. That and having other types that could be modulated.

    Well we will see what happens, and I'll most certain welcome it.:nuruhappy:
     
    Jonesy and Shaadaris like this.
  14. Xylia

    Xylia Tiy's Beard

    I will say that I find some of the unique monsters INCREDIBLY ANNOYING.

    The Jumping little Potatoes and their big leaf propeller friends..... NNNNNNNNNNNGH so ANNOYING. They leap ridiculous distances faster than you can run and you are FORCED to deal with them or they will literally chase you the whole way across a planet unless there's a mountain or something you can scale to get away from the stupid thing. And they spawn in such ridiculous numbers and all they want to do is hump you constantly. They literally refuse to leave you alone and they are ALWAYS aggressive.

    The little yellow slimes that act similar are almost as annoying, at least they are a bit slower but they are encountered far more often and sometimes, 5, 6, 8 of them at a time in some places.

    Also annoying are those stupid grey-shelled things that chitter as they charge you and of course anything that spits at you because they have ridiculous accuracy and they never miss as they can arc their projectiles over terrain and they are just so freaking ANNOYING, especially how they can do so from complete darkness and you can never see where it is coming from. And of course the bats, they fly ontop of you and whack whack whack whack whack and they of course put ridiculous numbers of them in that mine shaft on the garden planet when you don't have the tools to deal with it yet.

    I wish they would tone the spawns of these unique mobs down some, especially the more annoying ones TBH.

    Anyways, there was something else I wanted to mention but I got too caught up in how frustrating the enemy spawns are and I'm almost out of time lol. Perhaps I'll add to it when I get home from work.
     
  15. Jonesy

    Jonesy Sarif's Attack Kangaroo Forum Moderator

    I particularly hate the little rock monsters. Either I'm able to kill them in a hit or two hits, or they turn invulnerable and force me to wait. Bonus points for still being able to inflict touch damage while curled up.
     
    Zinerith likes this.
  16. Xylia

    Xylia Tiy's Beard

    That was fixed in the latest update -- they can't (or shouldn't be able to) hurt you while in their invulnerable state.
     
    Jonesy likes this.
  17. LilyV3

    LilyV3 Master Astronaut

    Nice review, for me gameplay felt more like

    [​IMG]
     
  18. Shaadaris

    Shaadaris Giant Laser Beams

    Those leaf things are horrifying. I try to avoid them as much as possible, which is hard since they're one of the best sources of Living Roots.
    AND WHY ARE THERE ALWAYS LIKE 10 OF THEM TOGETHER?
     
  19. Jonesy

    Jonesy Sarif's Attack Kangaroo Forum Moderator

    So, I've started doing Koichi's quests, and I've noticed that he seems to think very highly of Nuru. In the end credits, there's an image of the two of them having dinner.

    This is the kind of thing I want to see more of. There's some kind of relationship going on (be it a friendship, one-sided crush or honest-to-God romance) between two people whose species have had a conflict that shaped Hylotl society. Surely that would have implications.
     
  20. Xylia

    Xylia Tiy's Beard

    I posted a Status on my Profile Page of a house I found in-game:

    [​IMG]



    This was awhile ago (notice the Glad Giraffe UI) but still. Although.... this is a Floran "male" with a Hylotl female, but still. They were both living in the same house, and I was like "that's.... different." lol.
     

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