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Changes coming tonight

Discussion in 'Starbound Discussion' started by Tiy, Dec 5, 2013.

  1. claudekennilol

    claudekennilol Space Kumquat

    Thanks for the updates. Hopefully we're not overwhelming you guys too awful much.
     
  2. NFossil

    NFossil Phantasmal Quasar

    Easy fix for diverging difficulty requirement:
    Reduce fuel cost or give some free fuel at the beginning, so people who like the difficulty can just go to higher difficulty planets early.
     
  3. Nyxation

    Nyxation Scruffy Nerf-Herder

    Thanks for the update! When you say 'tonight', is that relative to a certain timezone? Would love to try this new stuff out tonight with my wife and friends, but not sure if that'll be the case tonight. Either way, really love the changes and look forward to future changes and additions.

    I know it's been mentioned before, but I'm really looking forward to replantable trees and changes to how stairs work.
     
  4. Alright, I think I've made clear how much I think the first boss is an unbeatable nightmare without cheating.
    Here are some other things I'd like to see:

    1. Dungeons seem too easy/ too small. I died only once, but from fall damage. Some of the creatures didn't even go after me. I had more trouble with the ones on the surface. Perhaps add respawning enemies?

    2. The further you go down, the more "white pixel containers" you find. This. gets. Ridiculous.
    WHERE DO THEY ALL COME FROM? THEY'RE EVERYWHERE!
    I know you need pixels, but really, you should get them through other means! Like selling items!

    3. "Upgrading" armor & tools is kinda a pain. Can I just make a Diamond pickaxe without having to make a stone, copper, silver, gold and platinum pick? Same goes for armor! I had to make ANOTHER set of copper armor to make silver armor, in order to upgrade from my racial tier 1 armor.

    4. Can I click on items to use them? I find it kinda annoying to have to press "E" while hovering my cursor over the object. Maybe I'll get used to it.
    Maybe not.

    5. Monsters are not difficult enough at lower areas. They scale too slowly, in my opinion.

    6. Not really a necessity, but I WOULD like to see:
    • Monster names
    • Monsters generated based on biome & planet.
    • More varied monster stats.
      I.E. Just because a monster is a higher level, doesn't mean it's HP and attack are equally higher. Shake things up a bit.
     
    ZackTheGreat, Bololak and cyberspyXD like this.
  5. RizzRustbolt

    RizzRustbolt Existential Complex

    Mostly they just need to get the world spawn tweaked a bit. So that vendors aren't so rare. It's kind of feast or famine at the moment.
     
  6. Symphony

    Symphony Giant Laser Beams

    Oh oh, I remember something you might want to look at~ Right clicking with pickaxes/ manipulator also destroys furniture/ lights and if I recall, platforms. It should only affect the back wall, correct? Its rather difficult to change my ships back wall, since I end up tearing down everything else in the process.

    Also, not really necessary, but maybe lower the hitpoints for back walls in general, it's time consuming digging them up. Or at least the ones on our ship so we can change them easily~
     
  7. Shidiwen1990

    Shidiwen1990 Star Wrangler

    Are these changes in now? because i haven't noticed any difference from yesterday. Do i need to delete my saves and restart in order to see them?
     
  8. Symphony

    Symphony Giant Laser Beams

    No, this is the list of changes they've finished so far and are implementing tonight sometime
     
  9. Seahorses

    Seahorses Big Damn Hero

    To be perfectly honest, I have found the game to be easy thus far. Like you said some things come intuitively (like crafting a mining pick). For example, people started complaining that mining was going too slow, and I said to myself, "I think it is pretty fast, and I'm only on the stone pick." I mean, I was dying to the cold all the time until I figured out the campfire. This game is more common sense than difficulty.

    But to add commentary, I don't think "non-experienced" should be mixed in with "casual." Because, like I said, I would consider myself casual, but the only problem I have had with the game thus far is that I was spawned on a so-called "forest" planet with no trees.
     
  10. Sukuna

    Sukuna Scruffy Nerf-Herder

    For 4, you can also use the middle mouse button. I agree though.

    6 reminds me of something I thought of while I was playing the game. I would love a way to name the enemies after you kill them. Like a bestiary, but one you create yourself as you come across enemies. Say you kill a monster and it shows up in your bestiary, you can name it and write a short description of it if you want. Then the next time you come across it you'll see it's name on their health bar when you injure it. It could keep track of how many times you killed/got killed by it. Something like this would immerse me in the game even more. Just an idea.
     
    Jasquan and Bololak like this.
  11. Litagano Motscoud

    Litagano Motscoud Master Astronaut

    I would really like this.
     
  12. Schultz

    Schultz Lucky Number 13

    Awesome work :)
     
  13. good to know fixes are coming before I get to play :3
     
  14. Caidoz

    Caidoz Scruffy Nerf-Herder

    Heat when? :wut:
     
  15. TheKillerNacho

    TheKillerNacho Scruffy Nerf-Herder

    I don't really think "casual" is meant to be an insult... it is true that everyone plays video games for the same reason: for entertainment and enjoyment. Thing is, some people enjoy different things. There are some who want a relatively easy game that they can play without major struggles or commitment but still enjoy the content, hence the term casual. Others really like higher difficulty games that requires them to adapt, think, and learn, and wants their abilities to be constantly tested. It really has nothing to do with overall skill of the player, but rather what kind of experience they are seeking. In board game terms, think Monopoly vs Chess. Both are fine games, but they don't really target the same audience.

    I don't see why one has to be less than the other, but you can't simply ignore these inherent differences in gaming philosophy. As several people have mentioned, Starbound could easily use a difficulty slider (server side on MP) to cater to both types of players (as well as make Starbound more friendly to players with varying amounts of skill).
     
    Last edited: Dec 5, 2013
    Sukuna likes this.
  16. ForceablePlace

    ForceablePlace Phantasmal Quasar

    Don't attempt to fight him till your full if better gear, he is level 10, don't craft it till then, but the current recipe is good, otherwise he would get farmed to much.
     
  17. Loksoral

    Loksoral Void-Bound Voyager

    Le sigh... and it happened. Oh well, hopefully there will be a difficulty selection in the future that increases pixel-crafting costs again and monster difficulty, I'd love that.

    Bye bye challenge, see you again in a few updates, maybe.
     
  18. Hebi

    Hebi Subatomic Cosmonaut

    I don't find the game difficult as much as grindy, I searched 4 level 5+ planets to the core without finding enough gold to finish my pickaxe, and even at silver tier I was getting 10-20 seconds per cobblestone block to break, I eventually found a bug where you can alt tab out and you start automining down and it took me 5 minutes to get through 10 squares of cobblestone with a silver pickaxe, that's silly.

    Also to anyone saying this update makes the game easier, no it doesn't change the challenge at all... all it does is take a few hours out of needless grind. The enemies are still just as hard.
     
  19. TheKillerNacho

    TheKillerNacho Scruffy Nerf-Herder

    To be fair, they are arguably making the UFO boss even harder by making the most reliable way to beat it no longer an option... this pretty much makes the 1 level reduction irrelevant.
     
  20. TheKillerNacho

    TheKillerNacho Scruffy Nerf-Herder

    I think the major argument here from people who want a more difficult game is that this update will reduce the penalty of death a ton. Currently, you lose a large amount of pixels on death and pixels are used for everything, meaning death has an extreme penalty. Conversely, after this update, one will lose less pixels on death and pixels will be far less important, making death much less relevant.

    After all, difficulty really doesn't mean anything without a penalty for failure.
     
    Last edited: Dec 5, 2013
    Sukuna likes this.

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