I agree that the player should spawn where they left off on the planet. It would be good to include a technology that allows instant returning to ship for an energy cost. This way the player will have to decide between extra tech or a teleport option. It would make things interesting and less cheesy
The two statements are not mutually exclusive. You are forced to stop and grind, and that is what allows you to progress. This isn't true. You can just refine ore, or compress pixels in the rare event that you have over 1000 of them. This is coming from someone who is okay with the pixel penalty. It may be fake longevity, but it's not that bad, really. The developers want to reward players for not dying by making the game move forward faster, and I think that's okay because it's been an element of gaming since... well... ever? There are multiple ways to get pixels that can make up for this loss, like compression or refining, so that can cut back on some of the tedium. However, backtracking is always a pain in the ass. You have to retrace the same path you already took and there is generally no other way around it (besides Save+Quit cheese or allowing players to teleport back from anywhere). If adding a timer helps prevent players from teleporting out of lava or acid, that's sounds fine to me so long as the option is available to remove the tedium of backtracking. We understand the world through comparison. When someone asks "what does an apple taste like" you might say that it is sweet or sour, allowing the person to compare it with other experiences of sweet and sour foods they have tasted before. When asked to describe a unicorn, people don't say it's a totally unique animal-- they say it's a horse with a single horn. It is not the same as a horse, but there are similarities. By analyzing the parts of things and how those parts contribute to what makes them enjoyable, we can potentially come to better understanding of what parts will bring enjoyment out of a new experience. That's how game design theory works. If we didn't pick apart various games and compare them and instead treated each one a
Digging back up can be a complete drag but I would be 100% behind multiple save/quit options! Maybe a "suspend" option under "save and quit." Pretty standard in games these days. I guess saving and quitting to get out of trouble could be considered a "cheat" of sorts, but I think in a game like Starbound, you do sort of choose your own difficulty, so it's not an issue for me.
As a helpful side note, you can dig out the backdrop and it will allow you to teleport from a good distance underground (basically, if you can see the sky in the backdrop through the dug out background, you can beam up)
Or...A TELEPORTER! YAY! That works...pretty much like what you described! Except I disagree with permanent item. I think it should be something you plan for when you go digging, something you make sure you crafted and have on you and keep having to check.
Why? Seriously, what's the advantage to making the player constantly have to check it? I don't see how it improves the game -- constantly having to do the same thing over and over with no decisions involved is just tedious busywork. Anyway, I think it's silly that this discussion has gotten so long. This isn't a hard or complicated problem; Terraria solved it a long time ago. The magic mirror works fine in that game, and there's no reason why it wouldn't work here. All the complaints and arguments and alternatives people have against it were trotted out when it was suggested back then, but when it was actually implemented everyone used it and loved it.
I'm all for having a magic mirror that takes a couple seconds to work as long as there's a way to make a server in which save and quit can't be abused.
On the other hand, without the "start in ship" feature, you could end up trapping yourself deep in a harder layer with a broken pick, forcing you to take literal hours to dig to the surface. The current option is a lesser of two evils.
Since I quit Terraria fairly quickly because certain mechanics drove me insane I've no idea about the magic mirror. I guess what I am saying is, I like that it's not easy to get back to your ship but it doesn't have to be impossible. I'd rather see a balance of difficulty so that getting back to your ship from far away isn't completely nullified.
I was about to post this in the suggestion's section, but I decided to search for it first. It's great to know I'm not alone. Please, at least make it optional for the player to resume game from the last location or resume game from the ship. It could be as simple as a message box popping up when you select a save.
+1 to this thread. ...and? Evil is subjective. I see no evil there. However, I do think some of the alternatives already mentioned in this thread are worth exploring as well - A consumable or permanent item that allows teleport direct to ship from underground - A server side option that allows teleport direct to ship - 'Death penalties' being determined by the server. Like the difficulty modes in Terraria. In this way someone like you can play in a mode where you can't get stuck underground, while someone like me can play in a mode where I can get stuck underground.
I want to +1 this i find it quite annoying to save and quit in a npc inn after exploring the planet for 2 hours only to come back and have to trek another 2 hours back to where i was additionally lacking a pause function planetary exploration is severely limited by both this and the fact that you cannot set multiple way points for teleportation. where is no point to an infinite procedurally generated planet if your limited by simple mechanics on how far you can realistically go i know it's a bit of a necro but this is still a relevant issue and i don't know how it just dropped off the face of the forums also i would like to suggest for those who want a method of beaming from underground [somewhat sarcastic] NEW FROM THE UNITED FEDERATION OF PLANETS PATTERN ENHANCERS !!! pattern enhancers... beaming your ass out of hostile environments since TNG [/sarcasm]