Yes, like I said, I'm aware, man. I know development plans can go awry. I've literally been watching Chucklefish for nearly over 2 years. I'm just a on edge because you derailed that simple explanation I made into that huge paragraph of text. It didn't help at all how you worded it at the end, making me feel like I insulted you somehow. >.>; It's good you're being calm, but seriously, please try to choose your words more wisely. People will get the wrong idea even if you have no ill intentions, just like I did.
I understand what you are trying to say. I understand it will get a rework. That was the reason I was writing in the first place. They said they understood mining felt dull. They indicated they want to rework it. They did not, in any way, point out that they knew the reason why it felt dull. On the opposite, some of the things they are planning give hints that they might do the same again. And I was afraid that they'll just try to add more biomes and visual contrast, and miss the point again. Which is, based on my own observations, gameplay contrast. I'm sorry for asking this again, because the facts you gave seem to indicate "contrast visuals, more biomes" type of direction they are heading in. But did they, in fact, mention anywhere that they know the reason behind why mining feels dull and intend to make biomes contrast in terms of mechanics/tactics/gameplay as well? You said they will rework things. Add more biomes. Varied visuals. I don't see any indication of them creating a gameplay contrast anywhere (which is the point I was making in the original post). The closest I see is that they intend to "rework things(mining, exploration, whatever)", but there is no indication oh how(or in which way) they intend to do so, which is what I was trying to help with. Damn. Walked right into that one.
You clearly have selective reading....long before I mentioned the biomes I mentioned they will add a lot more surprises and activities underground(bosses, dungeons etc)....the devs didn't even mention biomes as a direct solution to mining. I added that because I think it bloody helps. The reason why underground is. "boring" differs between different people too.
Why don't we all stop fighting and instead have some hugs with hot cocoa and marshmallows. If you're hardcore you can have it with some virgin's blood to complement your rituals to papa satan.
I was asking myself if stable was equal to 1.0. For myself I've concluded that it wasn't. I'm sharing my thoughts. The way I see it, the Devs are going to work on stable (to stabilize the unstable) and then they're going to work on 1.0. That's also how I would do it. I wouldn't want to bring in big/new features into a stable release if they didn't go through some testing and tuning (in unstable). So looking at the Tiy's list up there, it looks like two items are making it to the next stable: Guns do too little damage : the stable release. Mining is a little dull : not mentioned so could be 1.0 but it seems to be just increasing some numbers... There’s no reason to build on a planet : not mentioned so assuming 1.0 because it's a bigger deal Monster path finding is bad : next stable release. Hunger and/or temperature is gone : not mentioned so assuming 1.0 because they weren't happy with the 1st implementation There’s only one path through the game : not mentioned so assuming 1.0 Quests are too fetchy/there aren’t enough quests : not mentioned so assuming 1.0 There's also tons of spoilers that make it so that 1.0 is much greater than stable.
You could also have some ore monsters that are stronger and more durable then the other kinds of monsters and have more special abilities. Some of the player techs could also be added as monster abilities too.
Actually no, there will be more stable updates(which now should become far more common) prior to the 1.0. Tiy said this in an AMA he did right around christmas time. And each stable update will aim to bring a biome, a mission and one big new feature with each update.
One thing about planetary bases. I think one major factor no one stays on those planets is because they don't scale to your level. I think it'd be a good idea to have them scale in proportion to the level of your furthest unlocked system. I never go back to the starter zones because there is little to do, and the monsters just end up being too easy. If you designated a planet as a home base, it'd be nice if the monsters and undiscovered items changed to match your current unlock level.
That seems random as hell.....to me a base is about storing stuff, having access to traders, agriculture and just being cool.....one thing I most definitely don't want messing with my base is monsters. If possible at all I'll be looking at having automated defense turrets and such to keep the crawlies away. I'm not sure how many people care about the level of monsters on your base planet because the point is the base, not the planet since you can only explore it so many times before it gets dull.....yeah that rock you saw time is still there, feel like mining it now? Yay, excitement!!! With the new bookmarking system you are one teleport click away from anywhere you've put a teleporter down so jumping from your base to the den of the meanest crawlies in the universe will be one or two clicks away anyway......so enjoy!!
Besides, how can you tell it'll be terrible when the only thing you know is that your precious hunger will be back in some (implied somehow different) form? If anything Casual SB isn't survival. Note the lack of "anymore" there.
I would love to be able to collect gemstones, cut them and use them to decorate, wear and craft super fancy furniture/clothes.
It's a sad thing to see how a good game becomes another casual nonsense. Too many games take this road nowdays. Doesn't have many hope for higher difficulties. As it is said hunger/temperature system will be implied in some OTHER way. But the way it was at the beginnig was perfect. Maybe i'm wrong and everything will turn out ok.