We're back

Discussion in 'Dev Blog' started by Tiy, Jan 5, 2015.

  1. DarthTrethon

    DarthTrethon Spaceman Spiff

    They did say that hunger and temperature will be back in some form for higher difficulties so if you want them you'll certainly be able to have them.
     
    Zael likes this.
  2. The | Suit

    The | Suit Agent S. Forum Moderator

    I like how many of the major issues were mentioned - its a good sign recognizing flaws.
    ===

    But there is still one issue I think that needs to be mentioned.
    NPC Villages.

    NPC villages are still just more or less a great art decoration.
    One option is to make these villages generate a certain type of good based on the size of said colony with limited supply

    Mining Towns - Generate ore to buy
    Farming Towns - Generate Food
    Labs Generate - Unique Weapons and Armor

    Yet they won't sell these things to you for pixels - but through trade.
    For example the miners may want food.
    The Farmers may want unique goods
    Labs may want highly refined ore etc.

    ===
    End game you can make your own resource generating colonies - by creating buildings.
    The contents of the room defines the type of worker that will settle there to generate said resources. The better facilities available in the room the better goods that merchant offers.
    Some merchants may increase goods based on the population of the town you make.


    Also the size of the colony - can result in special events occurring. From Fireworks to Penguin Invasions.
    ===
    This isn't too far from the deviation from one of the plans previously proposed with the new merchant \ house renting mechanics.
     
    Last edited: Jan 6, 2015
  3. Scival

    Scival Oxygen Tank

    Also what do you mean by "fetchy" quests?
     
  4. Halon

    Halon Phantasmal Quasar

    I may be off a little, but what I got out of that is: :chucklefish:The good news is we have a lot of stuff currently in the works that'll blow your mind like a:poptop: in the microwave.:DD The not-so-good-news is they probably aren't going to be in this update, meaning :yoda: "there is another"
     
  5. He's referring to the quests that require you to find and deliver a specific item, which there are a LOT of at the moment. It gets really repetitive/stale after awhile.
     
    Zael, Axe Garian and Jonesy like this.
  6. Lazer

    Lazer Existential Complex

    I built a planetary base because with a ship you can't just free build into whatever shape you like. Planet bookmarking/teleporting would be wonderful and welcome, but I don't see the need to "force" planetary bases.

    Someone said something about a crafting station too big to fit on a ship- that would be an acceptable reason, but I don't like this idea of a crafting station not working on ships "just because" with the because being the devs, for some reason, insist we have planetary bases.
     
    Dyre and Zael like this.
  7. Scimarad

    Scimarad Aquatic Astronaut

    This sounds like great news to me as I've always wanted the travelling around bit to support the creation of a permanent settlement on the planet of my choice. Is it possibly that we could go around and recruit people to join our settlement? That sounds like it should be a priority, especially for the Humans.

    On the subject of mining, I always (well,since it was implemented) thought that the very first mining 'expedition' was a bit too much considering you have to mine down as far as you can go. In the end I always found it easier to just go straight down and then quit out of the game to get back to the surface. I think for that first one you should be able to go most of the way to you objective by following cave systems, though that might be exactly what you were talking about in the update.
     
    MutatedAlien likes this.
  8. DarthTrethon

    DarthTrethon Spaceman Spiff

    You can build the ship whatever which way you want with mods, at least for the ancient last stable build but even if it's not an option now mods are going to catch up once the next stable is out and the release versions of the game. What I actually said about crafting stations is that in theory some of them could interfere with ship systems or even be suicidal to carry on a ship. It's a game so things are going to be whatever the devs say no matter what approach they take to things but it's not difficult to see why some things would not suit a spaceship. If it really bothers you that much then I'll say this: fear not, mods will save you.
     
  9. Axe Garian

    Axe Garian Oxygen Tank

    Bug found: I Harvest a Cactus, collect its drops, then a couple minutes later an additional drop of cactus spawns at the location of the fallen cactuses & can be collected for more extra cactus for seemingly no reason at all whatsoever.
     
    Last edited: Jan 6, 2015
  10. The | Suit

    The | Suit Agent S. Forum Moderator

    You should report bugs here
    http://community.playstarbound.com/index.php?forums/support/
     
    Axe Garian likes this.
  11. Curse Starwind

    Curse Starwind Subatomic Cosmonaut

    I tried out the current unstable build yesterday and i haven't done much yet, but the experience is much more enjoyable compared to the last unstable build. Small things like the speed of mining, and the combat system really help a lot to make this more enjoyable. Can't wait for the stable update.
     
  12. Nakano15

    Nakano15 Pangalactic Porcupine

    You forgot one thing, enemy npcs are overpowered.
     
  13. The | Suit

    The | Suit Agent S. Forum Moderator


    There is a big difference between a feature and a tack on.
    Hunger and Temperature were literally tack ons. They added no complexity simply mediocrity

    Generally when you add survival measure - you base it on scarcity. Starbound based it on gluttony. 99% of the game was food.
    There was never an issue of you starving to death - unless you went AFK and refused to move.

    As for temperature - it was possibly the only survival measure.
    The issue they had was they didn't want it to be a balancing act between hot and cold. Though they could have fixed that based on a better temperature implementation

    These values are arbitrary - and have very little real world significance

    Safe Zone Body Temperature : 800 - 1000
    Effects based on temperature
    t = 700 - 800 : 15% decreased movement and jump height
    t = 500 - 700 : 35% decreased movement and jump height
    t = 250 - 500 : 60% decreased movement and jump height
    t = 50 - 250 : 85% decreased movement and jump height
    t = 0 : death

    Each level of the planet has a base temperature. The Surface \ Various Levels of Underground \ Core
    If the temperature of the surface is 600. Your body temperature will never go below that. But your body temperature will keep decreasing till it hits 600. [instead in vanillia it just went to 0 ]
    Temperature can drop below planet temperature by weather which has no limit. Rain \ Snow \ etc. Which can drop 2 points or 10 points per second respectively.

    Cold Weather armor - does a left shift.
    So your safe zone temperature shifts to the left. So from 800 - 1000. It becomes 600 - 800 for example.

    ...
    Now just apply the same concept for over heating and now you got an interesting ( in my opinion ) temperature survival mechanic. Which is less about a balancing act as there is a limit temperature can drop too instead of abyss without an added factor to something where you need to keep track of in the environment.
     
    GonDragon likes this.
  14. Entomoligist

    Entomoligist Big Damn Hero

    I played quite a bit of the unstable update, and I have noticed these problems.
    If I may, I'd like to point out a couple more problems; and "some" suggestions.
    Whilst in the outpost, you can buy practically everything you need for adventure, correct? As an adventurer, I find it difficult to stock up on items while on a dangerous planet. There should be miniature stores, that sell useful things like bandages, maybe some weak knives and grenades. It would be helpful, and convenient, without having to fly all of the way to an outpost. It would be an unfortunate store, kinds that sell tiny things that can help you while adventuring; at a decent cost. I also suggest outpost stores (and any type of store in Starbound) to be more like a real life shop. Every once in a while, there could be a certain deal. A sign that flashes next to it, saying "Buy one bandage, get one free!" Or maybe even some discounted prices every now and then. The small shops they have in Avian towns (and every other settlement) have useless things that are WAY overpriced, basically making nobody want to buy anything from their shops, let alone even being worth their time to glance at them for deals. There should be different types of stores, all with a different person and special items. Not those small clothes places that sell tacky human clothes, that nobody ever buys! Also, please make these shops monster proof! I think It'd fit nicely if these small shops had the sales person INSIDE the building. For example, like the outpost shops. All of the people have special animations, and a cool thing different about each store. I like that, variety.

    Now, moving on to outposts.
    I think outposts are extremely crowded and uncomfortable to be in. Most people just rush into an outpost to collect a quest reward, or just buy something. After getting what you need, you just dash out as quick as you can to prevent your game from crashing, with all of the lag it can cause. Outposts should be a comfortable place, where you can sit down, chat with some other players, trying to beat your friends' high score on the arcade, or just browsing the stores for any new deals. There are not enough stores and not enough action going on, just glitched NPCs that only say one thing; no matter how many times you try to start a conversation. When speaking to an NPC, you should have a few choices of what you can say. These choices of words can affect the outcome of what kind of response, or even the type of quest you are offered. Or maybe if you choose the right words, you can learn something new about the race's culture or something of about the story. I'm suggesting that NPCs should become much more lively, and act more like living things rather than AI bots. Like maybe one person has a secret crush on someone else, and you have to bring that guy something his crush likes, hoping to win her heart over. Or maybe you can hear rumors about a certain NPC that will sell you something from the black market, and you can either have the choice of supporting him or calling the space police on him for a special reward.

    Alright, that's all I have for right now. I could rant on for hours, but I think this is where I draw the line. Nobody would read more than what I wrote. :p
     
    MutatedAlien likes this.
  15. Frodew

    Frodew Scruffy Nerf-Herder

    Damn, the temperature and hunger affect added such a "survival" type feel to the game, like in arctic environments, the freezing temperatures really helped add a sense of vulnerability. And munching on a massive feast after battling monsters all day was rewarding! I hope they come back soon...

    Ah, and welcome back! I feel as if you guys as the developers are finally starting to pick things up (its been two years already :p). Can't wait to see what else you guys have in store!

    If you haven't already, bring me my hylotl underwater cities! :D TY. I feel lonely ;(
     
  16. DarthTrethon

    DarthTrethon Spaceman Spiff

    they aren't forgetting it. They acknowledged that many players find the game too difficult and are working on having several difficulty settings ready for release.
     
  17. DMPumuki

    DMPumuki Void-Bound Voyager

  18. Byte

    Byte Void-Bound Voyager

    Hey, what about monster's death animation? It currently suuucks. Are you gonna fix that?
     
  19. Galenmark

    Galenmark Seal Broken

    Really sad to see the temperature and eating element removed, it really gave the sensation of a space explorer and the consequences of your actions. Hope it truly isn't totally removed from the game and is perhaps in a harder difficulty as stated. Oh well, guess we'll have to see in the final product. Still excited one way or the other.
     
    Darklight likes this.
  20. Thundercraft

    Thundercraft Phantasmal Quasar

    Nice goals. I'm looking forward to playing Stable and trying it out. :)

    Personally, I think this is a mistake. Having certain planets and moons too cold to explore safely or for a lengthy time - without the proper equipment (much like airless worlds) - is a concept that fits nicely with your goals of progression.

    Also, just because you aren't happy with temperature as it is currently implemented, that doesn't sound like a very good reason to get rid of it entirely. Why throw the baby out with the bath water? You could at least leave it in as a placeholder until you can develop something you're happier with. :(

    Hopefully, they'll greatly expand the choices. Perhaps via a difficulty options menu where we can check-mark boxes to turn certain features on or off, like breathing, temperature, loose items on death, and permanent death?

    People are different and have different expectations of games or find certain challenges either fun or frustrating. Myself, I don't like permanent death or even loose items. But I most certainly want to keep temperature.
     
    MutatedAlien and lordbociek like this.

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