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What do you dislike most about starbound

Discussion in 'Starbound Discussion' started by Joseph the wanderer, Oct 2, 2015.

  1. Cipherstar

    Cipherstar Scruffy Nerf-Herder

    Staffs.

    They're highly underwhelming with a damage output roughly the same as using any other weapon or worse, But freeze you in place and take up both hands, and I find them dissatisfying to use more so than ranged combat generally is.

    I'd love to see Wands and Spellbooks. Holding a Spellbook could change the projectile/effect you use with your Wand. And it doesn't freeze you in place. The Spellbook could perhaps even generate a magic shield when held like a shield.

    And I'd like to see them tiered as an option you can obtain from the start and maintain as a playstyle / character archetype before having to leave your first planet.
     
    BetaSpectre and LulItsIan like this.
  2. Spancialosaphus

    Spancialosaphus Void-Bound Voyager

    Heh, well I saw what you did there anyway. Just like my mate who refuses to board any sea vessel with fewer than three dining rooms. One has to have standards.
     
  3. Hasmorticus

    Hasmorticus Space Hobo

    Being called fishface whenever i meet new NPC's :p
     
  4. Zuvaii

    Zuvaii Heliosphere

    That'sss what you get for being a ssstupid Frogman.

    On a more serious note, out of all the things, it would have to be how CF keeps changing parts of their code without mentioning it. Just a few days ago CF renamed a lot of prefixes and ended up breaking a whole bunch of stuff when it comes to mods. They pulled this shit way back when they started their daily updates and changed their legacy parsing code and didn't mention it in the pathetically sparse patch notes as RyuujinZERO had to point out what broke back then in a hotfix for the Avali race mod. There has to be mods meant to fix mods that break because the authors end up slow on the uptake for whatever reason and frankly it's getting pretty damn old.

    Second most thing I dislike is the changes to how armor is what determines damage for weapons and it's a general percentage. I should be dealing out a great deal of melee damage when in Impervium, not that awful Staff armor set. If they want that, at least create modifiers for Melee, Ranged, and Staves and make it so Virolium/Impervium has both the best armor and melee damage modifiers period, that's the price for having crap energy and energy regen.

    The two are almost tied so it's why I mentioned two things, because the first doesn't crop up too often and the second is still very recent.
     
    Cipherstar likes this.
  5. The Warpsmith

    The Warpsmith Void-Bound Voyager

    I love this game so far, only real gripe I have is getting the preferred colonist for the right room. I made a glitch-themed room so stop throwing humans at me, nothing in the room is anything other than glitch themed
     
  6. BetaSpectre

    BetaSpectre Phantasmal Quasar

    Races spawning based on furniture removes from the fun, maybe I only want robots or plants...
     
  7. Zetlin97

    Zetlin97 Scruffy Nerf-Herder

    The ugliness of colony deeds... make that shit hideable.

    Relatedly, colonists throwing garbage at us. Make them give either pixels, or (rarely) a weapon or furniture.

    Colonists/NPCs not being able to stay in one place for more than five seconds. They should not be able to move when you're in the merchant screen. Also, they should have a bias against using furniture in other colonists rooms. It's kind of odd with them sleeping in each others beds.

    Staffs, and their general uselessness.

    The blandness of t5 planets.

    Hylotl have barely any structures (being fixed, so whatever)

    Novakid. They implemented this race with nothing. No base furniture, no lore, no item descriptions. Couldve at least gave them a bit of flesh before adding them.

    Hunger and temp being taken out. Temp is okay, because implants kinda do that, but hunger is inexcusable. Taking it away basically made farming less than useless. It wouldnt be that hard for them to have hunger and status effects on foods at the same time.

    Relatedly, farming is repetitive, boring, and painful. And, as I said above, completely pointless.

    Armor buffs being taken out.... the implant system is okay i guess, but not having stuff like the all seeing cape and other random, fun buffs is boring.

    A gate in every system. They should just be randomly generated dungeons, or not be in every system. No way in hell the ancients bothered to build gates everywhere pointlessly. "hey im bored of creating new species. i know! ill just build the same thing, over and over again, in every star system in the entire universe!"

    Repetitive weapon names, i swear I have gotten thousands of Xia-Li ____.

    Outpost lag.

    Teleport loading screen. What the fuck. This was just a bad idea from the start. It's pointless, makes the game lag even more, and causes epilepsy.

    Diamonds, upgrade modules, tech cards, and manipulator modules losing all usefulness at a certain point. At least make them sellable.

    Not being able to craft stone pickaxes? Is this a glitch or a feature? I've only found them in chests/dungeons.

    Planets having structures from multiple speies. This just doesnt make sense, story wise. It'd be awesome to come upon a planet with only apex, or human structures, finding a civilized world. But nope, apparently species just barf random structures onto random worlds. The only thing that kinda comes close to a themed world is those huts on arid worlds. It makes the world just feel more real.
     
    Ripcord24 and Cipherstar like this.
  8. Zuvaii

    Zuvaii Heliosphere

    The gate in every system is because the devs want to ensure that a player never becomes stuck. There's the chance a player might end up draining a moon entirely of the fuel and they might not have enough spare fuel to leave the system otherwise. Don't say it wouldn't happen, this is a sandbox game, players will try and do stuff like that just to see what will happen.
     
  9. BiasedLibrary

    BiasedLibrary Tentacle Wrangler

    Guns requiring energy to fire makes little sense as it is. It's one of the qualities about the game that I dislike. Looking at the whole ore system, you just dig down through the planet you're currently at to get to the next tier upgrade, but really there are quite few reasons other than progression to keep digging. If you could say, use copper and iron ore to make hollow point ammunition or full metal jacket for ballistic weapons that'd be a neat thing I think and it'd give reason to go back and collect ores for the ballistic guns you use. Maybe energy weapons can have energy packs that you have to craft as well.

    This reminds me of Cortex Command a bit and I think they did the whole combat thing really well. Reload animations and bolt-action animations for snipers would be neat, as well as semi-automatic snipers. One interesting thing to note is that ballistic weapons in the game have sharp drop-off in water whilst energy weapons do not. Melee system should incorporate the system Dark Souls has. Blocking with the shield should drain energy and so should attacking with a melee weapon. Guard breaks when you hit 0 and you can't block for a second or two until it comes back up. Combine with shield health and suddenly, drawbacks to using shields. On top of that, maybe shields should just reduce some damage (scaling up per shield tier) when blocking ranged weapons, on top of losing health and energy? Energy drain when blocking bigger weapons should scale from dagger draining the least and hammers draining the most. So.. dagger, sword, axe, broadsword, greataxe, hammer.

    Not being able to craft a lot of blocks like thatched roofs is quite annoying. Personally I don't want to become Trogdor and ruin peoples thatch-roofed cottages. That and maybe being able to scan blocks into the pixel printer.. or learning them from craftsmen or when picking them up. Maybe use the examine feature and then get building recipes for them? That'd be pretty neat.

    Minor gripes with the inventory system, not being able to select size of stacks when dividing them or being able to just pull out one item at a time.
    Something else that bugs me pertains to the Avian temples and such. Their guards do very large amounts of damage very quickly and tend to swarm you in groups of two to three. Assault Rifles do not deal comparable damage to theirs even if you avoid a lot of shots. Sniper rifle is a little bit too slow, but can take out at least one before they start closing in. Best seems to be a shield, mashing right click to soak up as many shots through the invincibility block/parry and just let a sword do splash damage to them. Or a rocket/grenade launcher. Those work too but are rare. Not sure what to do here really.

    Re-implementation of the hunger system would be neat. Gives a reason for all the farming. Personally I love gardening and recipe discovering in Starbound. Also, could we have some option of loading farms into the game RAM so it keeps track of rain and such on that planet? I hate coming back to my gardening planet and seeing that nothing has changed. Could be user-error though. Not enough home base on planet and too much spaceship base.. It's a hell of a dilemma though as it is, not that I'm complaining because more choices are good.
     
    Zetlin97, BetaSpectre and STCW262 like this.
  10. UnCui

    UnCui Scruffy Nerf-Herder

    So I wanted to say something about the game, and didn't know where to post it, since I don't really want to start a new thread, I'll put it here, even though it isn't really a dislike..more like something that needs to be changed, so here it goes:

    The grappling hook, I love it, but it's op as fuck.

    Basically when you get the grappling hook, the exploring goes super faster, but it isn't flawless.

    Because of the grappling hook, the challenge chambers are now useless, (most of them anyway).

    This one time I got into a rather big challenge room, which looked like a jumping obstacle course, all I did was shoot the grapling hook up, jump a bit, and there I was at the end in about 3 seconds.

    Changes should be made as to, disabling the use of the grappling hook inside the chamber,...say like, the hook won't attach itself to the walls there...
     
  11. STCW262

    STCW262 Heliosphere

    Well, all that actually happened was cutting the knot.
     
  12. OuttaThinAir

    OuttaThinAir Big Damn Hero

    With all due respect, in early game, these quests are essential. I'd rather keep them. However, in the future, I want weapon abilities for 1-handed weapons, because now 1-handed weapons really have all the disadvantages.
     
  13. DeNarr

    DeNarr Subatomic Cosmonaut

    Then you are not making good use of shields. I almost rely exclusively on one handed swords or pistols, as the shield is a literal life saver.
     
  14. Alessondria

    Alessondria Big Damn Hero

    I dislike the progression system. Takes quite a long time to upgrade the matter manipulator, for example. Which slows down the ENTIRE game. And once you complete those upgrades it feels like how the game is supposed to be. Same with the tech and space suit upgrades. Its slow going to finish them all. Once you have it done it feels like how its supposed to be. I see the RPG progression as unneeded. And there is no distinction between worlds. ALL desert worlds are the same difficulty. Which means those are hard when you start but almost impervious in top armor.

    The game worlds should be random difficulty. Matter manipulator progression is just a time wasting process. I think the game should be an equal challenge to all players regardless of tech upgrades. So I guess what I am saying is I would like Starbound to have a different type of progression system. I love the game though, its just not very difficult once you get to fire worlds and have the top 3 armors.

    In fact I run straight to the end now so I am able to go anywhere. I switch my armor depending on what world type I am going down to so it keeps the game even.
     
    Lazer likes this.
  15. OuttaThinAir

    OuttaThinAir Big Damn Hero

    I suppose you're right. EXCEPT for on Nightly. Nightly shields don't work, sadly. :confused:
     
  16. Racknine

    Racknine Void-Bound Voyager

    Edited for brevity.

    First off, I'd like to say that I really do love this game, and I want to see it succeed. It was immensely popular at launch, and since then it has fallen off the radar.

    I'll make a post in here before I start a new thread detailing what I really miss/dislike/what needs to change about this game since it's initial launch. I have played it since its open beta, put several hundred hours into the game... and a lot of the rewarding, open-ended aspects of the game have been removed for a more streamlined game experience... at which point I stopped playing it almost entirely except to see what's being updated.

    *The need to *survive* is very quickly eliminated in the early game.

    *The sense of "discovery" is gone...

    *Interaction is meaningless with NPCs (now I realize this is something being currently worked on so I can't say too much, but it must be done!)

    *Gateway Outpost/Current Quest System.... I'm looking at you. It has single handedly stolen the joy I used to get from playing this game.

    *Hunger/Warmth have been reduced to non-issue through an all too easy cop-out of a tech system (nano-suits), survival gear is unheard of or only cosmetic. Or removed entirely in the case of hunger.

    *Species based diet - non-existant except for RP purposes

    *Star Systems and Planet Biomes - are unrealistic to a point, I know this is a game, and the random generation factor has to be considered...

    *Gas Giants - Currently unvisitable

    *Moons - should be more diverse, they are not all like earth's moon.

    *Asteroid "Belts" - currently non-existant.

    *Galaxy Clusters - non-existant

    *Planetary scanner - still lacking... this is a feature that should also upgrade with your ship

    *Too much focus on adding "cool stuff" instead of a focus on game mechanics.
    I'm all for the trinkets, pets, vehicles/mounts, new monsters, aliens, instruments, weapons, funky hats and clothing... however...
    I'd like to see more focus on HOW the game plays first before we start going crazy with vanity flair.

    *Pickaxes that go beyond first tier - cmon now... it's been done to heck,,,

    I think this rant has already gone far enough without me making a new thread. as there is still A LOT I have to say in detail, and even more areas of the game for me to cover.

    That being said, I still love this game and wish for its success.

    Thoughts and criticism are always welcome.
     
    Last edited: Oct 18, 2015
  17. gameboytj

    gameboytj Ketchup Robot

    My opinion. Attributes progression is strictly limited to Armor and weapons. Why not give us rings and amulets to wear that add a single attribute. For me personally I want to equip accessories that increase my defense or health so I can tank a little better against bosses. I will take a lot of bandages and stims with me but I feel like it wont be enough. I don't know how much damage bosses will do to me. especially the erchius boss.
     
  18. STCW262

    STCW262 Heliosphere

    Attibute-providing amulets and rings wouldn't fit with a sci-fi game at all.
    Get better weapons and tactics.
     
  19. Zuvaii

    Zuvaii Heliosphere

    This is hardly a sci-fi game to begin with at this point.
     
  20. gameboytj

    gameboytj Ketchup Robot

    But the thing is that your best gear locks at a certain point until you beat the prerequisites to get the next tier. I'm worried that I might "not" be ready. :( if I knew how much damage the erchius boss did then I'd be a little more alert.
     

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