Open Dwarf-LordPangolin opened 3 months ago
@Dwarf-LordPangolin Thanks a lot for the detailed feedback, I will digest it and get back to you! Interesting stuff.
Hi, okay so I am adding my piece to the feedback loop:
Building
The assembler and conveyor systems work really well in survival, and just feel good. Building large refineries/factories is going to be fun in this game! => On top of that I have recently added a feature to dispatch queue on idle assembler. Next update will have one-way, valve, router and filter conveyor tube to better manage inventory.
There appears to be no way to deconstruct a block without already having a block in your hotbar. This could be a problem for players if they place all the blocks they have in their inventory while far away from any source of other blocks. => indeed, I am not sure on the best way to proceed. This rule is there in the first place because I dont want you to move inside your ship and delete stuff by inadvertance, this I am still willing to enforce especially for survival where you will actually use your ship, not just build it.
I love the power cells; they remind me a lot of the ones from Subnautica. A smaller size of power cell would be convenient; the current one is good for larger vehicles, but hoverbikes will be tricky with a chonky cell like this. A 1/4m power cell would be amazing. => yes this was requested elsewhere, I will work on that.
Building a hovercraft in survival is particularly challenging at present because the Hovercraft Core is extremely massive at 50kg; it makes up a significant portion of the vehicle's weight and balancing the craft around it is hard, and this becomes even more difficult when trying to make the vehicle look nice. In order to balance mine I ended up using stone blocks as ballast on the underside, which worked, but made the craft much more massive than it needed to be, and looked quite janky. => I see I can reduce this to 20kg or even 10kg.
Also regarding hovercraft: the tool for viewing the center of mass should probably be a toggle in the Current Entity window; balancing hovercraft without it is very trial and error, which will cause frustration in players. => Okay I will add this!
Center-of-mass issues aside, the hovercraft feel great; they make exploration vastly easier, but the planets are big enough that they don't spoil the experience. => great to hear! I hope you like the "new" grab tool to flip them upside-up when needed
Random thought: could we use rock to make concrete? The rock blocks are cool, but they can't be painted, and a block with the stats of rock but paintable would be nice for bases, since it's such a plentiful building material. => so a rock just like the base rock but paintable? if this is the case I think I am gonna want to remove the paint feature of stone for simplicity. I did that to reward exploration like tree bark in Minecraft, but it seems it upset people more than anything.
Just a random observation: I noticed elsewhere in the Github that you don't expect players to building ships ~300m in survival. While I agree that I don't think that will be easy or practical, my first impressions of the game's industrial side are that it scales up really quickly, and I don't think players will be lacking in materials for very long. TBH this is a good thing, since people tend to love building giant, productive factories and refineries in games like this. => we will see, I would love to see it, although I can seen plenty of issues related to that.
The fact that the crafting table requires wood is a problem if you're trying to set up a base on the coast, or potentially if you're on a planet without trees like an airless moon. => well I ensure that the starting planets have tree (and all the other resources needed). If you want to set base on another planet it will be necessary to plan and bring some resources along.
Solar panels seem almost overpowered; a small one can provide power for a shuttle easily. => yes this is something I need to adjust, I dont like to see them on ships so I need something to address that (nerfing output being one possibility)
@Dwarf-LordPangolin round II
Movement & Navigation
This one is important: not letting the player use their jetpack to get around everywhere is absolutely the right decision. Space Engineers is too generous with the jetpack in survival (or at least it was last time I checked), and that makes planets too easy and too boring, and makes vehicles much less important. The fact that the player can't use their jetpack to get around everywhere from the start in Starship EVO is a really good thing. The little jumps and sprints it allows are just enough to help the player avoid frustration without making it too easy. => I am still very much not satisfied with the way jetpack works, it needs another pass. But yes I dont want to make too powerful
Once I started exploring for resources, I noticed that it would be easy to get turned around and lose your base. I see that in your own feedback post that you plan to add beacon blocks, so that should address that issue when it's added. Would it be simpler to add a beacon function to the antenna block? => yes that is exactly what I want to do, antenna will be visible through the scanner function.
Bunny hopping seems to be faster than sprinting; unless this is the desired mode of locomotion for players, you might want to add something to make doing so less efficient than just sprinting, otherwise it's going to look kinda funny. => yep indeed.
Lining hoverbikes up with docking connectors is very tricky; would it be possible to give them some measure of lateral movement? Not much, just enough to let them line up with connectors. Sort of like how motorcyclists will use their feet to adjust their bikes in parking lots. => I see, I wanted to give another control scheme for hovercraft with strafing. I am not sure docking hovercraft is the right way though, that seems a bit tedious. Do you need that to transfert inventory?
Being able to crouch would make it much easier to build things in Survival; there are often pieces you want to place on the underside of something, but without crouching you can't get the angle you need to put them there. => this was requested many time, I will put this higher on my to-do list ^^
Hi Tsuna! Since I've run into a bit of a roadblock, I wanted to post the survival feedback I've accumulated so far. I wrote it as I went, but have since gone back and sorted it by categories to hopefully make it easier to parse.
Before I get into specifics, the first and most important bit of feedback I have is: Survival is really fun. I can already tell I am going to enjoy the heck out of playing SEVO in Survival. I wanted to put that first, because I want to make sure that fact doesn't get lost in all the details.
Building
Movement & Navigation
Resource Gathering & Refining
UI
Vibes & Ambience