I thought I would give some feedback on survival too but maybe more suggestions.
I tested on 24w34b
First a little background on me,
I am players that has been following for since the beginning and hanging out for survival. Over that time I would install and play the game a few times per year to check the state of the game but then move on as it does not have the survival elements I crave or for me a purpose to build.
I see much potential in the game hence why I purchased it all those years ago and still keep following it's development.
From my playtest there was an elements I did not like,
Ship wrecks would only give me scrap (not parts) and could not be repaired.
I spawned in and area with about 6 ship wrecks visible and close by.
Not being a master ship builder and relearning this game again, I like to pull apart other ships to see how they were made, or repair/rebuild it to be a ship I could use.
I see savaging useful parts and stored resources a key part of the survival loop.
For example: If you find a tank of fuel in a ship wreck you should be able to pump the fuel out of it into your own ship or a container,
or move that tank to your own ship.
Having ship wrecks only give scrap I quickly just ignored them and felt a little cheated by only getting basic scrap by breaking down found high value blocks, it feels so wasteful.
Early game, having resources/blocks you can only find from ship wrecks forces you to go exploring.
The inventory system implementation.
Suddenly hitting a limit and not being able to move. It would be nice if a sliding scale like Starfield, say at capacity limit then movement speed is slowed by the percentage over the limit. Also getting notification spam saying you are over the limit and the notifications covering your inventory was a pain as it would block you from selecting something to remove from your inventory
The storage container capacity is tiny. It felt like a small storage box could only hold a single rock, so in building a small hover bike the storage containers were not that practical. I ended up replacing the containers with fabricators as it has 4000L capacity in less volume. Later ships I made were more a large flying storage container then ship.
The fabricator stalling saying "Waiting for part" when the issue was really that it did not have space to be able to craft the part.
Games that I think have some good survival elements that I enjoyed and would be nice to include:
Hellion. Early game before you have access to mining/crafting resources are valuable. If you find a station module you would dock with it and suck out all the resources you can, especially O2. If you could not dock then you would try to refill canisters to salvage the resources where possible. You would not pressurizing a ship early game due to how O2 wasteful it can be and now little of it you have.
Stationeers and SpaceEngineers (with mods) also allow this, before you find ice and can produce H2 and O2, it can be a fine balancing act of using as efficiently as possible and savaging all can.
SpaceEngineers. Blocks like batteries when you find, I would carefully detach and then merge with my grids. With mods or the new Protech blocks it applies to more block types. You end up building support craft for the purpose of moving and installing blocks you have taken from other grids.
Starbase, when I find a ship I strip anything of use off it, down to buttons/controls, and even in some cases down to cable/pipes/bolts. My the time I get back to a station to put things into storage, I could have a few ships worth of parts bolted to my ship just to transport as much as possible.
Stationeers, SpaceEngineers. Early game If you find a wreaked ship/station you could repair it and use it. So you would make the choice of if you should strip it or try and repair it to a useable state (either partial or fully useable).
@GR0B Hi, thanks a lot for the feedback, before I do a more detailed answer, regarding wreck
I planned on adding more things to be salvaged from wreck and decrease their spawn rate. My problem with giving too much to scavenge is that I dont want a player to simply loot (or repair) the nearby one and get all what he needs to progress in no time without mining/exploring the starting planet. I am not sure how this balancing is done in other game.
Cheers
I thought I would give some feedback on survival too but maybe more suggestions.
I tested on 24w34b
First a little background on me, I am players that has been following for since the beginning and hanging out for survival. Over that time I would install and play the game a few times per year to check the state of the game but then move on as it does not have the survival elements I crave or for me a purpose to build. I see much potential in the game hence why I purchased it all those years ago and still keep following it's development.
From my playtest there was an elements I did not like,
Ship wrecks would only give me scrap (not parts) and could not be repaired. I spawned in and area with about 6 ship wrecks visible and close by. Not being a master ship builder and relearning this game again, I like to pull apart other ships to see how they were made, or repair/rebuild it to be a ship I could use.
I see savaging useful parts and stored resources a key part of the survival loop. For example: If you find a tank of fuel in a ship wreck you should be able to pump the fuel out of it into your own ship or a container, or move that tank to your own ship. Having ship wrecks only give scrap I quickly just ignored them and felt a little cheated by only getting basic scrap by breaking down found high value blocks, it feels so wasteful. Early game, having resources/blocks you can only find from ship wrecks forces you to go exploring.
The inventory system implementation. Suddenly hitting a limit and not being able to move. It would be nice if a sliding scale like Starfield, say at capacity limit then movement speed is slowed by the percentage over the limit. Also getting notification spam saying you are over the limit and the notifications covering your inventory was a pain as it would block you from selecting something to remove from your inventory
The storage container capacity is tiny. It felt like a small storage box could only hold a single rock, so in building a small hover bike the storage containers were not that practical. I ended up replacing the containers with fabricators as it has 4000L capacity in less volume. Later ships I made were more a large flying storage container then ship.
The fabricator stalling saying "Waiting for part" when the issue was really that it did not have space to be able to craft the part.
Games that I think have some good survival elements that I enjoyed and would be nice to include:
Hellion. Early game before you have access to mining/crafting resources are valuable. If you find a station module you would dock with it and suck out all the resources you can, especially O2. If you could not dock then you would try to refill canisters to salvage the resources where possible. You would not pressurizing a ship early game due to how O2 wasteful it can be and now little of it you have.
Stationeers and SpaceEngineers (with mods) also allow this, before you find ice and can produce H2 and O2, it can be a fine balancing act of using as efficiently as possible and savaging all can.
SpaceEngineers. Blocks like batteries when you find, I would carefully detach and then merge with my grids. With mods or the new Protech blocks it applies to more block types. You end up building support craft for the purpose of moving and installing blocks you have taken from other grids.
Starbase, when I find a ship I strip anything of use off it, down to buttons/controls, and even in some cases down to cable/pipes/bolts. My the time I get back to a station to put things into storage, I could have a few ships worth of parts bolted to my ship just to transport as much as possible.
Stationeers, SpaceEngineers. Early game If you find a wreaked ship/station you could repair it and use it. So you would make the choice of if you should strip it or try and repair it to a useable state (either partial or fully useable).