#Personal Wishes (BoatUpgrades,ModuleChanges,HotKeyChanges,CombatChanges,AdditionalBuildings)

1 messages · Page 1 of 1 (latest)

spare radish
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Personally, I feel there's a lot going for this game, however there are some things that pull the current experience. I will address them in the order above.

1 The boat
The current Boat is a very good baseline, I'm happy with how you can upgrade and toggle which engine is in use, and the current upgrades I feel are also a great baseline, it's also pretty intuitive to use and understand.
1.1 Main Issues
The main issues I have with the boat, is there's nothing for me to really do in the time it takes from one location to another location, I say this from a general POV throughout the game play, in the beginning you don't have anything unlocked, mid game, you have some things unlocked, though not much understanding of their use, late game, your ship is set up and there's nothing to add that doesn't feel clunky or get in the way with your limited space.
1.2 Clarification on issues
I'm not against the distance between POI's, I actually prefer it, my problem is while in transit, the only thing one can do is to refine material in your fishing net and start fights with the local wildlife. So, most my time heading from one abounded location to the next is spent on YouTube. I'm not asking for filler content, however it would be nice if there was an upgrade path for my ship, be that adding a float trailer, or having access to the internals of the ship allowing me to change the wiring or adding/removing a pipe connection to different access points. Thus, allowing me upgrades I can perform on my ship, that can be in motion or not, I know the argument can be made for setting up a pipe network, or wire network, but I don't want my ship to look like its attempting to become a fishing net, and just the thought sounds very inconvenient and clunky to me.
Continues In Comments

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2 The Modules
The modules as they stand do a job, and I'm not quite sure what it is, I understand they add benefits that could be very beneficial in certain circumstances. I've yet to find them that game changing.

2.1 The Issues
The amount of uses the crafting modules can have makes them feel not really worth it, if I'm needing a module for speed, or power reduction, I'm going to need it for a lot more than 50 uses. I understand wanting them to be a limited resource but the amount of uses they have should feel worth the resources they use, I spent 2 Titanium (which I have been hunting sharks for) only to get 4 uses out of a speed module, that already has the downside of costing more power, and upon recycling the speed module, the materials returned were much less than I used to make it, and I got 0 titanium back.
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2.2 Clarification of Changes
I'm not asking for them to have equal returns when scrapped, I'm not asking for them to have no downsides when used, what I am Asking is for there either to be a way to recharge them, be it costing material, fluid, power or time. Or for the modules to have infinite uses, even if that means a larger downside when used. The hardest part for me is spending valuable resources, to save time, and it costing me more time than it would've if I had done nothing.

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3 The Hotkeys
Hotkeys are a nice addition, allowing you to quickly swap to a new tool, material, or item. Can be very useful in a game that has multiple tools that one may need to use, often right after another.

3.1 Hotkey Problems
The hotkeys while giving icons and presets, would be nice if I could freely swap my items between them. however, I am unable to, and this had led to many times where I'm attempting to either scrap materials or attempting repairs, and I end up pulling out either my gun or a grenade due to habits from other games. Another thing is certain tools you are unable to put in a hotkey due to them not existing in your inventory.

3.2 Changes
Allow All key binds to be customized freely. allowing players to put what they use most or need more urgently where they can get it easiest.

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4 The combat system
Combat in water feels impossible to combat against most monsters, and anything you fight while on dry land is almost completely defeated by walking backwards and swinging a crowbar.

4.1 Issues With Combat
From fighting blobs of dark and light, to flying critters, and those in between, combat against most actively hostile mounters is really dismissible, dont get me wrong not all combat can be easily dismissed, there are some enemies, that ,make you fear the heavens as bombs drop and your *** is set on fire from a laser the size of the sun. However for the combat system, you have healing items, batteries and health injections, then you have grenades, and 3-4 guns. but you are obligated to carry barley any ammunition as it takes a lot of your cargo capacity, and grenades are as likely to hurt them as it is to kill you, you throw it, it beeps for several seconds 5-10 seconds i believe, then massive explosion, the part that makes grenades really use less is the timer and their radius, i say the timer because most hostiles are trying to get close to you so they can eat you, and the others like to do the shimmy shake and run around every box to get to you.

4.2 Potential Adjustments
Ammo and other handheld consumables should weigh less, thus not punishing one to be ready for combat, 2 grenades should have an detonate on impact version that you can either craft them into or can be toggled allowing more versatility with them.
Enemies that have larger health pools, should show signs of damage depending on their remaining health, instead of an overlayed texture of fire and cracks (which likes to clip into the enemy as they move around).
And swarm monsters should behave with a pack mentality, pushing to attack together including flanking, running to a group if isolated, running away if there is very few monsters left.

spare radish
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5 Buildings
There are a lot of buildings, and many do very diffrent tasks, or perform it in a diffrent or better way.

spare radish
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5.1 Lack of deployment or solutions
I purchased this game through steam, and in the description of the game, it talked about defending your location by setting up defenses, so far the only defense item i have seen, that could be set up are lights, since the only hostile ive noticed that attacks you at random times, (mostly at night) are these slug monsters the size of my shoe. Which pop in sunlight, and are afraid of every source of light. There also seems to be a large amount of resources one can collect i.e. Copper, iron, glass, rubber, polyurethane, titanium, carbon fiber, and many other. With there being a large variety of items you would expect a large variety of buildings, or ways to use those materials either to produce a different material, or reduce the consumption of an item. With this game being set in the semi distant future, one would expect some unique abilities these buildings might due, one such as wireless charging for you as a character. Drone ports for automatic transportation or defenses(should defenses become needed), maybe having new buildings for crafting of larger or more complex items.

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5.2 Ideas
I dont have many direct suggestions in this area, the main one i have is, dont allow items that are mission critical to be an optional unlock. As some players may not recognize water or gases to be vital in the core pillar of the game ( to grow humans ). and it would be game ending for many players if they need to go level up 2-3 times so they can continue progressing in the game because of an earlier mistake

leaden frost
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Good comments here. I agree about Modules. I was shocked how quick one was used up after getting all excited about adding it. Never built one again.
Agree also ammo should weigh less and also not come in a box the size of a Buick.
I keep busy on long trips organizing all my Chests but it would be good to have more things need your attention while sailing - perhaps more mines floating randomly...

inner tartan
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Given our clip sizem, the boxes are big, but it's probably so you can ID them at a glance. (Though the identical rifle/sniper boxes undermine that thought.

But they should probably be able to hold more like, what, 400 maximum in one box drop, given the size of clips?

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On their longest axis you could probably stack two of the sniper clips, so, yeah, they're chunky.

leaden frost
inner tartan