#Lost Skies Wishlist

744 messages · Page 1 of 1 (latest)

trim python
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Please leave any ideas and suggestions that you think would most improve Lost Skies.

These can be any cool ideas you may have had since launch, anything you have seen that hasn't been implemented from our original skymaps or even anything that you have been using mods for, that you feel would be a good embedded feature for the game.

I politely ask that you keep this constructive and to the point. Please avoid comments like 'make it more like World's Adrift' as these kind of comments generally aren't helpful.

While I cannot promise you that all your suggestions will be honored I really would like to get a better impression of what you as the players really want Lost Skies to be.

Thanks for your patience, It has been a while since you have had any kind of major comms and I understand that this can be quite frustrating especially for those of you that are especially passionate about the Lost Skies universe.

Adam

verbal merlin
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I think a DLC, new areas/difficulty/Bosses/rarity etc will be much appreciated! ❤️

Also, a base system where you can store your materials would be nice. I mean we have the option to hop to another server and store our items on a ship in 1st area which is like having a base, but if we can have that, why not a proper base where we can stash our items?

Lastly, i agree with @peak moon , the game needs better questing during the story, or make it like we have to do some quests/sidequests, besides kill a Seraph~end of story.

peak moon
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Currently the game is very shallow and extremely repetitive. A proper story manager would be good (so we can see story tree's and what not). The keys need to be fully implemented.

But the biggest thing? Island creation standards. Too many islands use puzzles that either dont work or are extremely annoying to complete.

tight ginkgo
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Would be nice if the arks had a shared storage that was just big enough to hold mats for ship recovery. Sorry i don't remember who originally suggested this. I want to say Ahrya

peak moon
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Arks should also combine together to provide various bonus', including showing how many chests there are, puzzles, ect on their islands

minor jacinth
frigid shard
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@trim python Bossa has already presented a number of alternate roadmaps to Balor Games for consideration –
Why not list them here as a starting point for a community vote and suggestions for further embellishment?

cursive marten
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I would also add that it's not just the matter of Island Puzzles being broken or annoying to interact with. At least for me, it's the fact that they have zero impact on anything at all.

There are several hundred other games, both triple A and Indie quality, that offer a loot hoarder experience that's 100x better than whatever Lost Skies is offering.

frigid shard
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@peak moon 'Too many islands use puzzles that either dont work or are extremely annoying to complete.'

As an Island Creator I would welcome the opportunity to be able to upload and test/share my island in-game so that any anomalies could be fixed timeously via direct feedback.

cursive marten
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Here's one thing I'd like on the wishlist that could be an improvement to the game before you've even gotten to the character selection/creation screen:

Change the main menu music to something that actually entices the player to click the play button. Whatever that current music is, is doing a considerable disservice in selling the game on the very surface level of first and continuous impressions.

west raven
patent yoke
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please remove the 160 part limit. also, please add localization strings to the skelly suit and manta glider so i can use those again without spamming the log with errors.

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and add rolling backups to the character saves, just set it so it creates the extra save on world login. if you want to keep it unobtrusive, just have it as 1 extra save and then set it so if the character data fails to read on the character select screen, restore from the backup. they'll be annoyed about losing a session of character progress but it's better than completely losing the character. and swords. how can you have ships without swords? that's like kriss kross having daddy mac without mac daddy!

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if the console release doesn't have crossplay, let the users enable the dev console (remove the destructive console commands) via keyboard. making users plug in a keyboard will be enough of a limiter to curtail abuse, if it needs to be more restricted, add a check so it can only be opened in a single player session. the reason for this is to provide console players a path to recovery in case they run into progression loss issues. or go old school and add cheat codes, let them be input using 2nd player controller, you can keep it simple and just have it load a read-only developer room world with chests full of mats and schems, like #1367542662311317605 message

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also, if a button can be added to the ark to teleport players to the host, lot of people would appreciate that.

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also part mirroring would be nice. i can finish updating that mod to save on the research work, i already figured out how to solve the issue with it spamming warnings, just haven't made time to work on it.

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if the shipwreck recovery experience can be revisited, that'd be nice too. having to recover a wreck ball far from the islands due to failing a boss fight is a very unpleasant experience.

also, if drift can be revisted, that'd be good too. either reward drift from the quest progression or make the common/uncommon tiers not cost drift so early game players can focus on getting parts and not have to worry about having to salvage schems so they can learn basic parts.

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(sorry for the rambling, i'm mentally tapped out from updating 10 year old linux servers)

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an official in-game chat would be great

spare oasis
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Oh, player placable signs would also be very nice with text and maybe images. (Yes I know what can be done with those but since servers are ran by players wellllllll its up to the server host) or they can be broken by anyone

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I also feel like the current engines are amazing but I would love more variety (and a bit more spread) as all the end game ones feel sorta samey and can be easily be kept up with by lower teir ones with the right parts and materials

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It makes the higher tier ones energy cost almost not worth it, even though they look cool as hell

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(OH and please please PLEASE fix the high memory usage on both ram and vram, thats literally the only reason I stopped playing for now)

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Oh and I would absolutely love the ship horn from WA back. That thing was absolutely a key part of any great skyship

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(Doesn't necessarily need to be the one from WA but I adored the sound it made)

tight ginkgo
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The fog horn!

spare oasis
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I miss that thing

peak moon
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I dont remember that, does it make jokes and mess with a dog?

cursive marten
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I find it quite interesting that there are multiple threads between here and Steam offering, suggesting and requesting these same features, some of which will do more harm than good to the game in it's current abysmal state and yet there continues to be almost zero impact and retroactive results from the aforementioned solicited 🤔.

With that being said:

1・The core foundation for every Island in the game and how the player interacts with said islands need considerable redesigns. The puzzles systems across the board are quite generic, repetitive and bring zero impact to the gameplay. Solving puzzles, both major and minor, does nothing for the player and provides zero reasons to continue playing or going to the next island unless all you want out of this game is a loot hoarding experience and nothing more.

2・Where is the intended survival element that supposedly being advertised? Eating food to gain health and stamina buffs changes very little for the player, if the only hazards to the environment are Mantas, Deers, Cave Bugs and Birds. Adding actual Weather, like Rain, Sleet and Snow, options to craft Region-Dependent gear and other utilities would go a long way in adding variety to this missing element. In addition the abovementioned, adding better creatures per-region would also go a far way in enticing exploration among player[s]. Surely you guys can come up with something far more exciting that the abovementioned critters.

3・The boss fights, from Arbiters to Harbingers, are all generic, underwhelming and very much repetitive. There are zero variants in their attacks and when being engaged, you as the player expect the same thing every time. Adding new abilities like destroying small parts of negligible Islands or summoning weather-based hazards in the skies of different kinds from each boss, would test the maneuverability and general capabilities of your ship and incentivize having certain addons of new utilities aboard your ship per engagement, drastically improving the aerial combat experience.

4 ・Change the way the story itself is being delivered to the player. The current method of being spoon-fed via the Ark Computer is doing a considerable disservice to the experience you are trying to bring across. By the 5th hour, you don't even care about the story anymore, may have progressed further than where the story currently thinks you are progress-wise, or you're just wanting to only kill bosses and end up being in regions your character just isn't ready for by that point. You're not rewarded with information or any other cool thing aside from Loot, based on exploration, which defeats the purpose of exploration.

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5 ・Lessen the restrictions on shipbuilding and add the long requested symmetrical aspect of ship designing and ship-part placements. The current system is an Asymmetrical nightmare and is quite shoddy in comparison to similar games, yes they are out there, that do far better jobs as a baseline to what they offer to their playerbase.

cursive marten
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6・Kindly add an alternative 3rd Person Camera placement option, similarly to what's experienced in such games like Skyrim, Fallout 4, Remnant 2, etc.

Example screenshots attached here are from a WIP mod I'm testing for Nines for such a feature that are 100% in working order, minus the missing head at the helm 😅 . Additionally, add a better weapon/ship weapon reticle for crying out loud; respectfully.

patent yoke
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oh yeah, i forgot since it hasn't been brought up in a while. there's still a good amount of negative feedback regarding the keybind system, may want to revisit that.

pale trench
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Factions: be able to trade with and gain reputation with different factions. Maybe help them conquer outposts, etc.

The world feels incredibly empty with you surviving for survival's sake.

Being able to help connect factions with themselves or other factions through trading and/or activities as someone with the means to conquer the skies feels like a logical step.

patent yoke
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also, as a completely unconstructive suggestion, if you guys are working on trash bandits, i want raccoon & fox statue decorations. my endgame will be to roll up into people's worlds with a ship full of raccoons. they also need to add to the comfort level, i will fix all comfort problems on my ships with more raccoons.

patent yoke
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if there's concerns about animal racism, i won't say no to more animal statues on the condition that i be allowed to stack them

vale delta
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I think a really good idea would be turrets with multiple barrels and shielding, but making them turn slower/take up more space/power. Something akin to a battleship turret seen in WW2

frigid shard
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I (and possibly 1 or 2 others) would like to have Ship Instruments implemented.
They take up far less space than the official Map Table
And we would find them far more useful for the vanilla gaming experience.
Note: Regarding aesthetics, and to be ‘helpful’, you could 'make it less like World's Adrift'.

Also, I’m concerned that this ‘Wishlist’ thread is just a red-herring as currently the Art Department is probably working full tilt on sartorial options for Raccoons/Foxes.

cursive marten
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Of course it's a Red Herring, I mentioned as much in my opening Wishlist statement. Practically zero of a myriad of these suggestions and features, from countless threads between here on Discord to the forums on Steam, have actually been implemented into the game since before Early Access was finished.

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We're giving yet we're not getting. And people wonder why the game isn't as popular as people think it would have been by now. in it's current sorry-state but I digress.

frigid shard
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The future of gaming –
Primarily a text-based experience using Discord as a publisher?
With rapid turnover of rudimentary, A.I. generated game-play options on Steam to provide continual stimulus for discussion and ensure longevity.

cursive marten
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Here's another thing I'd like to add to this Wishlist:

Actual Points of Interest. It's quite clear that the current POIs, these floating stalagmites with poorly placed chests and anti-air turrets at their very tips, are an insult to anyone's intelligence. I was lead to believe that these POIs were going to be places in the regions that I'd actually want to visit. I have yet to waste my time in actually engaging with even a single one of them, due to the obvious fact that loot stored in these chests WILL go over into the cloudy void down below.

Redo the Points of Interests. Please.

To any person who has bought the game recently or since before 1.0, that has not read much of the description or info you've given to some of these regions, the very last thing they will have thought to call these "locations" are Points of Interest as they aren't remotely interesting or rewarding by any decent gameplay standard.

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Here's one example: The island Spine in the starter area. A shot-down crashed ship with loot and databanks aboard, entangled in a mess of vines encapsulating a mess of large broken islands with few explorable cave areas with one Anti Air turret nearby. As much as that one island is just an enlarged version of these current Points of Interest, it's far better than any of these POIs as it lends to the world building and presents itself as actually interesting.

green pond
cursive marten
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Yeah

green pond
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I have never once bothered going near them as they are all guarded by those ship turrets. Really I treat them as obstacles to go around when travelling

cursive marten
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Well yeah those are the touted Points of Interest for ya 🤷‍♂️

They're so good that the Dev post on steam announcing them had all of one sentence for their description 🤔.

heady rune
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I'd like the to expand on the survival aspects by allowing a player to make a home base on any island. This could be a shipyard upgrade that at its most simplest, allows a player to teleport back to it (and vice versa) from a ships core. The ships core itself would require an the upgrade also. Expanding on this concept would be to allow more "base" elements to be built at your designated home base, such as farming, and the ability to construct on the actual ground. Base specific schematics to find would give much longevity to the game. I mean the core loop remains the same, but for me, I'd love to not have to lug around all my loot in my ship, plus if all goes tits up, and your ship explodes, you can choose to respawn back at your home base to mount a recovery expedition. I get the whole "your ship is your base" pillar, but without true multiplayer, there really isn't any need to stick to this mantra as the risk just isn't there. Oh, and a home base would be impervious to attack obviously.

frigid shard
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Some elements of ship building need reverting to an earlier, happier state.
Why silly restrictions were introduced was never explained or justified.

Currently, mods are required to facilitate creative experiment.
Let Nines and any future modding community spend their voluntary, unpaid time actually extending the game, rather than fixing broken elements or unnecessary and limiting ‘features’ which the devs should have addressed themselves.

heady rune
patent yoke
# frigid shard Some elements of ship building need reverting to an earlier, happier state. Why ...

the crux of a lot of the current limitations is the performance impact. up to me, the only wishlist item would be to drop everything and do whatever is needed to resolve the single-thread/cpu-bound performance issue. it'd provide the most long term benefit and open the doors to bigger ships/islands. unfortunately, it doesn't sound like the economics at play would allow that at this time. if i can be hopeful, they would've had the opportunity to work on some substantial optimizations in the process of the console release that would end up in the pc version.

zinc flint
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Greetings developers,
I've collected a large list of improvements, fixes, QOL and new features during my playtime I would love to see in some form.

Improvements

Shipbuilding
• Allow parts to be moved in small increments with the arrow keys to stop rotating as soon as they snap to another edge.
• Add doors and trapdoors for ships.
• Add retractable landing legs and ramps to enter ships more easily without using the grappling hook.

Survival
• Expand the survival mechanics, for example with a hunger system and different buffs/debuffs.
• Expand the character level system. What’s the difference between lvl 1 and 10?
Does the player get new abilitys with higer levles like:
o Better glider maneuverability
o Doublejump
o a dash forward while sprinting
o higher quality food while cooking like longer bufftimes
o range for the grapple getting longer
o longer dodge range or more i-frames

Equipment
• Add upgrades or variations to the glider, such as a burst ability to gain a little height.
• Make it possible to grab other players with the grappling hook.
• Make clothing more customizable, such as adding or removing capes, hoods, shoulder pads, etc.
• Make clothing upgradeable so even Tier 1 equipment can provide good resistance. This could be implemented by allowing players to craft items once they have discovered them and using different tiers of cloth.
• As a higher-tier upgrade, allow players to combine the pulse hammer and the energy saw into one tool, maybe even including the repair tool.

Fauna
• Give animals more variety in the form of non-hostile mobs and more attack patterns for existing mobs to make combat more interesting.
• Expand the Skywhales: make them dive into the void and reappear for a limited time, add smaller whales, or let them travel in groups of two for more immersion.

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Flora
• Add more versatile and gimmicky plants, such as:
o Mushrooms that bounce the player upward
o Flowers that create clouds of spores that buff or harm players
o Aggressive plants like Venus flytraps or spitting plants

Workstations
• Allow workstations to be upgraded with a tier system, changing their visual appearance (similar to the core).

Helm Upgrades
• Make the helm upgradeable with instruments such as a gyroscope, fuel meter, attitude indicator, altimeter, vertical speed indicator, etc.
• I know some of these exist in the HUD already, but physical instruments would make flying much more immersive.

Ship Parts
• Make windows more transparent. They look great from a distance but appear very smeared when standing next to them.
• Allow decorative parts to be combined, for example placing a banner at the back of the large plant pillar or lights at the front.
• Allow players to scan ship parts to see the resources used and their stats/level.
• Placing ship parts should take less time. Adding and removing panels on large ships is very slow.
• Allow decorations to be scaled with the mouse wheel, at least within limits.

Ores
• Make ores visually distinct so players can tell what type they might be before mining them.
• Add a visual effect such as glittering for rare variants.

Bosses
• Add more variety to world bosses, for example different types of Arbiters and more attack patterns.
• Add island bosses such as mechanical golems, large drones with different attack patterns, or boss animals.

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New Features

• An energy allocation system distributing power from engines to ship weapons and workbenches, possibly with overclocking options.
• Planter pots to grow food collected from different biomes.
• Dye systems to color armor, decorations, and ship parts beyond what materials currently allow.
• Make weapons more customizable (scopes, range extenders, different magazines).
• Add more story-driven islands that focus on lore and provide a clearer path through the world.
• Add world events such as weather effects or storms over islands that can damage ships.
• Add dangers to the void instead of a kill plane, such as a creature that hunts players who fly too low.
• Add at least a text chat and possibly voice chat.
• Add more tools such as a hover pack, headlamp, or a small shield generator that can block instant-kill damage.
• Add a placeable beacon so players do not have to rely on deathbacks anymore.
• Add more civilizations besides the Saborian. Many are teased in the character creator—expand on them with buildings, ship parts, weapons, clothing, and food representing their cultures.
• Add an NPC trader that randomly spawns on islands (human or mechanical drone). Players could trade drift or a new currency for blueprints, food, or weapons.
• Add emotes such as sitting, lying down, waving, cheering, etc.
• Add different ammunition types such as corrosive, flaming, or poison rounds.
• Add sub-biomes to make larger biomes more interesting.
• the option to host/ rent bigger multiplayer/ comunity servers

Fixes
• Rubberbanding during ship flights, especially in multiplayer.
• Heralds/Arbiters behaving erratically in multiplayer, making them difficult to walk on.
• Overall lag, especially during boss fights.

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Quality of Life
• Food buffs should persist after logging out.
• Transfer items with a button + mouse click; drag-and-drop feels outdated.
• Open the chest the player is directly looking at instead of scrolling through multiple options.
• Show which ammo type a weapon requires in its description.

Thank you very much for your consideration, best of luck with the further development and see you in the skies

frigid shard
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@patent yoke . . . do whatever is needed to resolve the single-thread/cpu-bound performance issue . . .
Well, Bossa is not a 3-person indie startup using Unity for the first time.
I would assume they have the technical expertise in-house to understand the limitations of the software and will have designed accordingly.
That issue should have been prioritised long ago – the product will have been in development for four years come this May.

Regarding my comment re: ship-building, it refers to vessels of any size, not just the mega variety.
I guess someone decided that they didn’t want any ‘inappropriate ships’ spoiling their universe and imposed the limitation as a result.

For the record, the one I presented above flew happily on a medium spec machine without any performance issues.

patent yoke
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yeah, i didn't run into issues either with high part ships. it only gets noticable when you have a bunch of them in the same place

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which is why i think it's fine to kill the 160 part limit

frigid shard
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Just like the Worlds Adrift issues were 'down to Improbable', I can see Unity and coherence.io getting the blame for this one.

patent yoke
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regarding the performance issue, it's my guess it's coherence based off of the tests i did, still looking into it though. i did a write up in the open dev chat about my progress on that front

frigid shard
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Apparently coherence.io had a ‘soft-launch’ in Nov. 2022, V1.0 in Jun. 2023, V2.0 Nov. 2025
So relatively early days with LS been used as a ‘development mule’ perhaps?
I wonder if Bossa is still using an early release version?

patent yoke
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nah, they updated when they were working on fixing the storage poofing issue

frigid shard
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That’s reassuring –
So Coherence is in a fit state for purpose and it’s up to Bossa to fix things their side?

patent yoke
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yeah

patent yoke
peak moon
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Central blocks in the ship are also smaller than the other blocks

pastel plume
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Freeplacing panels similar to WA
Also the ability to put ship parts on the ground or straight onto other ships without needed to deconstruct them

serene juniper
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I think this is the right spot for it. Id really like to see the ability to tame or raise animals as pets. Riding a Bull Manta anyone?
Also PLEASE add auto targeting for at LEAST the machine gun turrets. Point defense and gunning down drones just seems like something they should do on their own

peak moon
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Id also like auto firing and targeting guns. Maybe only if you are SP

serene juniper
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Perhaps a world setting? Enable/Disable Auto Target

peak moon
ashen stirrup
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Crafting of end game items once found (arbiter cores) and more reverse crafting options.

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Compas directional ticks.

trim python
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Thanks for all the suggestions so far. We see you! ❤️

cursive marten
spare oasis
cursive marten
spare oasis
cursive marten
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It was never my intention to put people on. Neither is this the thread or topic for it.

frigid shard
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Personally, I’m happy with so-called ‘negative’ comments –
They are long overdue.

The developer/publisher procrastination and lack of meaningful response has exceeded all reasonable bounds.
The ‘wishes’ in this thread duplicate, to a great extent, feedback given since Early Access.

cursive marten
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Agreed.

peak moon
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Purely positive or negative comments never help much anyways

dull garden
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Constructive vs non constructive

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Actions are often more important than words though

frigid shard
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Indeed -
If anyone at Balor Games is reading this, could you at the very least, engage in some Typing Action here -
And thrill us with your Wish Intented Development List
(AKA Roadmap)

zinc flint
frigid shard
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No - I do mean Balor Games.
They are calling the shots.

trim python
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Hey Ritchie. It will be End of March/Early April as promised.

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Does anyone have any more wishlist items not mentioned above?

cursive marten
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Being able to view your ship's blueprint frame in an X-ray mode when it has already been built when customizing it on a shipyard.

patent yoke
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shared storage (either shipwide or proximity)

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changing chest behavior so it doesn't spit items out and physics knocks them off the island. those ones i recall were common issues mentioned

zinc flint
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decorational light sources traveling further then 1 block bc why am I in the dark if I'm clearly under some lights 🙁

patent yoke
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a pass on decoration stacking criteria, it'd be nice to be able stack books

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oh yeah, the rarity levels on gold ore should be fixed so people can naturally get flawless gold ore

minor jacinth
cursive marten
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A complete Map Table with Sonar and Upgrading capabilites to scan Island Resources upon completing puzzles on other Islands with the same resource types.

patent yoke
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and throwing. there was a reasonable justification as to why throwing is gone but please give us throwing back

minor jacinth
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Basics/QOL
• Key-binds when conflicting give option for cancel, reset conflicting bind or share bind
• Key combo to quick move items between inventories/storage
(relevant mod: https://thunderstore.io/c/lost-skies/p/nines_lostskies/CtrlClickToMoveItem/)
• Other combos for halving stacks, picking up 1 item, dropping 1 item from a picked up stack etc.
• In game chat for multiplayer with ability to scroll up to read chat history as well as ability to whisper players or only send message between party members (necessary for pvp enabled based servers)(relevant mod: https://thunderstore.io/c/lost-skies/p/nines_lostskies/SimpleChat/)
• A key to hold before deploying wing glider to have it deploy parallel to the ground (aiming a weapon will do this but should likely be an inbuilt feature for the glider)
• A key to toggle the wing glider functionality to that of the makeshift glider (can ignore this suggestion to keep a reason to carry both, but would be nice to free up some inventory space and make switching midair easier)

  • a spyglass that gives a distance readout to what you're focused on as well as allowing you place pings and map markers
  • have tutorial better explain how shipyard holo floors work, that you can delete floor panels to allow moving between floors on the ship, that the grapple can be un-clutched or reeled out to while doing electricity puzzle, that reeling in while swinging speeds you up
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World / Lobby Matchmaking, Settings and Features
• Lobby list is made global by default, but show where a world is being hosted from and ping to that world. (perhaps a warning over a certain amount of ping since physics seems to get worse the higher the ping)(relevant mod: https://thunderstore.io/c/lost-skies/p/nines_lostskies/WorldwideLobbyList/)
• Whitelist, blacklist, kick and ban options for host (potentially an option for to give admin privileges so others can use kick and ban)
• PvP on or off setting and/or dmg to player and ships form other players or ships multiplier setting.
• Setting/change for chests to open as inventories rather than spit loot out.
• Setting for loot from chests to be individualized/instanced so each person can get their own loot.
• Setting options for player locations to show on compass to all, to party members or not to show
• Allow the ability to give worlds an editable description that shows up in the lobby list.
• Have a drop-down panel for worlds on the lobby list that show active missions and which region/hub island they correspond to. Allow players viewing the list from map table to click to join that world and mission
• Kick / black list function for multiplayer

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Grapple
• Detachable wires for grapple; shoot something in the environment then at a later point be able to hold a button to shoot something else and connect the two targeted points through a wire. There would need to be a maximum length and load that a detached wire could handle and probably a maximum number a player can have placed.
o allows for ziplines / climbing ropes: these then can allow for shortcuts/checkpoints to be made by players inside black wall environments for them and other players to use. Potentially allow for creation of grapple points (along the zipline wire) between objects.
o Allows for wire puzzles to potentially become something like flow puzzles.
o allows for trip wires for boss fights to apply stacks of daze (requiring a minimum length or 2 distant contact points on the boss hitbox to apply a stack then snap)
• An official/intended means to launch yourself that requires a higher skill level than current intended grapple use.
o Gives an option if someone falls off a ship/island/boss to make an attempt to recover
o Gives another tier of skill expression to practice towards that is incredibly satisfying to use
o I believe it would be a very satisfying and synergistic way to use speed scaling melee weapons.

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Combat
The game has fun grapple movement and good ship functionality but underutilizes both. The combat of the game is rather generic shooting, which is serviceable but I don’t think is something anyone is singing the praises of. I’d personally like to see the grapple movement have more directly tangible benefits to combat over just maneuverability. As for ship functionality being underutilized, what I mean is, there is all this physics around ship rotation that allows ships to move like airplanes; but there is no situations where being able to make dog fighting maneuvers makes much sense. The bosses of the game try to match your altitude and are rather slow moving while maintaining distance which means the engagements you get into with your air ship play out more like naval ship combat. The ability to pitch and roll, climb and dive rarely matter/feel necessary. I think enemy NPC ships could be a space where maneuverability matters more and ship vs ship becomes design vs design.

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Melee
Reasons:
• Translates grapple movement into combat capability through scaling damage with player speed and air time.
• Provides an aoe option that has the balance of requiring the player to get up-close with the mobs/enemy and being dependent on movement for full effect.
• Melee range will synergize with use of the grapple for the player to get close/move between targets/have speed.
• Although not the intent, could also give more value to using the yank ability of the grapple.
• Allows for stamina to have a reason to scale in the same way health does through food and/or comfort system (ie health needs to scale to survive against higher level enemies, stamina could need to scale to be able to swing higher level/rarity melee weapons)
• A mechanic for helping other players in jumping puzzles.
• Would be fun if synergized with current seraph flying bosses and potential island-based bosses
• Skill expression based melee since it relies on skill of grapple use + other factors suggested specific to melee (angle of approach/spin attacks)

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Implementation suggestions (swords):
• A slot in the paper doll for melee weapon that can be quickly used with a specific keybind whilst using other things that are equipped via the hotbar like guns.
• Implemented to have similar functionality to risk of rain 2 loader melee ie speed translates to increased damage. Speed relative to global coords rather than the target. Otherwise, damage will be severely reduced while being dragged along by a flying target. If the enemy is yanked, then it could be flagged to take into account relative speed of character and enemy for a brief time window/until it recovers.
• Speed of player/relative speed at time of strike could also scale up the range of the aoe and multipliers of damage types. Weapon variants can have different radii on aoe, different aoe shapes/volumes, different aoe size scaling rates vs player speed
• Have a “heavy attack” that requires charge to be able to use. That drastically increases speed scaling. Like:
dmg=base_dmgspeed_multiplier2^(speed_multiplier*Boolean(heavy_attack))
Where at max grapple speed, the speed multiplier is 2 but unclamped to allow for people exploiting things like dropping from a height or suspending themselves off a 75 knot ship. Standing still the speed multiplier is 1. This should allow grounded/slow heavy attacks to be about 2x damage, while max grapple speed ones will be 8x. Weapon variants or weapons of different levels/tiers could also come with variations on these numbers for better or worse scaling and of course different levels of base damage.

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• Charge can be accumulated from grappling around not touching the ground, more speed = faster charge (could simply be distance traveled while not touching ground directly converts to charge accumulation). When touching ground or using heavy attack, charge drains. Weapon variants could have different charging rates, drain rates, drain on use, maximum charge capacity etc
• Can drain charge via a powered-up heavy melee attack that uses atlas (could be an ammo type for melee rather than just lore) to enhance the strike with gravity anomalies that allow for powerful aoe attacks / armor stripping attacks. In terms of the gravity anomaly, think gravity hammer from halo; in terms of melee style, think attack on titan swords: then combining these 2 things.
• Heavy/Charged attack potentially performed by double tapping the melee key.
• Possible add-on to the suggestion being similar to spin attack in Zelda games where rapidly rotating the thumb stick then pushing melee does a spin attack (wasd or wdsa rapidly, then melee button for kb+m). Here direction of spin could matter for damage where from a bird’s eye view; if the enemy/contact point is on the right of the character an anti-clockwise spin attack with wasd or anti-clockwise thumb stick rotation could result in a dmg increase. Same is true for enemy on the left of character from a birds-eye perspective; wdsa rapidly or clockwise rotation of thumb stick then melee button would do a clockwise spin attack with increased damage. Have it so the angle between the vector to the contact point, and the players movements vector determines the damage multiplier. This should mean the highest possible damage will come from swinging past the enemy and striking as you pass it.

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• Potentially allow for melee button to be held down, even after the double tap ie press, release, press, hold… then each additional repetition of a rotation of thumb stick or wasd or wdsa drains more charge/ammo/stamina and does another instance of the spin attack/charged strike/aoe. Mainly see this being applicable to armor of large enemies or environmental barriers but also just fun to go into whirlwind mode (maybe with additional effects like projectile reflect). This could allow for combos and feel something similar to using a jakobs weapon in borderlands combined with helldivers stratagems.
• Allow for a “brace” stance to be used while standing on ground with melee weapons that roots your character and provides a grapple point for other players. To be used in jumping puzzles allowing someone ahead to act as a shortcut/grapple point for friends.

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Hammers and Lances
The above has been written with swords in mind, but aside from swords with spin attacks and slashing damage; lances with piercing damage and hammers with impact damage could also be options with their own variants/upgrades throughout the game and own playstyles.

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• Lances can have some form of charge attack where they do more damage the further away from the target you are when you initiate the charge and how close to the original target you actually hit. I see this charge as requiring continuous boosting to keep moving forwards and recoil becoming worse as the charge/movement gets faster. The intention is to have it play something like a highly mobile controlled sniper where you control an increasingly unwieldy projectile. For maximum damage you would want to move as far as possible from your target, then turn around and initiate the charge while swinging quickly towards the target and aiming at it, presumably through double tap and hold of melee button. This should auto disconnect you from the grapple (if attached), put you on a trajectory towards the target and mark the initially aimed at point. As you rocket in the direction of your reticle, recoil will try to move it off target with stronger pull the faster you go, speed will also continuously increase. As an alternative to recoil correction with reticle aiming, the lance could continuously spawn rings of “hard light” panels around its trajectory path that quickly despawn which the player can grapple to, to correct the trajectory ||see OD post for example||. On collision, damage done can be dependent on final speed and distance from marked point. A “pressure wave” could also move with the lance, growing in size with speed, dealing damage to mobs it passes over. Stamina and air time charge will continuously deplete during this attack.

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• Hammers can be about going up to then initiate slam attacks. I see this being achieved by allowing heavy attacks with hammers to do a different thing depending on if you are grapple or not. If a heavy attack is initiated while grappled, it will throw the hammer in the direction you were moving at a multiple of the speed you are moving. A thrown hammer can be grappled to and its physics is only affected by gravity, ie limited flight possible in the style of Mjölnir. If the player position intercepts the thrown hammer, it becomes useable again (cannot be grappled to hammer and throw it at the same time). Hammer will return to player after colliding with something or going more than 100 meters from the player. If heavy attack is used while not grappled, it initiates a ground slam attack. This will quickly decelerate and dampen any upward and horizontal velocity and allow gravity to start pulling the player down with a much higher terminal velocity to normal. A “pressure wave” could also move with the incoming slam, growing in size with speed, dealing damage to mobs it passes over. On collision damage done and aoe radius can depend on final speed with severe fall-off from the contact point. Hammers could also have the capability to knock back light enemies / objects, here an uppercut that sends things skyward allowing for some form of juggling or send up then slam down combo could be fun.

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Speed Scaling Gizmo/Gun grapple synergy
To bring grapple movement synergy to the already implemented guns, the air time charge system could be made universal through an equipable gizmo. This would then be the thing that builds up charge through aerial movement for utilization by all weapons. Alternatively, the mechanic could just be brought onto the guns themselves. Guns could toggle on charge consumption to have the following effects with all adjustments being variable with gun variant and level:

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• Shotgun: increase pallet count and spread with speed
• Long range rifles: toggle charge usage, increase damage and reduce recoil and spread as stored charge increases, expend on shot.
• Assault rifles: toggle on charge usage, records max speed before firing, adjusts fire rate, damage and spread based on what max speed reached before firing and consumes charge as you fire. Requires max speed to be reachieved after fire stops for reload duration
• Pistols:

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Armor
• Could tie into the melee system where some armors allow greater damage reduction / projectile reflect while moving at high speeds; some armor could allow higher or lower grapple speeds with the trade-off being lower or higher armor Ie tank vs berserker (where speed translate to dmg through melee).
• A cosmetic paper doll where inserted armor pieces show up visually on the character overriding the actual armor piece equipped but don’t effect stats.
Scaling
• Armor amounts increase approximately linearly but dmg reduction increases exponentially with current armor implementation. This means the difference between 20 and 40 armor will feel substantially different to 360 and 380 (if ever possible).
• Differences at the low end are barely noticeable, ie 10% to 15% to 25% dmg reduction across the current 3 different tiers. At 50 health, 20 incoming damage with no armor will survive 3 hits, 10% dmg reduction is still 3 hits, 15% is still 3 hits, 25% barely survives 3 with 5 health left.
• Change armor system to scale differently. Suggest 30-40% dmg reduction per tier of armor. Ie dmg_after_armor = dmg*0.7^(armor/40)
• Currently full survivor = 40, full green = 60, full blue = 100; change to 40, 80, 120.
• This will mean at 50 health, 20 dmg becomes, 14 at 40 armor (4 hits to die), 9.8 at 80 armor (6 hits to die) and 6.86 at 120 armor (8 hits to die). Ie it should be far more noticeable that armor is making a real difference. It may require adjustments to the amount of damage mobs do to the player as they move through regions / increase level to remain a challenge (this should further highlight the usefulness of armor)

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Food
Additional effects on foods
move max health/stamina to comfort, make foods focus on regen / stamina consumption.
additional damage on melee, faster melee swing speed, reduced spread/recoil on weapons, faster reload.

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Bosses
Island based bosses / character combat phases for aerial bosses
Island bosses found in arenas that can either be an asset in island creator or standalone islands added to regions by devs or spawned in with quests system. This prevents the need to make large creatures/seraph bots have to be able to navigate highly variable player made terrain.
Immobilizing Island bosses through detachable grapple trip wires and/or attacks to limbs to stack cc and reduce break bar. Anchoring bosses to boulders with ship harpoon / stored boulders acquired from islands.
Shields can appear at health thresholds similar to shipyard bubble (can be grappled, can not shoot through), destroy greebly bits or summoned drones to disable shields. In the case of aerial seraph bosses, it will require use of harpoon to keep ship near while player boards boss to disable shields (or other player can do this in coop).
Segmented Armor bars that require a certain threshold of damage to be done in 1 hit to have a segment break. Relies on the high scaling dmg of melee to be destroyed in order to expose weak point underneath which can be damaged with guns. Segment armor mechanic could also be used as environmental barriers requiring a certain strength of hit go be removed. Armor types can also take increased damage from certain melee types; slash on organic/fabric, piercing on metal plating, impact on energy barriers.

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Hub Islands

Hub islands: dev made islands to act as central hub for each region. Here story missions can be centered and allow for effectual changes to the world that do not have to accommodate too much for the variability that comes with player made islands, while still allowing player made islands to make up a significant quantity of the islands present and allow them to be swapped around for custom maps. Hub islands could act as the 1 static, reliably present anchor in a world with custom maps around which to include the following mechanics:
Island Restoration: Begin to rebuild civilization by restoring farms / mines / plantation / residences / radar / reviving NPCs (skeletons, player placed or generated) to unlock more information about and functionality in a region.
Was shown this: cinematic introduction
Think it's a better narrative to have (the civilization reconstruction effort)

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Farms
Food ingredients, trees, mines (including atlas is using it as ammo for melee). Passive generation of resources able to be harvested straight to hub island mass storage. Upgradeable generation rate / capacity using sacrifice of gathered resources (higher rarity contributes more to upgrade progress). Can generate any rarity of cultivated/planted/mined material: either allow material rarity to be generated to be chosen with generation rate being slower the higher the rarity and upgrade expense similarly scaling; or make generated material rarity frequency depend on farm upgrade level where higher levels adjust distribution towards more frequent higher rarity materials.

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Mass Storage:
uses list system rather than inventory grid/slots. Sorted into tabs similar to build menu. Mass storage is accessible from any hub island and access the same shared inventory. Allow for ships docked at hub island special shipyard to deposit directly from their storages into the mass storage. Allow for ship edits at the hub island shipyard to pull directly from mass storage and deconstruction to deposit directly into mass storage making ship overhauling a far less messy process.

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Hub shipyard
for overhauls/rebuilds directly connected to mass storage
Fast Travel / Interworld travel via ship based warp gates through special shipyard
Building in special shipyard can pull materials directly from mass storage and dismantling will return them direct to mass storage.
Guaranteed/Easier recovery (can always have option to revive at hub island)
**NPCs **
(Trader, Science, Combat)
Find them per region (similar to terraria) / ties into hub island restoration. Use RitchieJs suggestion for revival of skeletons as source of NPCs (allows for interesting sci-fi story elements + circumvents lone survivor justifications + synergizes with game title)
Quests: Eliminate hordes, scan databanks quickly, take down bosses, haul cargo (harpoon required, investigate area indicated on map, recover wrecks (stand alone or from NPC enemy ships), hack (chase) seraph, complete shooting gallery / ring course.
Intended for repeatable gameplay to focus pve co-op around / alternative to puzzle gameplay. A mission / quest can draw on multiple of the above in the same way warframe bounties work in plains of eidolon
Story quests also possible, story quests can tie into island restoration overarching narrative of civilization rebuild.
Vendors (NPCs can provide this), pity system + quest reward + exchange of excess currency (drift/briefs)

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Ships/navigation

option to save attachments to blueprint
option to scan parts to know what their stats / materials / subcomponent stats
ship essentials don’t get fully destroyed but instead become non-functional and have to be repaired via repair tool or shipyard past a threshold of health to become functional again (mainly applies to helm and fuel tank atm)
decentralized power grid/comfort system so that large ships allow for more powerful equipment and higher comfort scores.
switch comfort to provide max health and max stamina ship wide scaling with comfort score and remove duration scaling (ie it applies until switching worlds or switching to ship with higher comfort and/or a long duration like 1 hour), leave regen to food/bandages

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Map table
• Buildable within the first few islands of region 1 (potentially include in the tut quest objectives)
• Upon entering a region for the first time, pings the location of hub island
• Restoring radar on hub island in stages reveals more region information with stage
o Island locations (also can be in stages)
o Name of island creator / Name of island
o Island resources
o Island chest amount / amount player has opened / found
o Island Databank amount and how many player has scanned
o Island Ark presence and if visited by player
• Able to purchase from vendor / find in chest / receive as part of a quest, consumable map data that when used on map table will provide a point or zone to search in. Useful for:
o Salvage quests wreck locations
o Kill quests for giving an area to search in for seraph bosses / enemies / NPC enemy ships etc that can be spawned into empty air upon consuming map data, whales or really any aerial entity that can be spawned in with map data consumption
o Island NPCs to be found, revived and recovered to hub island (skeleton assets based on ), also already alive NPCs that could be temporarily spawned onto player made islands as story quest objectives or for rescue mission variants etc.
o Location of boss arenas/islands that can be spawned into empty air upon consuming map data
o Treasure (either using re-locked chests) or rubble pile assets.
• Used to display world lobby list from ingame allowing viewing of active missions within world and hosted on other worlds, then allowing it to be clicked on to join that mission (provided the ship is in the right region and the region has the hub shipyard restored to the point of enabling fast travel/inter world travel).

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**Weather bombs: **
Could remove reliance on engines to get through walls improving sail ship viability.
Repeatable requirement from seraph bosses to cross next tier of wall (higher tier bombs materials dropped from higher tier bosses to subdue/lessen severity of higher tier weather walls).
Used as fuel for fast travel between hub islands with restored shipyard
Materials become purchasable from vendors after first acquirement from region boss
Aside from being used on walls to lower their severity in a radius and allowing passage between regions, can also be used to either summon storms as a PVP smoke screen / aoe. Can also be used to remove cloud coverage over a large area (potentially even the whole region) to improve visibility with an in game means rather than requiring the mod.

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Island Creator
• Allow islands made in creator to be opened with lost skies either in a test world or through custom worlds. The movement and way various things function do not seem 1:1, plus keybinds are not adjustable in IC.
• Puzzles are often linear and the difficulty comes from locating a clue in the environment or finding the hidden puzzle element. The puzzle rarely comes from the pieces themselves. If puzzles can exist in a multitude of failed states and elements can affect other elements without being locked to a state, that should allow them to become more of an actual puzzle (as can be seen in some monolith puzzles).
• Allow puzzle elements and components with function to have reversable success states (ie. A completed lazer relay puzzle can become uncompleted if a lazer somewhere in the chain is moved)
• Allow more elements to have more input and output signals.
o A pylon could send a signal to open a door when electrified allowing access to another pylon to complete the overall puzzle. A pylon could receive a signal to become dormant/locked and unable to switch states from being electrified or un-electrified.
o Each relay in a Lazer puzzle could be made to output their own signal, or turn off if active when receiving a signal.
o Each orientation of a monolith puzzle could output a different signal; different input signals could rotate monolith puzzles a different amount or lock them from rotating.
o Dones could be made to be able to choose a path to fly along depending on an input signal to a drone station, this includes flying backwards. Arrival of the drone at a station could be made to send a signal.
o A time trial puzzle could output signals from different output depending on if a time was achieved allowing for better times to unlock more doors with rewards behinds.
o The above also applies to shooting gallery.

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• Introduce logic gates, flip flops, timers and combining / splitting signals so Minecraft redstone levels of customizing adventure maps becomes achievable.
• Add organic/fabric, metal/glass and rock/ceramic/energy barriers for melee slash, piercing and impact damage types to break down.
• Add damage and death zones that can be made to toggle on/off with signals that also have the ability to move by recycling the movement used for drones.
• Allow creators to designate a fresh state and the ability for puzzle elements (not including chests) to return to that state if a signal is received.
• Possibly allow respawn stations to be placed by creators, functioning as checkpoints. This could also be the case for intra island teleport stations.
• Moving/moveable platform / blocks that can follow predesignated paths, move with signal or be stopped with signal. Enable puzzle elements to be attached to these moving objects.
• To work with scan/hack quests, and making use of the fresh state feature suggested above, allow creators to designate rooms/zones and what puzzle elements need to be solved to access those areas. This way a quest can pick a databank or chest in a zone, then reset the connected puzzle elements to re-lock that area; achieving something similar to player made warframe spy mission. This could also be applied to zones with spawn areas to allow elimination type missions to not always have to take place on an island surface.

Harpoon

  • for tethering ship to whales, seraph bosses or potentially other player and NPC ships making boarding possible in more chaotic scenarios
  • allows easier moving of wreck balls (your own ship or salvage of enemy ships)
  • useable for hauling cargo in trade missions between hub islands (gives power beyond reaching speed cap a purpose)
  • allow for pick up and storage of boulders on ship (when stored have similar physics to wreck ball)
  • allow harpoon chain to detach like grapple suggestion to tether boulders
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#TL:DR
Main wishes

  • Wish to see grapple utilized more in combat in way that allows grapple speed and air time to directly translate to damage
  • Wish for Ground based boss battles that integrate multiple elements of the game, and the seraph boss battles to have more accommodation and synergy around boarding strategies.
  • Wish for the game to NPCs to act as vendor and to give out missions that can be a focal point for gameplay and also work as content to focus pve coop around (too much "what do we do", "i dunno" when joining random MP sessions)
  • HUB islands allowing for mass storage, hub shipyard that can depost ship inventories direct to them, act as restore points that will make recovery a guaranteed easier process, farms to have more consistent ways of getting rare materials that also mitigate the gathering fatigue (vendors might be enough for this purpose), act as join point for MP so it's not so far to go to join in on w/e the host is doing, allow for devs to make/add story content that doesn't have to account for the unpredictability of player made islands,
  • Using HUB island and missions systems to mmoify the game in a peer 2 peer way much like how warframe works with particular inspiration that could be take from their open world content such as plains of eidolon where each region could be seen as its own plains.

I very much need to add to / edit and clarfiy a lot of the list

peak moon
#

Grapple Improvements

This is going to mention Just Cause ALOT. It is the game that perfected grapples.

  • Let us use the glider/parachute and grapple at the same time. Just Cause does it, so why cant Lost Skies give us the same thrill?
  • Increase range. Lots of times I feel like I am in range of something, yet cant grapple to it. Again, look at Just Cause.
  • Make sure people know that you can grapple items on the game.
  • If you can add the other, more interesting parts of Just Cause's grapple system (JC4), we would have a lot of fun with balloons and other things. Setting traps for the enemy and the like.

Camera Improvements

  • Let us look up and down fully. Use 175 if 180 doesn't work (based on testing in other Unity games)
  • Give us a zoom function
  • Show the HUD toggle button
patent yoke
#

please fix the shipwreck compass marker. i think it's still broken (i should've looked into this but i forgot until just now)

frigid shard
#

@trim python . . . any more wishlist items not mentioned above?
Why not have 'someone in Bossa' summarise feedback being given since Early Access 2025 across the LS Discord?
It will cover a lot of key ideas given by players in general rather than the few who are still active here and will provide a more balanced view.

minor jacinth
cursive marten
#

That also hadn't occurred to me that presently 19 people, myself included, are the only ones speaking for/on behalf of a would-be community that may experience even a fraction of these suggestions if ever implemented 🤔.

Which begets the question:

Where are the rest of the under 200 players or even the original peak of 3000+ players whose voices would also deservedly need to be heard on this subject matter since it would affect everyone? Rather than the few vocal who are deemed popular just because they only say nice things about the game 🤔?

peak moon
minor jacinth
trim python
green pond
cursive marten
green pond
#

Yes

cursive marten
#

That's the reason, it is bugged and really needs to be fixed but using the basic helm does not incur that issue so I would kindly recommend sticking to the basic helm for now 👍

green pond
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I'll check if that makes a difference but I seem to recall it being on both of them. But they should still fix the camera

cursive marten
#

Agreed

zinc flint
cursive marten
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Well, not mainly. There used to be a few outliers that weren't apart of Open Dev that were just as hostile to people with differing opinions about the game, which still seems to be the case sadly but yeah.

zinc flint
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I gotta say I haven't met anyone hostile yet, tbh quite the opposite. I also wouldn't call me hostile

#

the ppl I met here were so far all super helpful and community focused

patent yoke
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another wishlist item- please make helms invulnerable or allow players to place helms while undocked

peak moon
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Personally, nothing should be destructible. Just becomes unusable once it hits 0HP

green pond
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I have another thing to add to this list. When deleting custom ship designs, Why in gods name is it so that it deletes the most recent ship design instead of the ship design I have selected to delete?

patent yoke
green pond
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also it might just be the minecraft player in me but we need a way to label storage containers so we can know what is in them without having to actually open them

cursive marten
#

You can

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Go into a container and press R

#

The option for it is on the bottom left hand corner just under the Storage UI

green pond
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well look at that, nice

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thanks

tight ginkgo
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Sky shark. An aggressive mob that patrols the skies 😁

spare oasis
tight ginkgo
spare oasis
#

Oh yeah. Another wishlist item, being able to scan ore nodes before cracking them open

tight ginkgo
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Scan ship parts too. So they are easier to match

spare oasis
tight ginkgo
#

The scanner was like a gross fly tongue. It was dope lol

spare oasis
#

I never even thought of that XD

cursive marten
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@trim python Are we still not planning on involving all paying customers a chance to voice their aspirations for what they'd wish to see implemented for the game?

trim python
#

Yeah sorry about that. I ran out of time Friday. I'll pop a post out tomorrow.

patent yoke
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if this will be a steam/reddit post, i express my condolences for whoever has to field the responses. may i suggest making it a google survey with the open response field at the end to filter out the amount of bad faith responses from people who barely played the game? it will also prevent the inevitable drama when someone (me) crashes out after seeing idiotic responses like the game being a cash grab or the delusion that the only thing that can save the game is a dedicated server. (on that note, another wishlist item- please make multiplayer games default to public instead of friends only. maybe do that after handling the passengers getting yeeted off of ships on island load issue.)

patent yoke
#

A makeshift content proposal until custom maps are a thing-

Goal- Offload the initial island review process to the community and encourage island creation outside of contests/events.

Sort the workshop islands by popular (or recent) and make several game branches differing by static map uuids (add a map uuid column to the worldmeta table to prevent the world db from being used with different maps). Skip the usual vetting process by slapping an alpha/experimental label on it. Keep feature set the same- the target audience are the island creators and the existing players who have run out of content. Something like 4 branches with 150 islands each. Normalize island difficulty and keep them at a minimal level, goal is testing/feedback.

Look into the possibility of automating importing the workshop island updates for biweekly branch updates. If not possible, then wing it based on the volume of updates needed. The (hopeful) assumption is the island update process is not a complex procedure. It'd be really good if the update can note which islands have been updated to save on tester attrition.

Throw a steam post up announcing the variant builds. State that it's explicitly for island testing and set some timeframe for data gathering (4 months?).

The idea would be that players would have something to tide them over between content updates, would be able to continue with normal progression (as knowledge node and treasure chests would still work), and catch severe island bugs before they make it to the standard content release. Island creators would be able to gather feedback on issues to allow them the opportunity for changes and work around the main game/island creator differences. The experimental label would set proper expectations while incentivsing play as players would still be able to progress their character and reduce long term investment on ships.

#

.
The end goal would be to develop a pool of 'stable' islands to reduce the vetting/testing work involved on the bossa side. The island feedback threads can identify popular islands that should make it into the standard content releases and remove islands that have issues and are no longer being maintained. After the data gathering period, map refreshes can happen on a bi(tri?)-monthly schedule with the previous release being in its own branch (to give people a chance to try to move materials to the new map. alternatively, just include data for both maps and load based off the map uuid in the world db and skip the previous branch altogether). The variant branches can then be replaced with a single branch to handle additional islands with a shorter testing schedule to feed into the pool. This way, features can be added in smaller chunks while maintaining player interest.

The replay issue would be minimal as players who participate in the variant branch feedback won't have issues doing the same island again as they would be doing it in the context of the the new content release.

While having to switch branches isn't ideal, the assumption is the playerbase willing to interact with this content won't have much issue (also assuming that switching branches doesn't require redownloading the entire game).

minor jacinth
# peak moon Personally, nothing should be destructible. Just becomes unusable once it hits 0...

How does this work decorations and the panels themselves?
I guess some decorations could stop contributing to comfort score, but what does a 0HP bulwark or overhang that is "no longer useable" look like? Only think I can think of is a ghost version of the part remains in place and has no collision to projectiles and such until repaired past a threshold.

Personally i'd just make material acquisition and storage (off the ship) more consistent/easier so the rebuild process isn't too much of a pain and loosing a ship doesn't feel like a massive blow. I get there is the wreck ball recovery option but if you go ball mode in the storm wall or something, that's gonna be a tricky recovery, and the ship that'd be capable of it wouldn't be too far off the ship you lost in the first place.

As for the more core elements of your ship, like helm, fuel tank, core upgrades (not the main core), I agree with the 0HP = unfunctional method. Would just add the condition that it has to be repaired past a certain threshold before functionality is restored after it has hit 0. Not sure if there should be a material repair cost here too...

peak moon
#

Maybe even making it so that when a functional part hits 0hp and turns into a wreck, it can cause damage to surrounding parts (like a fuel tank with fuel remaining)

minor jacinth
#

too much Oppenheimer for you 🫣

peak moon
#

?

minor jacinth
#

heh, im imaging a bunch of fuel tanks stacked onto a ship then intentionally damaged, so that when it takes collision damage, if one blows up, it sets off a chain reaction and blows them all up

peak moon
#

yeah, like that. With the ability to make small drone ships maybe in the future, we could make kamikaze drones. Though those would be better with nukes

cursive marten
#

Add a lighting mechanic to the shipyard in some form or another to make it far more plausible and easier to work on your ship during the night time.

broken star
#

Base Building System is my main thought. I like the idea of having a place to return to, store materials and have a harbour for me to pick and choose what ship to use for what occasion.

flat shell
#

what if you could put the panels (walls,floors) on the ships manually when building them like how it was in worlds adrift and include and option to have them warp to fit the frame of the ship including around the edges for a rougher feel also like worlds adrift

idle badger
#
  • Remove the Drift mechanic entirely, and make it so disassembling schematics gives research materials back instead
  • Sky hoverboard
ivory shard
#

What if we could host our own dedicated servers

cloud osprey
#

Mirroring ship parts seems like it should already be in the core game

spare oasis
#

Toggleable first person

flat shell
#

more enemy variety for each zone

spare oasis
#

even not on the helm

mystic junco
#

Is there a way to currently skip the tutorial? If not, please make a way to skip it/ have a quicker way to get started. I’ve wanted to hop on and play but I wanted to create new characters, but whenever I get started I just cant bring myself to do it all again.

copper agate
#

The number 1 thing this game needs is a dedicated server binary. Also there should be a way to specify your own custom world map using islands created and exported from the island creator.

runic wyvern
#

being able to skip tutorial or spawn on a different island entirely is waht i would like too yes

dreamy fractal
#

probably have been mentioned a bunch of times already but i wish there would be more armor/Clothing options

mystic junco
#

I don’t know if this would be possible but I really miss servers. I like where lost skies is going in general but it doesn’t feel the same being a strictly single player game

cursive marten
kind dawn
#

More balanced combat, please. There are still occasions where I'm getting my ass kicked in the first area past the tutorial zone, with weapons upgraded from the second! The ability to craft your own armor as you go would be a godsend as well. The random drops can be way too random, and the attacks can be a bit too inconsistently brutal!

nocturne dagger
#

go back into early access leaving it in the state the game was in was the biggest mistake

serene juniper
mystic junco
unreal prism
#

let us have dedicated servers and mod support through steam above all this will keep things going while you develop more

normal abyss
#

Telescopes and or sights for rifles would be good.

nocturne dagger
meager monolith
#

we need dedicated servers, its crazy its not a thing yet

rare knoll
#

The main division I see in lost skies and worlds adrift is we have building with too many limitations and not being able to fully warp the frame or place objects closer to one another really is limiting to what we can make in the game without using mods

kind dawn
unique totem
#

Add PVP!

kind dawn
copper agate
nocturne dagger
worldly trellis
#

A Ammo display when you are firing cannons to know how much ammo you have left would be really nice

rare knoll
#

FUEL FUEL FUEL we need to get this basic mechanic in like it’s crazy we don’t have it

nocturne dagger
#

tbh it's crazy how grindy the game is with the little content it offers in comparison

granite thorn
# unique totem Add PVP!

Add servers with full damage (like World's Adrift was) so people can PvP if they feel like it.

unique totem
finite tiger
#

Would be nice if the ost from the menu can be on the game

rare knoll
#

More story driven content not like the ark that just gives some lore drop some real story interactions

coral willow
#

Perhaps using a small variant of the shipyards mechanics, create a pair of devices, can be small and simple, that will "tether" a ship in place when they're aligned near each other (a few meters). They don't need to be big, like chest sized.

Make 3 , one that attaches to ships they connects to tether anchors, and two tether anchors. One can only be placed on terrain, the other placed on ships.

This way players can park their shop without needing a shipyard or worrying about it floating away due to some issue or another. They can even build a pseudo base by making a larger airship with docking points, and tether that ship to a ground anchor.

Essentially a lot of creative possibilities can arise from simply adding a way to "park" the ships.

hollow drum
#

Proper shipyard bubble position and free placement of the core module could be nice

normal abyss
#

There are several chests where stuff drops into the void or clips into a wall when you open them. Fixing stuff like this would reduce frustration.

nocturne dagger
#

also mirroring parts

serene juniper
#

Double Saborian Disk drops

pure jasper
#

harsh but honest opinion at least:
i dont like the fact that its unreal engine as its known for being bad at fps but what i hate even more is the fact that the game just looks like fortnite. i also hate the artstyle of ui and objects. they used to be post apo rusty etc. world adrift looked like a game one of its kind. artstyle didnt looked like any other game. now its just glowing slop that makes no sense from the engineer perspective. i also hate how the big monsters are. they just shoot at every direction changing it into bullet hell type game.

brazen heart
#

I've been using one of Nine's mods that mirror ship parts, making ship more symmetrical, this is something that i would love to see in the base game.

rare knoll
#

Also where are the dials and measuring devices we saw on skywatch ?

serene juniper
rare knoll
#

A UI revamp for ship piloting would do great

nocturne dagger
rare knoll
#

True

spare oasis
nocturne dagger
#

pretty sure reviews wouldn't be half as bad in ea

rare knoll
#

We may need a forum and separate threads for each idea this is getting messy

dapper wraith
#

Bug fixes. There are so many bugs. The core gameplay shouldn't have any bugs.

spare oasis
serene juniper
copper agate
strong path
#

what if we made it an mmo and has like these giant cloud wall sky regions that would connect to different... "areas" like worlds.. and you could go adrift through them...

i agree with a different threads/ form for this, yeah

serene juniper
spare oasis
agile jungle
#

You got the code for large flying creatures. The code for turrets and ship models. How abut roaming automated deadly lootships?
Everyone wants harpoon. I want to be able to zipline on them when they come.
Tow hooks!
Spring boards/player catapult for deck launches

A disposable booster rocket to give you a few hundred meters of emergency vertical for a few seconds.

mighty meteor
#

I don't really know how to explain this, but LS feels a lot... softer? to play than WA did (went on the island creator to check).

steep arrow
#

Would be nice to have some sort of floating pirates or at least lesser, weak versions of arbiters. Outside of playstyle being shallow, i think having some risk of combat against humanoids whether i air or on islands would be neat.

Also i advise to start performing some sort of control when it comes to islands. Many islands have clearly don't fit in the world not only by style, but also by lack of lore about them. The train island, tower of heaven and traid outposts are neat, but without any explaination or lore, they don't fit into the experiece, in my opinion.

strong path
worldly trellis
#

More effort into multiplayer would be nice

copper agate
steep arrow
#

the trading outpost looks like empty space ship, basically untouched. It is cool, yes but unless there are active human npcs's you can talk with, i don't see reason to have something like this in vanilla game.

thorny arrow
#

Compass, altimeter, fuel gauge, airspeed and other useful instruments as placable items just like in WA. This helps immersion.

Better maps, paper map as t1, atlas as t2 for a basic world map and maybe rudimentary gps as t3 to add minimap.

Mele weapons. Axes, swords, knives, etc.

Quests, and a quest tracking system.

Base building.

Flowing water.

No more "waves" in still air.

More multi in multiplayer. As in dedicated servers and such with hardware as the only limit to player count.

Creative mode with multiplayer.

spare oasis
rare knoll
#

But we should have more more base like elements for ships

#

Mostly what we were already supposed to get

#

Like plant beds and other ship weapons and windows maybe

#

Daring suggestion

amber forge
#

Proper command console, please. For singleplayer worlds, sometimes you want to derp around and try stuff out without having to put 24 hours into it first and then lose your progress if it fails. A suite of commands and a proper input/output window would be not just valuable, but imo essential.

cursive marten
amber forge
worldly trellis
#

Another thing that I think is a bit weird is why cant we mix two half walls? example why cant we have half glass wall top and a half metal wall bottom?

steep arrow
hallow vine
#

I would like the game to be generally more build focused and less grindey. The option to create your own land base beyond the basic kiln and dock space would be amazing but even if we could just reach a space where we were able to tinker with ships without worrying too much about gathering resources would be great.

The MMO DNA is a problem because MMOs focus on daily tasks and that whole grind scene.

Customised maps where we can pick and choose islands and regions.

Mining where you know what you're getting

Ability to refine ingots into better quality ingots

fewer stats. There are a lot of stats to each item that probably do matter but it's a lot to keep track of and it's unclear how much you need to focus on one thing over another.

combat on foot generally feels unrewarding, difficult, and attracting every mob nearby punishes you for using a weapon. Why?

Let us use resources straight out of containers

Let us pick the colour of our stuff (armour panels etc)

Let us easily blueprint and template placeable assets (wings/engines/tables etc)

I don't know about anyone else but the puzzles, while cool, do get old. We only have so many and you get to know what you're looking at. Community generated content varies wildly in style and difficulty (which can be good but also makes it rough)

consider jailbreaking yourself from the Worlds Adrift lore. Allow the possibility of us running into NPC occupied areas, refugee camps, survivor enclaves or suchlike. It would open up a lot of content potential.

cursive marten
hybrid bluff
#

Ai pirates and traders with their own ships wpuld be cool. The merchants could bartered with or robbed etc.

slender phoenix
#

when you upgrade the tier of parts, docking with a shipyard should automatically upgrade any of them that have already been placed. tearing down and rebuilding your ship over and over for incremental stat increases is frustrating.

carriage linkages and/or ship mounted harpoon cannons would help the way i play the game.

more alloys, and the ability to refine lower tier materials would be very much appreciated.

steep arrow
heavy forum
#

Optimization please 3060 ryzen 7 and 32 gb ram is dying while playing

tight ginkgo
#

A scanner to scan ship parts and nodes

cursive marten
hallow vine
plush wagon
#

ok so i havn't read through this entire thread yet but here's my list of things that should be added to improve either fluid gameplay or QoL

  • the tailor workbench
    this things been a fable since we started testing...... why isnt it in to be able to upgrade / tune our armor

  • the "tow" system
    again another thing that was brought up waaaay back on the premis of how to recover your ship after it turning into a ball, either a tow line or have the option of sending a drone from the shipyard to retrieve the ball

  • ground base option
    this one got suggested to keep players emersed in gameplay by having storage in game that was "safe" off the ship without having to resort to a secondary save as a storage. also acts to lengthen gameplay by having optional content of building

finite herald
#

Right, have a few from me:

General:
-Make AOE not hit through walls please
-Scanning progress should not vanish instantly. It makes some things quite hard to scan
-Chests yeet things into the Abyss. This is bad.
-Ctrl/Shift click to transfer items
-Chest sort button maybe?
-Growable/Farmable foodstuffs
-Manual saves, loosing everything because you thought you could take that herald... is not fun. Loosing your ship is very, very frustrating atm.

Materials:
-Colour ores please? Or let us scan ig
-Maybe let us refine ingots, 3-5 normal for one pure, etc?
-Clearer and/or stronger glass?
-Text on items so I can finally figure out if I am looking at steel, tin, aluminium or titanium
-Allow us to use materials as paint? (to touch up the look of things and be able to have a preferred look)

Building:
-Mirror mode for objects
-Maybe add 'wrecked' variants of objects, so they can be restored without having to figure out placement again?
-Alternatively let us blueprint objects too?
-Let us copy an object so we don't have to make lists of which parts were made of what

Blueprints:
-Make Drift less pain
-Potentially add a 'for every x recycled blueprints, get one you haven't found yet'
-Let us compare stats for turret bases and such

THE MAP TABLE:
-Make it show height
-Make it slightly smoller
-Give it coordinates
-Show enemies in a radius (maybe)
-Whales? (Very maybe)

-Linux support? Maybe? I know its a lot of work, so am not expecting anything.

#

Generally I find the game rn is just too rng heavy in the resource aspects.

spare oasis
finite herald
#

I've had it crash a lot through proton

ember bridge
finite herald
#

But who knows, maybe that was some other weirdness

spare oasis
cursive marten
finite herald
#

Native support would still be better though, but I understand it that is the very, very bottom of the priority list

hallow vine
finite herald
#

Rn I got no review for LS, but the next patch and/or announcement will be when I make mine.

#

I hope it'll be positive.

slender phoenix
finite herald
#

Sadly, 'it works on my machine' is still my bane as someone working in IT

#

XD

leaden kite
#

You know on the whole I think the team did a great job expanding on the game thus far and fine tuning allot of things from worlds adrift.
My wish list I think would be #1: some sort of universal storage besides the airship as for those that live dangerously we just end up building storage barges that stay put anyways. #2. Better mapping system, maybe an item or structure that you can download mapping data from an area or maybe add some notes or some markers to remind us of resources or points of interest.
#3 It would be nice to know how many databanks are on each island and how many we found, for those that love completing things but hate finding the answer online it would give us more information to find that elusive puzzle or maybe return to find later.

hallow vine
#

blueprinting ships is a huge bugbear for me. Not having an external location for blueprint files is a major issue for builders such as myself who want to take that time to get everything 'just right', and it also makes me extremely risk averse when engaging with the rest of the game because there is no way to rebuild what I spend tens of hours getting how I want.

And not having those blueprints save placeable assets, even as a highlighted space I then have to go build after the frame is done, makes me unwilling to actually use any of the ships I've created.

cursive marten
cursive marten
#

We do have that

#

I'll message you in #💬│general-chat

plush wagon
#

a good option for them to see what ppl really want for the game would be to look at what mods have been made and whats popular

remote raven
#

My two cents. I really like this game, and I want to continue playing it, but the Arbiter boss battles (and the other one) are really intimidating, and might not be possible with the time I have available. For me, an alternate path to resources, or a difficulty setting, would help.

ember bridge
# heady rune I'd like the to expand on the survival aspects by allowing a player to make a ho...

I like this idea a lot, and it kind of relates to an idea I had that can be sort of a happy medium between ground base and ship-only base:

Allow players to register to multiple ship cores at once and use the cores as teleporters between them. Right now my group plays with two ships, a huge storage barge with all the materials, food, and crafting stations, and also a warship loaded with cannons and armor but minimal crafting. We leave the barge behind when we spot a herald or something to fight so there's no risk to the materials, but if I die while registered to the barge I'm fully out of combat unless they come back and pick me up. I think having a Fleet you can swap between at will would mean you could build a "base" ship and leave it floating over a safe island or something but switch to more combat focused ships when you want to

somber briar
#

Hmmm personally I like the of more range of customization of the ships. Its great now, but I'd like extra blocks just to add different layers to it, such as the Keel bottom of a ship? I don't know if it is in the game currently or not, but from the parts I've seen and the pics I've seen doesn't seem to be apart of the ship design options. Being able to round out the ships would be visually nice.

#

Oh and the idea of having planting or even cosmetic plants to add to a ship is always a passion I love doing. Just a farm in the sky is fun, even did it in No Man's Sky.

plush wagon
#

their is cosmetic plants already

somber briar
#

Ah, then just missed them. x3

frigid shard
#

A collated list from Bossa, based on feedback in this thread –
Confirming the components they are actually technically capable of achieving
And a player voting system to direct a viable version of the nebulous ‘Road Map’

soft raptor
#

Suggestion: Make the Map show All SHIPS in the vicinity.
Weather be destroyed or otherwise.
Would be epic if it showed whales and bosses too

fast olive
#

Hear me out, we got viking tribes and cannibal tribes WHAT IF we get non gun weapons like swords bows and axes, MAYBE a gun lance thingy?

ember bridge
# zinc flint **Quality of Life** • Food buffs should persist after logging out. • Trans...

All fantastic suggestions, bravo. Being able to craft higher stat variants of armor (or even implementing things like elemental resistance, poison resistances, using manta skin to reduce damage from mantas, etc) once you've found them would be great. Currently you're stuck with whatever gear you happen to find and it's just a single stat armor value; not super engaging.

Also I would to be able to shout "divert all power from life support to weapons systems!!" While fighting an arbiter

slender phoenix
#

aoe damage not passing through walls would honestly be huge.

registration of multiple ship cores, too.

trim bloom
slender phoenix
#

material for frames changing something other than weight, so scrap isn't the best choice until later game?

slender junco
#

It would be nice if I didn't have to make a resource ship and a combat ship separately.

Since I apparently have to strip off everything but weapons and components to get maximum speed.

Or at least if I could move them both at once somehow, via control or tow cable or pack or up, or something.

ember bridge
ember bridge
slender phoenix
night galleon
#

Last I played, I recall engine power being something that was really irksome, because my ship was too heavy at all times having to try to haul my resources to try making a better ship. I'd try to strip down to only cary one stack of any given item, but that does not a ship make. So maybe there are things like 'increased stack sizes' to reduce space needed for storage, or upping propulsion power on baseline stuff.

ember bridge
night galleon
#

Also, more than once, I didn't respawn at my linked ship. I would die and it would put me on some near-by island, when I'd died on a totally different island. So I had to start over and try to make a 'runner' ship to find my original ship. I don't know if that ever got addressed.

slender phoenix
night galleon
#

that sorta ties back to how really dependent you are on your ship, and so death can be incredibly consequential to the point I sorta fell off playing because I didn't want the stress of losing it all.

upper pecan
#

a server client so multiplayer worlds can be always online

rare knoll
#

It would be great to get core upgrades that both look better and feels like something that builds on top of th core we got not just adding random machines also getting the work station upgrades we would be cool

ember bridge
#

I'm sure this has and will continue to come up over and over but inventory management in general is not pleasant. Having loot explode in all directions when opening chests or processing animals is very annoying. The "move items" from storage to inventory and vice versa is never optimized and will frequently leave you shuffling things around manually anyway. It would be fantastic if crafting tables could access the storage inventories of everything on the ship they are assigned to, and for shipbuilding bubbles to behave similarly. This could be a craftable ship upgrade as well if needed for progression purposes

#

I'd also really like a place where you could buy schematics you haven't found, like maybe merchants or even the Ark computer after upgrading it highly enough.

rare knoll
#

I remember once they had ui for something like that in the ark in early access but I don’t think it ever made it to the end

dense marsh
#

I've been playing for 153 hours but stopped some time ago and am only adding this now because I got an email from Discord telling me of this message. Obviously over time things have changed and improved but I still have very little idea or willpower to build my ship to the point of going through the winds because my ship falls apart and I have no idea even if I'm going in the right direction so why keep trying?

rare knoll
plush wagon
#

u can pass the first windwall with 1 engine, sure it'll take forever but u can

#

dont use sails

cursive marten
# rare knoll Bruh I’m sorry this is a skill issue if you can’t get past a wind wall

Nope. I disagree, that abovementioned user does not have any prior experiences with a game like this. Additionally, the gameplay itself does not make clear on how to go about certain things nor does it inform you that going through a wind wall will tear your sails apart if they remain deployed. It's things like this that this Wishlist should also aim to address in creating much better clarity for new players to the title.

proud compass
dense marsh
cursive marten
night galleon
#

"Skill issue" is what people say when they don't want to admit a mechanic they understand doesn't work for someone else. If you have to call it a skill issue, you have nothing of value to add other than wanting to belittle someone for not jiving with the often flawed manner in which a game presents its mechanics.

cursive marten
#

Agreed.

proud compass
night galleon
#

so no, it's not a skill issue. the game gives you little direction. THAT is something forthe 'wish list'. Some form of better 'direction' for the directionless.

proud compass
cursive marten
#

This is apart of the Wish. Revisit how information is presented for certain stages of progression for the player, progressing through the first wind wall is one such valid example.

night galleon
#

so that is another thing to look at here. player exhaustion.

true lake
#

Peaceful mode

proud compass
night galleon
#

many times i just went "i'm tired, boss", and was fed up with my slow ship, my storage situation, or my ship parts.

night galleon
proud compass
night galleon
#

that's cool. i still needed/wanted resources from the core islands. this takes time. lots of time. lots and lots of time.

#

so perhaps there needs to be fewer core islands to get you OUT of that starting area faster?

#

or, the islands closer together to make the time between less.

rare knoll
proud compass
night galleon
#

we aren't all like you.

proud compass
night galleon
#

so maybe it's worth addressing what's broken so other players don't 'fall off'?

frigid marlin
dense marsh
#

Thanks all. Sorry for mentioning it here.

@proud compass I did give up but after watching the sales fall apart and not appearing to be moving forward, it seemed a bit pointless to keep knocking on the door if it wasn't going to open. I'll give it another push and won't turn around.

As @night galleon says, the no map thing is weird. I appreciate the lesser cloud nowadays so you can visually travel from island to island but finding your way around is still at bit tricky at times. I found an area once (kinda losely Rome like, pillars and stuff) but never found it again. I know you get a map table at some point.

stark pelican
#

I miss being able to run into random players while playing from WA, even though that's probably not feasible, something like a larger public server would be really nice

proud compass
cursive marten
# rare knoll Yeah the game doesn’t need to hold you hand for everything that is the fund you ...

The game needs to inform you on the fundamentals of the game. Because the player may not be able to distinguish what is a bug from what is an intended feature. There is no proper in-game documentation on aspects like this and that needs to be addressed. If you can't or are unwilling to make your game approachable then don't be surprised when it no longer becomes commercially viable precisely like Worlds Adrift did.

night galleon
plush wagon
#

it being the size of a entire ship blocks kinda overkill when its only really useable from the interface not the holo top

night galleon
#

and the hunt. gets. boring.

proud compass
rare knoll
cursive marten
night galleon
#

so, another thing i never did was kill the herald. i never had a gauge as to how tough i needed to be. how hard it hits. where the 'level' is. so my option is to yeet myself at it and 'find out', and possibly lose my ship and all my hard work-- or don't do that at all until i hope i've over-killed it.

proud compass
night galleon
#

how would i see it if the fear is i will lose all my hard work by failing it?

#

i have no desire to start over again

rare knoll
#

It is one thing I forgot to mention the herald and any of the bosses are very undoable as a solo there should be a better sacking for that

night galleon
#

go back to the islands. re-farm all the stuff to make the engines and guns. etc.

#

ah yes, also that. i was always. always. always. solo.

#

no one would play the game with me because my friends looked at it and went 'not my thing'

proud compass
rare knoll
#

You most times need to make a very dedicated ship for it

night galleon
#

this is sarcasm, by the way. that's bad game design if the thing i make is the thing i need to hide away so not to risk it all.

#

i have to farm for 2? 3? 4 ships?

proud compass
night galleon
#

you mean the boxes that weigh down the first ship and make it slow

rare knoll
#

Yeah and the grind for a ship isn’t to die for it’s not super great but it’s not too hard even more so if you are still in the starter area

night galleon
#

it's not hard, but it's not fun

night galleon
#

i think you are all missing the point

#

tedious farming tasks to insulate yourself from loss don't make a game fun

#

maybe for you. i dunno.

proud compass
night galleon
#

'skill issue' or something

proud compass
#

Wish it was more interesting.

rare knoll
#

Lathe skill issue is looking at a problem you need to find a solution and just giving up after not getting it th first time

dense marsh
# night galleon so, another thing i never did was kill the herald. i never had a gauge as to how...

I did kill the Herald, I think on my second or third attempt. I'm pretty sure if you set your steering in a certain angle so you keep turning you can virtually avoid most of it's shots. I think I also had 4 big guns step up on one side of my ship then use the keyboard shortcut to jump between them all.

Dying at this point is a pain in the ar*e because you need to build another ship, guns etc....

rare knoll
#

I dunno for me is a game where you solve your problems you own way and it doesn’t mean your way will always work

proud compass
dense marsh
proud compass
#

Which brings me to another wish, I want a harpoon gun like they have in sea of thieves so I can tow back my destroyed ships easier.

rare knoll
plush wagon
night galleon
#

maybe i can put this a way which is more understandable. This game wants my time. Okay, that is fine. It has problems to solve. Okay, also fine. I play space engineers, so I make my own problems for fun.

But I also have Space Marine 2. my friends are actually playing that, and that also demands my time. I could play this, where my time isn't respected because I have no direction and the problems need a lot of grinding to solve and push through as some twisted labor of love-- or I can just crush a tyranid's head and have fun.

Keeping the mechanic of 'lose it all' reduces my desire to engage, because I don't feel like having that stress. Life is stressful enough, especially right now. I want to de-stress, and total loss isn't fun. Grinding and re-grinding to make backup ships isn't fun. Not knowing where I stand in the world, be it on the map or against the enemy power level is not fun.

marsh rover
#

Make it into a game where players can host servers or even better make it and MMO that simple and the game would be perfect

night galleon
#

So those are my key points. I played a -ton- of this game in open dev. I started over... constantly. what I stopped having eventually was any form of fun, as it became a mechanical grind.

#

in an empty world, with no people, no friends, and no npcs that didn't want me dead.

rare knoll
#

I get your paint I just still think there should be some consequences for not making it through an obstacle

night galleon
#

Sure.

#

it's how the player re-bounds from that failure which matters, and what the starting point to that rebound looks like.

#

if it's "we've dumped you on this random island. hope it has the resources you need!", that is kinda crap

rare knoll
#

Hmm I get that maybe the best of this is like lowering resource costs for building so to make it a little less punishing maybe

night galleon
#

the game randomly spawned me on this one island after i died on an island my ship was on and active. I was bound to it. for some reason, the game randomly un-bound me and shot me off to this random island. for whatever reason, this island had none of the little bugs you can kill for the dust to craft your shards. in fact, it had nothing but trees. it didn't have any ore, either. just trees and manta.

#

i was literally stranded.

#

that was the last time i played

#

there is 'problem solving' and then there is 'this is too frustrating, and im spinning my wheels.'

plush wagon
#

this has always been something ppl wanted, a fallback or safe storage for after a death. The reason for ppl using a secondary save as storage is again linked to the loose a ship loose everything. when ppl loose too much stuff on repeat to be reset to zero every time, it drives a wedge between the player and the game

north ravine
#

I'd love to have more flora and fauna. More types, and more interactions with and between them. Basically a more dynamic biosphere, one that feels like it exists outside of the player, with enough variety that biomes start differentiating more.

I'd also like to see higher tier creatures, up to some that would make sense to engage with your ship, rather than on foot.

night galleon
#

I'd like to know where i stand against the enemy. a challenge rating, of sorts. is my armor/gun good enough to stand up to this stuff? i have no idea.

#

i won't know until i get entirely destroyed if i was in over my head

spare oasis
night galleon
plush wagon
#

would work if it was connected to all other arks cause u never know where ur gunna respawn after a ship loss

#

now if their was lore for something like the ark having access to a interdimentional storage or somethin its the universal bank across the arks

night galleon
#

my point here is that having to re-do my tasks starts to feel hollow. take any of the souls games. you get CRUSHED constantly in those games and you lose the souls you have on you, but you don't lose your levels, or armor, your weapons, or the places you've been and can travel back to at will.

#

they are harsh but fair. you always have what you came in with after a loss and a chance to go get what you dropped in one easy, fast, dash and grab.

plush wagon
#

travel between discoverd arks could go with that same banking feature

night galleon
#

that is a lot harder for a whole ship

#

but yes, fast travel between found arks and even islands should be a thing.

plush wagon
#

i ment for after loosing a ship

spare oasis
spare oasis
#

Then vaults would work

#

you only respawn at arks anyways

night galleon
#

im not talking about supply. im talking about "your ship blew up and fell? it's gone? 'retry' button." You just respawn at the nearest island and the ship rebuilt at it's last healthy state.

#

happens in the case of total destruction

spare oasis
#

its already in game

night galleon
#

hauled and rebuilt- but with none of your resources on it, correct?

plush wagon
#

the methods of recovery just needs a MONSTER QoL

spare oasis
#

or both, tbh

night galleon
#

because why would i go through the herculean effort to go get it back to re-build it when it has nothing of value on it?

plush wagon
#

yep, the drone retrieval would be cool too

spare oasis
plush wagon
#

can even have it require u to get pcs from the drones

#

tank drone size one go's from shipyard n tow's it back

night galleon
#

spending time to get the ship back after the loss, re-building it and re-arming it, is treading water. i am not advancing in the game, but standing still as i re-do it all again. i like that you two are thinking about easing the loss, but it isn't addressing the core gameplay loop issue where you are stuck in place having to re-do things.

cursive marten
#

Agreed.

night galleon
#

again, tyranid skulls need crushing, and i can do that, or go re-do my ship for however many times this is.

night galleon
#

games today compete for your limited time and attention. setbacks are a fast way to make someone go "imma do something else now"

#

loss can hurt, but it also must reward. this game has no reward for loss.

worldly flax
#

Honestly, given logistical issues, wouldn't it be faster to just implement some kind of ship-board crane/shipyard that can stick to a second vessel and/or the remnant ball of one? If your ship gets popped, you'd just have to build something reliable enough to get back to it to fix it. Or otherwise, just being able to say, have a fightin' vessel you can deploy from a larger exploration ship would be neat.

night galleon
#

I think the easiest option here is some form of vessel protection or upgrade to it which means you only need that one ship. you can rely on that one ship. hell, you could lose that one ship, but it wouldn't matter as much.

Hear this out. The atlas storage idea taken to an extreme. Dedicated translocational storage unlocks semi-early which allows a massive storage unit. a translocation beacon is unlocked, placed on a ship for a not unreasonable resource requirement. it has access to the stored atlas inventory to easily move items back to the storage or out of it. Is it infinite? no. Is it massive? yes. Your crafting stations all have access to it if the beacon is present, too.

Recovering the 'dead ship' goes to the shipyard. You have a button that says "recover lost ship". You press it, the wreck is pulled into the build zone.

#

keep the game moving forward.

toxic dew
#

utilizing the community tabs on movement within development so people stop thinking the game is abandoned.
your biggest boss fight right now is with the community
you were forced to abandon WA and everyone percieves it as a willful action to make money, it took a lot to garner trust back, and then with this game you released it early in a not perfect state and nothing official has been posted to steam community since december 1st, everyone has again just assumed you took the money and run, unless they are in the discord (and even then, some people still think it)

#

and a road map, definitely needs a road map

night galleon
#

another thing that could stand to go is playing "belt tetris". let me put my weapons/farming tools in equipment slots to free up the inventory space, and make the whole inventory the belt.

#

in practice, that is. just protect the inventory.

lethal wyvern
#

*survivor npc that are pirates with their own airships---- If yes pirates ----- then: Crane attachment tool addition to ship, to haul their ship to home base after raid to disassemble ---- :end *

fossil mountain
#
  • Dedicated servers
  • Dungeons
  • Elite mobs
  • Tighter combat mechanics and movement
night galleon
#

the mobs are plenty elite now. getting attacked by 3+ mantas at once is nearly a damn death sentence because they don't have a group AI. They have a set attack scheme they will do irrespective of each other or the player. Enemies have a 'dumb ai' of sorts, which can lead to combat getting super unfair really really fast. Everything hits you at once, because it's doing as told to 'kill the player'

plush wagon
#

oh wait till you have 2 full packs come screaming in, ur dead and the next 4 bodies are just to lure them back away from original corpse

lethal wyvern
#
  • Regional hubs of different starter locations with a player teleporter that is left by players who want crew meet ups. ---- (Gate spawns in starter Ark; player makes and registers ship, assigns gate in Ark to ship core. Can assign permissions in teleporter who can and who can't use warp to ship from the Ark Gate.
plush wagon
#

maybe add in a distance from spawn point leashing

odd quartz
#

Shipyards should safe the ship with all decorations/weapons, etc. and if you get damaged you can simply invest the lost resources to restore that state.
This would get rid of one of the most tedious things in the game and actually would make air combat more fun, as you don't have the though of repairs in the back of your head.

slate sinew
#

Honestly, The only thing I wish for is just to believe in Bossa again. I look at all these ideas going around and I can't help but think. "These are cool, but it doesn't matter because none of them will ever be implimented."

Bossa needs to start working hard on building community trust again. And no, just promises or roadmaps..really no 'words' will do anything. We've heard words before. Do consistant, tangible steps to prove things are getting better and Bossa is actually making that change.

Possibly a commitment to monthly updates. Even if that update only has 1 bug fix, or 1 new or improvement on an existing feature. Just...clear, consistant progress. Thats what Lost Skies needs.

somber idol
#

I know a lot of it would be a great deal of work, but this is a Wish List right? More craftable armor with stats and set bonuses that affect weapon choice/playstyle. An appearance system in case we like the look of one set but not the playstyle. Rework of small arms gun play, a simple bullet drop system would feel a lot better than the firearm just not hitting anything at range. Expansion of crafting small arms with either modifications or materials modifying stats. I'd love a melee system incorporating the grappling hook. Less restrictive frame creation with more 3d modeling type functionality while staying low poly of course i.e. collapsing faces to make a pyramid. Less punishment for those of us that don't want to make a massive fancy mansion or maybe a mother ship with the ability to swap or deploy a fighter/scouting ship. It's kind of annoying to spend all this time on the decorations and then taking that into battle to fight a herald and losing a bunch of that work. Maybe smaller race ships that would allow for making a race circuit on an island as a puzzle? Other survivors, hostile and friendly, as the world feels incredibly lonely. Maybe survivors you find on dev islands (so we don't end up with a bunch of questionable characters on player made maps) that you can recruit to do basic stuff on ships or set to farm materials on said island for you which would function as a sort of timer until they have the materials you requested. Fuel system that actually requires farming/crafting fuel. Food system needs a massive rework the food buffs in some instances are really bad for a more involved recipe while you're better off using some of the components for said recipe. For multiplayer a party system that will allow you to respawn near your party members in the nearest Ark.

echo mesa
#

Quick step dodge option vs the roll. Some sort of melee combat option.

night galleon
#

back in alpha, the saw blade was a viable option for combat

minor jacinth
#

oh that reminds me, some sort of aerial dodge, with invuln frames

night galleon
#

might be worth bringing that back

somber idol
#

reloading being cancelled by the slightest bump in terrain is rage inducing

somber idol
#

I'd like to see boarding the heralds being a viable tactic especially in multiplayer

minor jacinth
# night galleon might be worth bringing that back

you can still use it to bring down arbiters and such, but it's clearly not intended; or at least there is nothing in the fight that seem to accommodate for that possibility other than being able to use it to damage in the first place (it takes ages and can't fight back).

I'd prefer a melee system that synergizes much more with the grapple movement anyways. Combat seems widely regarded as meh, grapple widely regarded as good, the game risk of rain 2 exists, the character loader exists. That's the sorta melee system i'd like to see but with weapon variants and probably also stamina draw to make getting better foods / comfort to increase stamina cap/regen seem important in the same way better health cap/regen is seen as important as enemies scale up.

Though i've written paragraphs on this higher up the thread and probably shouldn't repeat myself too much.

proud compass
manic token
#

Here are the main points to improve Lost skies IMO:

  1. Improved Questing (More streamlined main sotry quests + side quest)
  2. Implement Bases for storage (Can also be used for defense quests, travelling mercahnts and so on)
  3. Improve Skilltree: The Idea of leveling skills by using them is nice, but the progress feels a little meaningsless
  4. World DLC: More content like areas, bosses would be very nice
  5. More NPCs in general (Maybe a floating base ship full of npc and merchants and so on)

I guess there are a lot of features that would make lost skies even greater, but most might be out of scope for now (like complex Side Storylines)
Therefore I would suggest to tackle those which can be implementet fast to keep the community playing (Like a few new islands + improved questing)

somber idol
#

Actual flight instruments placed on ships and not built into the UI 😢

#

Epheremus Drifter!!

unreal delta
#

Id love persistent public servers,

minor jacinth
unreal delta
#

It's frustrating finding cool people who join your world and have no other ways of communication in game outside of crouching and pointing with grapple. Even an emote wheel would be better than what we have, but world and local chats would be amazing

native tundra
#

A shared storage between the arks could be great, so you can save your farmed items in case your ship gets completely lost, which happens too often.

proud compass
minor jacinth
unreal delta
#

I also second the ship size limits. I love building big ships and if I have to add a second atlas generator to sustain it then I'll get farming.

somber idol
#

various sizes of atlas generators to allow for different classes of ships would be cool

unreal delta
#

Ooh if a larger class is placed on a smaller ship it just floats up like a balloon lol

somber idol
#

More weapon types beyond firearms. Maybe you're able to modify the tech behind the saw and make a magic-esque weapon type while staying in universe.

#

Allowing for inventory slots in the paper doll for tools so you're not limited to just the belt. Not a great feeling to go out for ore only to realize you dropped the mining tool for the repair tool.

unreal delta
#

Now if we are talking, outlandish wishes, I WOULD ABSOLUTELY KILL (or just pay) FOR A VR MODE!!!
I WANNA MOVE THE LEVERS AND STEER MY SHIP.
I WANNA STARE INTO THE VOID OFF THE DECK OF MY SHIP.
I WANNA SLING MY BODY AROUND WITH THE ARGUABLY BEST GRAPPLE MECHANICS OUT THERE.
I WANNA STARE A THE BEAUTIFUL SUNSETS WHILE SITTING ON MY BENCHES IN MY SHIP.
I WANNA BE IMMERSED SO BAD

spark kindle
#

Some way to tell what quality resources are before you start mining them would be nice
An idea I had was a subtle glow around the resource in the quality color
Green for Pure, Blue for Flawless, etc

odd vale
vivid adder
#

reduce the crafting time of ammo from 5 to 3 seconds
increase the time between tank drone salvos by like.... a second

modern girder
#

Got some suggestions,

  1. Remove Drift for BP, (for me it broke the game, i lost almost all passion for the game, i know of a mod to remove drift and that made me regain some passion), better to make it so scrapping duplicate BP will give you tech you upgrade other BP

  2. Suggest making it so you spawn on different island and different tutorial. Whenever something happens and i lost my save file, it was always so boring to start over as you did the same thing over and over and over again,

  3. Better Island coverage,
    From those i i explored, many dident have much lore or connection to what has happend in the game.

In my opinion, what made WA great was the freedom and the adventure each death started, as well as the community of People in each meeting

Looked forward to LO in hoping it would bring back that freedom. But it ended up taking it away,

Game in itself is okay, but it does not bring out what People love and expected to come from game that followed WA

spark kindle
obtuse grove
#

I know I've said it before, but I'll say it again. Hover Board, baby!!!

#

I haven't played for a while, waiting for the bugs to be handled before I jumped back in. I think stabilization is super important and I'm guessing multiplayer is much better than it was when I was playing daily.
That being said, I think the 2 biggest things that will make this game great are these:

  1. The ability to lock ships in place in the air and build off them more, making them immobile bases / player made islands. (think of a bunch of ships moved into place and connected with bridges and ladders and such to create larger structures)
  2. Larger servers that let people create actual communities. This allows for the emergent gameplay that people love games like Arc and WA for. Large servers with immobile bases of operation lets people create homes and something to care about / build on, and the social aspect gives people a reason to try to progress in it.
spark kindle
#

Yeah, making immobile bases would be a nice feature
As it stands, you have 2 options

  1. Fumble around with multiple ships, having one as your actual ship and one to fight bosses with that has the bare minimum
  2. Fight with your main ship and lose absolutely everything you have when it gets destroyed, which feels incredibly demoralizing
vocal pagoda
#

I understand it's not an online game anymore in the playing with others sense, Buuuut what if each island had it's own an online market place, tied into the lore somehow. Where players could buy and sell their goods, with a different market places for each island it could encourage players to move loads around between islands.

Creating an economy that makes people feel connected while still playing alone.

The only true hurdle would be player saved games and using old saves to resell already sold good.

Hmm not a practical Idea I guess.

night galleon
proud oriole
#

Take notes from Guardians of the Wild Sky because their demo is amazing.

plush wagon
#

well if u like the pokemon gets blackout drunk with LS and ark = guardians of the wild sky

hearty belfry
#

I would like more door options for the IC... let me put any wall in then I can set point A and B with a transition speed. Be it a sliding door or a hinged door.

#

Would like some lore to find in game as well, similar to WA, finding pages of books around the land that helps peice together the lives of previous civilizations.

odd vale
#

As long as the majority of the islands are built by players and not the devs then "more lore" is a responsibility of the players and not the devs.

lunar hill
#

is it possible to pull any of the islands from WA? there were a lot of player islands there

verbal merlin
lunar hill
#

it was as slow process, but yes! eventually every single thing on the "resource ship" vanished, but anything I had stored in the Arc as left untouched

#

I made a new world, to try rescuing it, & when my character went to that world... it poofed it all out of existance on the first save...
what my character unlocked still existed, but all the blueprints I had spare & rare resources from other multiplayer games, was all gone

hearty belfry
#

Currently only way to get history is through the computer on the arks

peak moon
#

Game lore is only found on islands made by the devs. Otherwise its just make by the island creator

cursive marten
#

Also known as Fan-Fiction, which if you're trying to illustrate a cohesive story for your game, the last thing you want is to rely on your player base and their ability to create islands to hold that kind of responsibility. You see just how well that's paying off for the game right now in its current state.

civic kayak
#

World's adrift server so we can pummel each other again

spark kindle
#

Another thought I had, though it's probably too late
I think this game would have been much better without levels
No levels for enemies, no levels for equipment
A more BOTW style of gameplay

peak moon
#

There are no meaningful levels in this game

tulip loom
violet sparrow
#

The only thing keeping me away is the terrible inventory/storage selection system. Selecting which cupboard you want to store your stuff in should not be a choir

peak moon
tulip loom
hallow vine
tulip loom
#

Vetting process as well as a sort if style guide from the devs

hallow vine
#

Maps that just totally break from the lore I actually don't mind as much as the ones that include writing that contradicts the lore but still seem to take it as a given circumstance for their contradiction bug me more.

Like an uncanny valley for storytelling

tulip loom
#

Yeah, as has been mentioned it just starts to feel like you’re playing a Foundation fan fiction rather that a game set in Foundation

hallow vine
#

But I also feel like the game is somewhat hamstrung by the Worlds Apart lore and would benefit from some diversion from that

tulip loom
#

I think it also doesn’t help that creators aren’t given things like scale references to keep things consistent between islands. Like, I have no idea how tall Saborians were supposed to be, since doorways and furniture between islands puts them anywhere between 4-8 feet

hallow vine
#

It's the Dark Souls problem of designing an environment first and then working out how you're going to actually get around it later 😄

tulip loom
#

Yeah, exacerbated by creators having no way to test their islands in-game currently

hallow vine
#

My PhD is actually on stories that have no particular sequence and LS/WA is great for my research. I really enjoy how disconnected it is and how fragments that don't quite fit come together

#

But I also notice certain limitations for it as a game, particularly a game that's meant to be driven by community generated content, and I feel like there's a lot of scope to just play. Like maybe in whatever hypothetical custom world creator that might spring into existence can include a lore setting, like do you want an array of islands that all follow x timeline or y, or maybe we can create whole island clusters that tell a completely different story

#

In that way you can have a 'strict lore' sort of world where the given circumstances laid down just never get challenged, you can have alternate ones where maybe there's a survivor city or whatever, or maybe you just hit the 'mix everything' button

lament root
#

My wish?
Have every person in the studio play the game from start to finish, and write a list of "this felt clunky after I was forced to experience it for the 5th+ time"
Then have them fix it.
Then play it again from start to finish, making a new list.

there is, quite frankly, many small but persistently annoying basic engine problems. Every single one of them should have been caught and fixed (i'm sure some already were) long before offering the game up for sale.

So yeah, do that. Disable their dev tools. Force them to actually PLAY it. Cause when it comes down to it if you have something that's more frustrating than enjoyable to play? You're doomed as a GAME company.

Particularly, you all need to look at how several systems are interacting with each other.

Eg: Mob level vs weaponlevel vs damage statistics being one particularly damning example of systems that feel half-implements and "placeholder-became-product."

marsh rover
#

Make it into a game where players can host servers or even better make it and MMO that simple and the game would be perfect

quasi bronze
#

The world feels incredibly empty even with all of the islands and their puzzles as it's devoid of all life. Even though the story gives lore as to why it feels like a cop out where there could be safe havens to have traders or people looking for supplies that could hire you for quests. It would be a good way to give players another method to get blueprints and miscellaneous supplies and give the world some much needed life.

Honestly, overall the story is on par with No Man's Sky and the gameplay gets extremely dull. A good example of this is when Smii7y was sponsored by Humble to play and it was very apparent he was bored playing it. There really needs to be more to do especially to retain the attention of more players and a change of the story away from the wall of texts you get at the arks.

peak moon
hallow flower
#

PvP

#

Dedicated server support

#

The things that were stripped from Worlds Adrift

lunar hill
heady rune
#

Fuel to mine, Analogue gauges, Skip the tutorial msgs, A loom to make clothes/armour, Mirror option in shipyard along with illumination at night, Teleport function of core to take you to another ship you own by using the purple atlas crystals, more stable coop, roaming NPC's (pirates) and or NPC's on islands that give quests, Racial traits, customizable private servers, and .......just finish the damn game, I want to get up to the Gall island in the sky please.

lunar hill
marsh rover
peak moon
#

No, it really wouldnt. The amount of players that play MP over the amount of players who play SP is ... staggering (meaning there are far more SP players)

marsh rover
peak moon
#

They arent successful? They are to me. They arent being played by a lot of players due to a lack of advertising and the fact that the game is unfinished

random portal
#

I'm sure this has already been suggested a few times. But more creatures in the game would help massively with how empty it can sometimes feel. A few ideas I have are for different species of bird around the world. Some crows or ravens that can be trained to bring you or lead you to loot if you feed them seeds. Have seagulls circle areas with either food to forage, or other creatures there. Maybe add some colorful parrots or parakeets you can tame to add more personality to the player. Maybe make a creature similar to a reefback from subnautica, smaller than a skywhale, but big enough to stand on. With resource deposits and animals that live symbiotically with the creature. You could do the same with Seraph drones, make slightly bigger robots that you can test your ship guns on. A few more creatures can add a lot of flavor to the world as a whole and make it feel more alive.

#

Another idea I had was to just add more assets to the island creator. The islands we have are already fantastic, but could be made even better if island creators had more assets to toy with. Maybe some more furniture pieces, or broken atlas machinery that glows dimly. I think that the game would have a lot more going for it the more you add to the sandbox.

low forge
#

I think something WA did great was the walls; wind/storm/sandwalls made you sit on an island and figure out how to design your ship to make it through the walls, which was super fun and rewarding when you managed to make it through. Maybe some in-world reasons to design your ship to survive different areas, provide utility that you need, etc.

hearty belfry
cursive marten
hearty belfry
#

I'll leave that as your opinion @cursive marten If creators want to do that it should be up to them if they like to, then if players don't want those islands in then it should be a choice as well...

ember bridge
#

something that just came up while we are playing that I have thought about before: A bottom level to the shipbuilder bubble that is slightly higher than the shipyard itself, or even just at the level of the unfolding petals but perfectly flat like the other ship bubble levels. It can be so annoying trying to attach parts to the underside of the ship on anything other than perfectly flat terrain

hallow vine
cursive marten
# hallow vine I feel like the moment you ask for communities to make content for you, you reli...

At this point in time, the story arc of Lost Skies is still very much without decent shape or form that is compelling and cohesive to qualify as an actual narrative. You can either take the approach of Skyrim or Minecraft.

Skyrim has a beginning, middle and end to it's narrative with killing Alduin among many other notable characters along the journey, inclusive of many engaging side quests, micro storylines, random encounters and meaningful discoverable points of interests in-between all of that which completes the entire experience. And even after going through this experience, people still opt in to mod Skyrim into a completely different creative experience that now goes beyond the original vision of Bethesda but only after the abovementioned experience was delivered years prior.

Minecraft, on the other hand, has the singular narrative of killing the Ender Dragon to my understanding and no other structural integrity coming before or after it's eventual defeat. You essentially have an open world and one boss [singular objective] where completion of this task is entirely dependent on whether or not the base gameplay experience is compelling enough for the average player to continue playing just for the sake of playing, unless Building for the sake of building is the only thing that keeps your fleeting interest.

One game favors player agency after it has delivered it's intended experience while the other game favors player agency before it has delivered it's intended experience since it barely has any, on paper, to begin with. Which approach do you think would project commercial viability for Lost Skies?

#

Also as an additive feature to the Map Table, add Sonar to detect hostile Seraph bosses and that damn Sky Whale 😂.

hallow vine
# cursive marten At this point in time, the story arc of Lost Skies is still very much without de...

I'm a postmodern sort of girl so the attachment to narrative is not a huge priority for me.

The format as it is now mirrors the likes of Enshrouded, where whatever story elements you find have already played themselves out and if you did find anybody the landscape is suited to chasing stuff they remember from the before times.

I'm not really that interested in the story of Foundation, it's pretty standard yarn as game stories go, and I don't need it to be that interesting. I need the game to play well.

What happens is, when I find the grind a bit much and I find the build tools a bit limited, I start to notice the weird discrepancies.

And also, when I run into islands that were clearly not written by people who are talking to each other about what it should include, I get really cynical about ALL the story elements 'cause really does it matter?

My answer is no, not really, and if the gameplay was engaging and I was having fun then I wouldn't mention it apart from a footnote like RE1's OG voice acting. Terrible, but entertaining and who cares 'cause the game's good.

cursive marten
# hallow vine I'm a postmodern sort of girl so the attachment to narrative is not a huge prior...

Fair enough. I am of the opinion that both sublime gameplay and decent story-telling can both exist which is what I am advocating for as apart of my wish for this list and the game. I don't feel like the Devs have to sacrifice one or the other. What I was mainly drawing comparisons to, is the line in the sand where player agency takes over in contradiction to what is initially being marketed by the Devs regarding what they're delivering as a narrative and gameplay features as a baseline.

If you introduce overbearing opportunities for player agency to completely overwrite the narrative for your game, regardless of how good the gameplay and its features are then you run the risk of new players playing a game, where the game itself does not know what it's all about. The jarring disconnect is something that can and should be avoided to the best of the game's intended experience.

timber oasis
#

I’ve seen people talking about how there aren’t any mirrored parts for ships, there’s a mod that implements this feature.

hallow vine
# timber oasis I’ve seen people talking about how there aren’t any mirrored parts for ships, th...

So there's a couple things that could be meant by mirroring. When I say mirroring I mean placing 2 things at once in the exact spot either side of a thing and last I checked (which admittedly was a while ago) that isn't what the mirroring mod did. It flipped the object after placing it so you could then go find the spot to put it without flipping it.

That's handy don't get me wrong but it's not mirrored placement, that's the job a third done.

But more broadly, a mod is not a game feature, that's a player going that extra distance and being that bit more engaged to get something they want

raw ocean
#

Moldable armor plates from worlds adrift? It added so much character to the ships

odd vale
#

My preferred method of video gaming is MMO, so our opinions are simply different. Neither is "correct," because they are completely opnion-based conclusions.

#

I would say that, considering EverQuest is still around and releasing expansions after being released in March 1999, your statement seems a bit hollow. Clearly there are a great many people who do not agree with your conclusion that MMO's are a "waste of time."

peak moon
plush wagon
#

thing is you can't just simply turn a single / co-op game into a mmo, the fundimental mechanics of the entire game would have to be reworked to be able to support that. Then theirs server stability and upkeep costs

#

and i am very familiar with the mmo side of things

timber oasis
hallow vine
#

It's likely the juice is worth the squeeze

timber oasis
#

WAIT!!!!! What about a fishing minigame… imagine finding a pond on an island and catching a whale out of it, THE SHINANIGANS! And we may as well make it add 5 gb to the game file. This is a joke btw devs.

minor jacinth
timber oasis
#

I feel like if it where actually going to be implemented it would have to take up a very small part of the game

raven oyster
#

I wish for an arachnophobia mode if possible. The beetles don't have 8 legs but the way they move, ambush, and surprise the player triggers mine and it may end up being the same for others.

I ended up having to stop playing Lost Skies because of this. I understand there are ore nodes on the bottoms of the island, but not nearly enough for me to get a stockpile going to get a proper vessel built.

Otherwise I would have to wait for my friends to mine ore for me and bring it into my game lol.

twilit flax
#

Island Creator needs a lot of love Builder Adrift Guild can repost the suggestions we have compiled for you guys again. I think this is a pretty important thing to support as the community is driving the island creation and we are hungry for updates so we can support the game and the community! @trim python

hallow vine
#

I hate the beetles. Not aesthetic so much but it just feels so unnecessary to make a basic mining operation into some kind of zerg defense every single time.

raven oyster
#

or else its not fun!

austere beacon
raven oyster
#

I am one of those people, but arent the tank drones further out in the game world? I don't remember seeing them until I was much further from the starter island

#

also have the tank drones been rebalanced to where it doesnt take a million shots with a high powered rifle to take them down lol. I've tried playing lost skies over again several times but I get hung up on the caves. you have to dive into the caves to get your first ship going, you dont have a choice

#

err well, sorry.,..you can still get ore from the bottom of the island but its not nearly in abundance

#

tank drones probably an option.

hallow vine
# raven oyster but ppl have to have something to shoot!

I don't mind a bit of risk but I feel like every single node spawns a bunch of crap and it just gets tedious when all I want is enough material to build the thing.

Course that we can't reliably get better ores or even know where to go to farm particular ores with absolute certainty, it makes the entire task feel like a waste

timber oasis
#

I think this idea might be more for modders more than it would be for the devs, but if we could somehow have a endless mode of the game where it’s just an agglomeration of a bunch of islands from the island creator

plush wagon
#

get a modder to replace the bug skin with uhh i dunno maybe carebears. (insert brand new phobia here)

timber oasis
odd vale
plush wagon
#

a ramped up shotgun does fine work in the confined spaces of the tunnels

plush wagon
#

let that mental image sink in a bit, them crawling outta the ground and rushing at ya

serene juniper
#

Floating stations/cities? Massive player made or even npc floating structures that act as a nexus for players (should custom servers be implemented) or npc pirate and merchant ships

minor jacinth
#

I guess to hijack that a bit, no reaason hub islands couldn't include variants more like Airhaven. Only hiccup i see is having mining/lumber farm make sense, but that could just be a small constituent of the overall structure, like a small floating bit of rock the city incorporates into itself where the mines/plantations are at. Else it could be a mining district that is functionally identical to a mine on a conventional island setup, in that it generates ore / inorganic resources over time and can be upgraded; but cosmetically is about launching mining expeditions out of the city to nearby islands or w/e

serene juniper
#

Make different materials apply different attributes to weapons crafted with them

hearty belfry
#

Grenades, sticky grenades, explosives, flare gun.

minor jacinth
hearty belfry
minor jacinth
hearty belfry
#

Oh you mean the light sticks?

#

I'm more talking about an emergency flare gun, I'll edit the post, "I'm over here" pop a flare up into the sky.

minor jacinth
#

ah, feels a little redundant with pings being a thing, but I guess if party system is implemented or "hidden players" becomes a world setting where being able to see pings becomes less universal, flare gun could make some sense 🤔
I dunno, not trying to be some wish list gatekeeper anyhow, just wasn't sure how flare was different from what was already available at first.

plush wagon
#

signal flares instead of glow sticks

hearty belfry
#

Ping system kind of breaks the immersion for me, still use it, but implementing that would be cooler.

#

Is there a way to create things that use more Atlas dust? It's a core component of the world. Having an Atlas Chute instead of the first one ? Battery, Made Atlas Shard, Sticks.

#

Flares could use it so they hover at the peak of their thrown arc; floating lights till they fall to the ground.

minor jacinth
#

or i guess it could be used in a recipe that gives like X ammo per atlas dust/shard/crystal in the same way metal gets converted to gun ammo. Light, med, heavy melee ammo then allows different amount of charge to be expended at a time? So to use endgame ones to their fullest would require use of heavy, made of the purple atlas crystals from whales (or other sources if NPC vendors / quests and/or passive mines are implemented)

heady rune
#

Bossa need to add a lot more player interactable objects to the island creator so that people can make something other than just islands full of baffling puzzles/switches to get to the loot. I love the islands that incorporate a story and reason behind everything, not just a collection of obstacles that seems weird for the previous inhabitants to have placed in the first place.

hallow vine
#

I'd be happy if we could just trim the number of materials down generally. I've seen the spreadsheets and yeah I can see that they can matter, but usually they don't make any practical difference. You just don't have to be that tuned (which is a good thing)

minor jacinth
#

Supposedly the stat difference between materials was increased because it was mistaken for different materials not doing anything and being complained about (which I would say is reasonable). Though tbh, I'm pretty sure at the time different materials did actually do literally nothing for stat differences. If they did anything at all it was so minimal it couldn't be measured/noticed in game. Pretty sure @odd vale did testing on this.

peak moon
#

I wouldnt mind seeing a centrifuge so we can purify our metals.

buoyant python
#

Wish there was a way to progress to engines without fighting the titan guys. I like them, they’re cool, but I’m doing solo exploration so I’d like a way to get to working engines without having to do the boss fight right away

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Also, unlock the kioki assets in the island creator 😘

minor jacinth
#

Guess this also needs context, seraph bosses used to just hang out in a wall-less sky. Completely avoidable, not a step in the games progression, at best a side boss you could do on a whim just cause it was around. So I among others suggested at the time that walls be added, then gameplay loop could be something like: explore region -> upgrade ship with spoils from exploration -> fight region boss to acquire something -> that something lets you pass through wall into next region -> repeat. This ended up being done with first region and arbiters in that region, ie explore region, get loot to upgrade cannons, sail and panels etc, take down arbiter, get fuel tank to be able to use engines, use engines to get through wall.
I'm of the mindset now to have the "thing" acquired from bosses to pass through walls be materials used to make weather bombs of different tiers and weather bomb can be used on walls to make a section of it less severe to pass through with sail or engine powered ships. Goal there is to still preserve some sort of meaning for region boss inclusion, and having it as the final check/objective for a region; but also allow all ship components to be viable options since walls make sails a bit inferior to engines in addition to the ways in which they already are. Plus since the walls were added and arbiter made to be a progression requirement before engines, quite a few people have expressed disliking the idea of engines not working from the beginning or having to take out an arbiter on just sails.
Probably should also be noted weather bombs being consumable (at least I think they should be), would require a relevant seraph boss to be taken down or the materials to be traded for after every X wall crossings or fast travels (if the same material is to be used as fuel for fast travel as suggested) #1480580296276447265 message

surreal arrow
buoyant igloo
#

Just a small issue with the island creators that bugs me. On WA islands there was almost always a nice clearing where you could drop a ship yard and setup camp for a while. In LS time after time I am turning up to tree covered islands with no where to park. I know it is a little thing but it bugs me, especially on bigger islands where you might want to hang for a day or two.

untold pagoda
#

I would love some upgrades or modifications or something to the harvesting tools. One of the biggest things that keeps driving me away from the game is the tedium of using the same tools to harvest stuff the same way, especially with how many resources the ships can take up sometimes.

For example, having the saw being able to bounce between trees, or throwing multiple saws at the same time to different trees and auto harvesting them essentially, or the pulse hammer being able to chain to multiple deposits on a node, you destroy one and it destroys another, and being able to upgrade this. Stuff like that rather than just increasing the yield.

hallow vine
# minor jacinth Guess this also needs context, seraph bosses used to just hang out in a wall-les...

I'm actually not a great fan of the progression based arrangement to the game and would like the option to just use sails if I wanted 'cause it's fun. But if it has to be there a way to nullify the walls once you pass through would be nice.

Nanotech age post apocalypse probably has something we can salvage and use if we really need to get hung up on lore about it.

And again I come at this from a 'I want a builder' space, where sure you have harder areas but nothing typically stops you from just wandering into higher level areas

#

Although reducing the number of materials and making them more abundant/schematics require less of them would make that bugbear less of a problem for me.

As it is now, I feel like it's a major project to go get something that I ran out of in another region.

bright cosmos
#

Honestly, some sort of a scanner to show you points of interest in a certain radius and a clearer indication of what which materials are good for would be nice. Well, that and optimisation
And a map, at least of the islands that you've already visited, with things like shipyards marked on it

hallow vine
#

it's particularly an issue if you are like me and do a lot of new builds. Or, to spare your pretty ship you care about, you build a lot of armed boxes to take on whatever (which in itself isn't great right we should want to use the stuff we make) and suddenly you need core parts from two regions over

#

the grind spirals out of what's reasonable or manageable very quickly

hallow vine
bright cosmos
hallow vine
#

See I don't mind exploring for chests that's fine. We should want to go find out, but a mid/late game scanner for folks who have done all that and are now just fishing for resources would be the thing for me

runic wyvern
#

Need steam workshop and better storage management

odd vale
# minor jacinth Supposedly the stat difference between materials was increased because it was mi...

More or less. In the Early Access, using different materials changed the numbers on the side, but my testing found that those numbers didn't affect anything, nor did leveling up blueprints. I tested a 1-cell design with level 0 engines made out of all aluminum against the exact same design with the same engines at level 40 made out of flawless optimized parts and they had the same exact speed and acceleration.

That is no longer the case, with current parts being highly affected by material composition and even moreso with subcomponent schematics. I think it was an EA thing where the system simply wasn't "plugged in" yet, like how fuel efficiency and heat resistance are currently.

minor jacinth
# hallow vine I'm actually not a great fan of the progression based arrangement to the game an...

Well that's what weather bombs are supposed to solve, keeps the progression/gameplay loop structure, without tying it to an entire category of ship propulsion. Instead it's a repeatable check for each region that only cares about the tier of bomb you have access to. Ie region 1 arbiter drops materials for tier 1 weather bombs allowing reduction of severity of tier 1 wall. Tier 1 wall should be near impossible to get through with tier 1 attachments/upgradeability found in tier 1 region. Whether tier 2 or 3 attachments/upgradeability would be sufficient to cross tier 1 wall without a bomb, i'm not sure on. My first thought is to make the tier 1 bomb materials more accessible by having them sold at a vendor found in a tier 2 region, or unlocked at a vendor in a tier 1 region after acquiring them for the first time.

I did give the link, but they're also intended to solve other issues like being able to reduce the cloud cover for a period of time (people often complain about not being able to see). This should allow islands to be placed inside clouds or even weather events, and with the map table suggestions, be locatable to a region of sky using the map table, then a weather bomb used to expose it (or you could just cowboy style ride into the storm). Also having the same material used to make weather bombs be what is used to fuel fast travel, it would keep seraph bosses relevant as providers of a potentially contestable resource. Of course world setting to adjust drop rate or fast travel fuel consumption efficiency probably should also be a thing if implemented to allow creative mode wanters to ignore such mechanics.

I think generally though we probably have different desires for the game direction. I'm looking for a more structured game with synergistic features. When there was no walls in the sky and you could go anywhere and completely ignore the seraph boss, it made ship upgrades and seeking them out basically pointless.
That said I have tried to suggest....

#

.... mechanics that allow you to get a region to the point of being pretty close to creative mode through farms passively generating resources, vendors for exchanging for region specific resources that are not really good farm candidates, and a hub island shipyard that pulls from mass storage that is linked between all hub islands that you have sufficiently restored.

hallow vine
minor jacinth
hallow vine
hallow vine
minor jacinth
hallow vine
#

builders always reach a certain plateau where you can 'just tinker' so yeah something unlockable that enables a player to get into that space. Where you do need to go find materials and travel still matters but you're not needing to solve any serious problems and nothings a major time commitment

minor jacinth
#

i could see the harbinger dropping something that acts more permanently, but honestly world settings allowing you to adjust the level of grind is something i think would work fine (it's what guardians of the wild sky is doing)

hallow vine
#

ngl I have been playing the shit out of Guardians of the Wild Sky

minor jacinth
# hallow vine builders always reach a certain plateau where you can 'just tinker' so yeah some...

yeah ik it.... after killing harbinger I went straight to duping exploit so I could just build stuff and play around with the physics. Minecraft, I never really felt anything from playing creative mode, but found it useful for testing stuff that I would then put together in survival mode; the ability to make farms for nearly anything as you progressed in survival mode I felt hit a nice balance of still feeling like you progressed towards it, while decoupling you from still being out there gathering stuff manually the same way you did when you started 100s or 1000s of hours into a world.

plush wagon
#

the options of what to do is a major part of game lifespan. When theirs only so much you can do fatigue starts setting in to the point you start working on "wasn't intended use" projects then from there its the drop off

#

build options are always a good time sponge for ppl outside of the gameplay loop of puzzles and explore, if the build options are good enough it can lead into stupid amounts of hrs in gameplay alone

#

once theirs a build option myself i tend to spend 50% of my time messing around building structures

odd vale
# hallow vine maybe a whole island scanner that tells us what resources are there? 'Cause it's...

We actually agree here. I've talked a bit about having some form of antenna that could be built on the ship that enhances information from the map device. The Map device (per the comment I literally just made in General) should behave much more like a conventional minimap and have islands be identifiable from a further distance away and at the very least name what the island is. It should also have the ability to stay centered on the ship while in motion.

Then, with an upgrade from the ARK or other schematic source, we could get antennae that improve the information gleaned from the islands - number of scan disks found, type of resources present, and the like. It could even be made with like Seraph parts because it's jury-rigged sensors that they used to find civilization to destroy or some such.

plush wagon
#

could use this idea as well for scrap parts from drones, if the seraphs loot pools too large it might cause issues there as well so adding more items to its drops may not be such a good idea

dense marsh
#

Not sure if it's been mentioned or already exists. But the creation of some kind of beacon that can be named (not the death bag) would be very helpful for navigation.

peak moon
#

Loot vacuum. Sucks everything up. Also calls in the mega ||vacuum|| eventually. Maybe two variants/tiers: Mooncake and Kirby

hallow vine
violet igloo
#

i cant start my old game up so i start again.. no biggi.. but i like a table on u ship to show the map.. where u going and where u alrdy was. same time i like somthing as a auto.. on off .. when u flying.. and leve the ship. if its on the ship stops.. if its off it stay going. that way the ship wont just fly off without u if you forgot to totaly stop all.. and i like boosters and bigger machine to get just a little faster. and bigger chests. when wood takes 6 slot and ore takes 4 slot. the chest is to small. and a upgrade system on backpacks. more space..

odd vale
green pond
#

You obviously never took the Pack Rat perk when playing Fallout 😛

scarlet vortex
#

Make ships more fun to fly, im not too fond of being able to angle the ship but it having a negligable effect because the atlas is what controls altitude
Id like to see more environmental effects like wind actually pushing your ship off course, rn you just set the throttle, and direction and forget it / go afk
quite boring imo for something that is supposed to be the game's centerpiece

#

maybe even having to do maintenance once in awhile or giving the player something to do while in flight

plush wagon
scarlet vortex
#

also a "Mirror placable" function to the green thing that destroys items would be nice

#

so this doesnt happen

#

30 minutes of eyeballing and still wrong

#

would also bring in more players because not having wings be mirrored at the very least is OCD triggering to the max

hallow vine
#

I feel your pain

peak moon
cursive marten
#

・A wish to see and experience a more lore accurate Harbinger combat gameplay wise.

・Additionally, kindly give the main bosses of each zone more than just balls to attempt to neutralize us at the player character[s].

lunar hill
lunar hill
scarlet vortex
#

also
anti cant-see-itis

#

also also a shift click item to deposit to box

cursive marten
# lunar hill what, like a grappling hook, to snag our ship, & then pummel us?

Something akin to destructive beam that would put the player's ship maneuverability to the test. Like Vegeta's Galic Gun or Final Flash ability, anything of proper substance would be visually and functionally cooler than what we have currently, that is already done way better in plenty of other games as far as Boss Fights go. I am kindly asking for broader creativity.

scarlet vortex
#

lost skies needs a lot of polish and "game feel"

lunar hill
#

only it's now known as the Headless Pilot

tight ginkgo
#

A first person mode for building. Or a way to make the character transparent. It seems like the character is always in the way when trying to place things from certain angles

scarlet vortex
#

less placement restrictions, i consistently run into problems like this

#

like how this not able to be a thing lol

plush wagon
#

umm it can be, just takes holding shift to kick in fine placement

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also having the floor plate in and installing the stairs after the railings place will help

dark crystal
#

I want to see a more implemented PvP system... that was one of my favorite parts of WA was being able to build a cool ship then go toe to toe with another crew.

lunar hill
cursive marten
lunar hill
lunar hill
dark crystal
dark crystal
#

so it would be cool to see ship fighting more implemented, it is decent now, but there are some improvements like indicators and stuff.

keen canyon
#

Dedicated servers.

cursive marten
#

Requesting diverse selections of visually aesthetic and functional ship parts regarding navigation and steering.

#

Requesting upgradable and craftable armors with interchangeable equipment parts for specific regional use-cases, which would be more inline with the introduction of actual Weather systems for each region, other than just stale and static Weather Walls.

hearty belfry
#

I would like to see tiers of things, tier one hip lamp, mats similar to the flare, degrades over time, but easy to make. Tier 2, uses higher level crafting materials, doesn't degrade, light is softer (which is the current feel of the heap lamp to me; better to just carry a flare with you everywhere atm) tier 3, stronger light.

stiff pawn
#

Dedicated PvP servers where players can all start with same resources and work to create a sky ship to fight eachother with it.

odd vale
#

A dedicated server tool would be better since players could host their own PvP servers. Server maintenance costs is what killed Worlds Adrift, I'd like to avoid doing that again please.

scarlet vortex
#

what even is drift
coins? Feed the research table you made coins and itll read a blueprint for you (you cant read apparently)
i want a standard tech tree where the parts are actually ok and usable, and then "variants" you can find out in the wild of those items
or deco items
maybe even a random stats modifier where every blueprint you find has tiers instead of having to upgrade with a table
so it encourages you to go out and find better versions of that blueprint
from a convo i had in general

scarlet vortex
#

visualization of ores on nodes
dont like that all of them are mystery orange :P

#

and you gotta go to each and every single one, tap it, and move onto the next until you find what your looking for

summer portal
#

I would love to see more than square in the ship builder, more endgame armors that offer different stats and more weapons variety.

odd vale
scarlet vortex
#

decals

hearty olive
#

Let us go to the city in the sky that's currently just pixel art in the skybox

summer portal
jolly swan
#

so I've only now found this post...seen a lot of great suggestions already. Too many to read through in fact, so if this was suggested already, or is in game but is end-end game content for some reason...I'm really sorry about that.

But working doors to mount as an alternative to ship hull panels would be nice, tired of leaving a section of hull open to walk through. Two varieties; one that a player has to open manually, another that slides open on approach automatically on sensing a player registered to the core. A bonus would be to make them unable to be placed if your character would have had to crouch to walk under/through the hole in your hull to begin with, so we know to adjust accordingly.

Reinforced glass panels/half and half panels that are half glass half metal would be great for command cabins too.

odd vale
# summer portal So that you can make your ship curved. For instance if you wanted to build a sh...

No, I mean the "more endgame armors that offer different stats and more weapons variety" part. The "endgame armors" is already done with using different materials on the reinforced decks and painted engraved panels. What "different stats" do you mean other than Resilience and weight, which directly affects ship speed? Explain that.

And the same for weapons. What kind of "more weapon variety" do you want when we can take two of the exact same cannon, put different barrels, mounting, and ammo cans on it, and have radically different fire rates, critical damage, and standard hit damage? What do you mean by that? Just something different than either a cannon or a machine gun? Like what, tomohawk cruise missiles?

#

Just leaving it as "more better please" is so vague enough that the existing mechanics already fulfill it. Please refine your request.

tulip loom
#

The panel geometry already gets skewed in really weird ways if one or more of your sides is at an angle

shrewd tendon
jolly swan
# tulip loom I think the issue with doors currently would be for any non-square opening

...I was going to write a dumb idea about the door panel detecting if something wasn't level. Seriously, so dumb, and it sounds hideously complicated to work on thinking about it.

Instead, what if they make it a series of physical parts like wings, engines, keel/bowsprit pieces, sails, etc, it can only fit into a section of hull big enough to support it, and it automatically "cuts" holes into any plating currently existing or that get attached later. Removing the door then restores the plating where the door would have been while refunding the parts that go into the door.

Just gonna have to deal with the panel geometry for the armored windows idea meanwhile.

scarlet vortex
#

Consequences for yhe player without it being "I'm stuck in the map" type stuff
More speed and more damage from speed
Grappling to an enemy shouldn't be ignored
Having the enemy go crazy trying to slam you into things while grappled

serene juniper
#

Spyglass/telescope. See name hp and drops of animals and Seraphs. Also Magnifying glass for inspecting rocks and trees to see their grade (Pure, flawless) before cutting into them

summer portal
meager maple
#

I'd like an official way to dock two ships so I could explore and hunt bosses without having to dismantle and rebuild my combat ship every time I arrive in a new region or perform long maneuvers to move two ships. This could be added as a technology to the Arks skill tree. An improved map table would also be nice, making it smaller and containing more information, like a log of what we find on each island, storm walls, etc.

uncut summit
#

I would really enjoy if you expanded the gameplay not tied to ships. Bossfights on islands that creativly use the grappling mechaninc along with some new uniqe weapons would be really cool and fun to see

regal locust
#

More clothes, more plants, more animals, more ship parts and larger world with more zones

hollow drum
#

ok can we get a sails working in wind/storm walls? Even if the wind will be from up downwards, like the wind lines show there. Yes, open sails take damage due to a strong wind, but they could give a bigger power, or just any.
Having engines to cross windwalls may be the progression feature, but after you get the first engines progressive feature turns into frustration.
Full sails ships should have a chance, since the sails already weight so much.

frigid shard
#

Console Commands -
In support of previous wishes by many other players.

onyx nest
#

would love to be able to have much larger server size stability

whole ridge
#

Make the walls more difficult like the ones from Worlds Adrift. Also I feel like that the frame for a ship should be more customizable, like being able to curve better. And I want the ability to zoom out while piloting a ship because it´s so hard to see if you have a big ship.

scarlet vortex
#

the walls really are just a "Do you have x on your ship?"

#

theres no need for horizon gauge or compass or wind direction
doesnt matter at all because you just float through it as long as your atlas lifter is max

#

and you have the specific component the game wants you to have

#

like engines

#

0 skill

#

piloting airships requires 0 skill

odd vale
#

They require speed.

versed fjord
#

in ship builder, i would like to double tap to go up/ down levels

peak moon
south patio
#

dont know if its already been said but if there is a way to not have to reload your weapon every time you load that would be great.

#

Also if possible to be able to get cannons to have the option to either build cannons for only use by the ship driver and be able to be built upside down. And other cannons that require people to be manning them.

frosty fossil
#

For the love of all that is holy, please do something about shotgun turrents constantly ragdolling your character. Creators putting 4 of them right next to each other just means 5 minutes of wasting my time peaking a corner or spending an infuriating amount of time waiting for my character to stop being pinballed around before dying and trying again.

quick mauve
#

FTUE request: some players don't know how the ship controls work (specifically the UI shown below). I personally don't mind explaining and enjoy teaching others, but that may not be the case for everyone. There should definitely be a proper tutorial page regarding ship flight controls including reading the UI and how the controls work.

honest current
#

Airship in a bottle decoration to put on the desk in my captains quarters. clothes and cosmetic apparel slots so I can dress up as a sky nomad. portholes/windows that aren't just a wall of glass. instruments/gauges for altitude, speed, horizon, etc. more decorative and functional ship parts in general, and remove or raise the part limit

scarlet vortex
#

Less ui

#

If it can be an In world object
Then make it so

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Like throttle and compass

#

Lost skies doesn't feel nearly as immersive as I'd like it to with it being one of those games that should be relying on it

scarlet vortex
#

Less gui, more game

peak moon
#

Id go in the other direction. More UI. Less UI games dont work very well unless they are build from the ground up with that in mind

scarlet vortex
#

Yuck

gilded ridge
#

Might suggest adding an option to save cannons/wings/engines builds, including parts and materials. I tend to forget what I put inside those monstrous engines, and when I lose one I have to rebuild all of them from scrap to make them the same.

gilded ridge
gilded ridge
#

I put about couple of dozen hours building cute and tidy ship just to lose it to some boss I met in the wall, it was really sad, I don't want to spend that amount of time again to rebuild it, might check out the game later