Wishes for Update 1.3, 1.4 and beyond

  • lawn mover for my base, inside and out!
5 Likes

Together with a zoo of “abducted” creatures… (chance for a cool freighter tech) Would be great to keep a collection of plants and minerals, in a more “physical” shape than the abstract scan data. The specimens could be even completely static, in “contained” museum stasis… together with cool “tazer-multitool” non-lethal tech.

Imagine visiting the base of another Citizen Scientist and seeing there a series of rooms with the things that caught it’s attention, there at display… A pick into another traveler’s mind…

On plants, we already have pollination, in the sense that product plants, can be grown in the wild (of our base) if they match the appropriate climate… But now that we all know how to play… Couldn’t this plants be made proc-gen?

So we would have to scan to find the local variants containing the “other than carbon”-species. But also keep the desired variations for collecting and agriculture.

But the thing that would be also really fun to improve upon, and with more game-play value in itself… Environment.

Storms: they freeze you, they have those down! But they could have some extra randomized/seed effects, like:

-Lightning: From something that glows in the distance like earth, to a stroboscopic barrage of electricity falling from the sky that can kill you instantly. (Chance for new plasma environmental protection)

-Precipitation: From a soothing sprinkle on your visor to the chance of diamond-sharp hale that can even rip your Exocraft.

-Flash-floods: Taking advantage of that “hidden” water sphere at the center of all planets to give them from a little tide that can give you trouble spelunking to a tsunami that can turn all to Coprite in seconds.

-Tornadoes: There is a mod that addresses those, but have them seed, from a chance of dust-Devils to the eye of Jupiter forming over your base to level it.

-Ionic?-phenomenon: From a beautiful Aurora borealys, to EMP tech-crippling shocks…

-Every cloud, procedural: :wink: An atmospheric rolling fog, here, a chance to suffocate inside a Chriso-Berillic Acid cloud, there…

Next chapter, terrain…

4 Likes

Totally. I suppose if the game had only a few planets or just a few solar systems and planets were really huge (more like our universe) then multiple biomes on a planet would make sense.

I would like to see HG add a “travelers diary” to the menu page allowing a list of notable systems saved by the user which would contain coordinates, system stats and a small text box for notes. Maybe even a small thumbnail of a screenshot.

6 Likes

I would like to see HG add ground insect(s), to the point of having to pull out a magnifying glass and net to examine these beauties. Or, a microscope… for the sake of science!!!

4 Likes

Speaking of this can others land in our freighters and can we go into warp with them in it?

As someone who’s big on completing planets for upload, rare fauna needs to be way less elusive. At least with the old arrangement you had some clue where that final creature likely resides, but now, it’s really just down to blind luck whether you stumble across them (spent ages looking in caves…nothing, land at a drop pod, mine some Iron near cave entrance …get attacked by rare mob.coming out of cave…what gives). Certainly, you shouldn’t be able to check off a planet in 10 minutes, but it shouldn’t take half a day plus to track that last beastie down. These are supposed to be rare creatures, not goddamn Yeti’s. I’ve said it before, I’ll say it again, respect the players time. The line between fun and frustration in this regard definitely needs to be moved.

3 Likes

I bet no… “Freighter-SHARING” would indeed be an advertised feature… Before 1.3 I suggested that Freighter and player’s ship seed, controlled by regular AI, at the location of another player, would be a really immersive and “server-cheap” way for HG to implement “soft-multiplayer”.

2 Likes

Radically rethink base element arrangements so they make more logistical sense. Honestly shit like this: -

Where building entrances basically face out, versus face on to each other like spokes off of a wheel is lazy obtuse design, that simply doesn’t respect the players time.

Pretty much every location I’ve visited is guilty of this sort of pointless time draining arrangement, from where the location flags are placed, to where the landing beacons are situated in relation to building entrances, to how they themselves relate to each other. Honestly, I’m amazed that this sort of thing hasn’t been addressed already.

3 Likes
  • Procedurally generated snapmap dungeons.
    You occasionally find an entrance portal on a planet surface which teleports you into a procedurally generated underground ruin, where you can find very rare alien artifacts, multi-tools, ressorces and technology.
    Or entrance gateways to underground Sentinel stations full of bad mooded Sentinels where you can find rare anti-Sentinel tech (EMP stun, override codes etc.)…
  • Treasure maps that provide coordinates leading to long lost “ghost freighters” adrift in space which you can land in and search for valuable loot.
13 Likes

+1

Yes please!

5 Likes

I’m bothered by the placement of the doors since release. Maybe they are just very introverted and don’t want to see each other in the morning.

3 Likes

TBH I haven’t played the game since the launch period honeymoon (a torrid month long affair), but I recall at the time, having to endlessly run around bases looking for entrances got pretty tedious back then and so I’m somewhat agog that it’s not been addressed in terms of a design overhaul, because it’s inherently nonsensical when it comes to spatial arrangement and a wholly unnecessary time sink foisted on players for no good purpose, given the sheer scope of the game. No one is going to see the whole galaxy, so why make navigating bases a time sink? No one’s running out of game.

1 Like

You’re right, it is nonsensical. Their positions and orientations are procedurally generated like everything else. In order to get specific positions, they would have to add to the generation algorithm. A longer algorithm means more computing, and longer load times. Its a case of “you can’t have your cake and eat it too”. Plus, it would get fairly boring if every location looked exactly the same, a circle oriented around a central point. (not to mention the literal “bullseye” it would make at locations)

2 Likes

Are you an actual developer for Hello Games? Or are you merely rushing to the defence of some seriously poor spatial design? In what is ostensibly a feedback thread (not the first time either).

Given the sheer scope of the game, I find the idea that some code to ensure that doors face inward rather than outward is somehow a programming bridge too far a rather incredulous assertion tbh.

As for boring, you know what is really boring? Having to run around buildings endlessly because they never face on to each other, ever (base designs are remarkably consistent in that regard).

You might place a low premium on your leisure time, I on the other hand don’t.

1 Like
  1. You need to calm down.
  2. If you don’t want people responding to your comment, don’t post them on a public forum. Make an official complaint to HG.
  3. My post did include my wishes for 1.3/1.4, so it is relevant to the thread.
  4. Yes, I did call someone out earlier. I admitted it was a mistake, and I apologize.

If I missed a rule here that says I’m not allowed to respond to people, let me know. Otherwise, lets get back on topic.

2 Likes

Why would I need to calm down? I’m not the one trying to masquerade as one of the game devs. If you don’t like what I say fine, but don’t try and pretend you’re something that you’re clearly not.

The game isn’t perfect and there’s still plenty scope for improvement in a lot of areas, to purport otherwise is pure fanboy behaviour.

Saying ‘everything is fine’ or ‘that can’t be done’ isn’t feedback, by the way, it’s just being close-minded and isn’t required.

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I have made no claim to be a developer. If you increase the size of an equation, it takes longer to solve. That’s basic algebra. I never said it was impossible, just that it would increase load times. Nothing fanboy or close-minded about it.

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So this might not be the most popular request . But I think having an official app that actually works without users manually inputting things would be useful. I would like to be able to track specific things in game on a mobile device.
Ex.
• detailed recipies lists ( all tech , all items )
• owned ships ( ship management )
• equipped tech on ships
• available inventory on ships
• available inventory in freighters
• available inventory in storage boxes
• an inventory management feature
• all exploration data ( locations,flora,fauna)
• interactive galactic maps

These are a couple things that I believe would be useful. I think I’m not the only person that would find a use for some or all of these features. I tried in the beginning to maintain a personal log that overtime became less and less detailed because I was spending more time inputting data then playing and I can be lazy at times . Just an idea throwing it out there.

6 Likes

It may have been mentioned before but I would like an increase in the amount of things you can play at your base, it quite a large area and an elaborate base can not take up much space including decorations/features such as pipe work and pillars etc

2 Likes