Stationeers News - Extensive starting gear on Moon/Mars/Europa on Beta - and the reasons 2024-05-16

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  • Опубліковано 15 тра 2024
  • Beta-changelog: / discord
    Timberfox | Designer: / discord
    """"
    Thanks for the feedback, and heres a few responses to some of the very valid above concerns. @AndrielChaoti @BigfootMSR @OwnerOfThePlace @GauHelldragon @Gosti
    To summarize the new stuff that we really want in the crates on all worlds, its mainly intended to be an extra 1x stack of iron frames, 1x stack of iron walls, iron sheets and passive vents. The mining crate is additional mining stuff that just lessens the need to rush heavy mining drills, while also just having some extra mining themed fluff added too, since there is often a lot of hate towards early mining. The food/seed changes are largely due to a lot of the soups being wildly inconsistent in balance, and the seed choices came from when plants took 3-8 minutes to grow, vs 45-2 hours now. Most the other changes (especially on vulcan) are us testing to see if its fun; i.e. the liquid nitrogen tank on vulcan.
    The crates are slightly reorganized, and we want many crates to now have some free space, so its a little easier to store things/organize at the start. We actually had all the required changes on one lander(on the moon), but we split it into 2 anyways so we had room to balance, or inject future content. Additionally the re organization is there to support the crates being disconnected and dragged to an area, since before there were a lot of dependencies that discouraged this.
    The new system supports defining in/out lines of gear for each difficulty, and while i dont think anything on the vulcan start "trivializes" survival, we have the option to turn parts off for stationeers difficulty if anything is undermining the core feeling of Stationeer Difficulty. We've only played 3x 1-3 hour starts on vulcan, but it is still incredibly dangerous and very stressfull starting out in multiplayer. I agree the atmospherics(only on vulcan) crate is the strongest additional content we've added to the start, but its nessicary tools that can help point newer players towards solving the issues of vulcan. Its enough to have some messy/sloppy solutions early on, without forcing you into one play direction or another, and its definitely not enough for any of the vulcan problems to be eliminated.
    Stationeers is a multiplayer game, and while we always make sure its possible, and generally fun to play alone, we definitely get the 'feel' of the game most when playing with 3-4 people. A increase in some of the starting gear significantly reduces multiple people standing around the autolathe/battery charger idly while they wait for the first basic resources to process (much more likely they can build a 2nd room, or walkways with the extra frames/walls, or have slightly more fun mining with the pnumatic drill(that they need to fuel) and a monochrome ore tablet, or on vulcan, someone trying to start atmospherics or hydroponics while someone else is still working on the airlock). If you haven't played multiplayer vulcan and venus, resource competition, power limitations, and consumables make it incredibly frustrating to multitask in for the first few hours. To a solo player, some of the changes feel unnecessary and luxurious because you can just 'print what you need, whenever'; but in multiplayer people are always using your copper up without replacing it 😛 .
    Finally, we'll be adding the ability to choose the starting conditions, much like you do select difficulty. Starting conditions and Difficulty are not the same concept, and we think both concepts have the room to exist at the same time, much like how many games separate permadeath from their difficulty modes. Think of this as the rim world classic 3 survivors, vs lone survivor, vs tribal start. We'll be adding a 'brutal start' to all the maps, so that the more limited starting feeling can be back to any of the planets we've changed, and we can actually make moon/mars/mimas/europa even more difficult then it is already.
    As a reminder, all these changes come with a rework of how the starting conditions are defined, so modders can much more easily make their own scenarios, and even return the crates to their exact previous loadouts if requested.
    As an extra bit of discussion: back in 2017, the very limited construction supplies was intended. You would basically have to build your machines outside first, and the main goal we hoped people achieved was constructing an airlock, and being able to grow some plants, and then eventually move your machines inside. Digital valves and pipe analyzers were endgame content in this world. Theres so much more to do in stationeers now, and we think letting new players have just a bit more literal space at the start will encourage them to see the possibilites they can construct, and they will accidentally get hooked enjoying the game like you guys.
    """
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КОМЕНТАРІ • 8

  • @autom8it339
    @autom8it339 26 днів тому +2

    I think defaulting to more equipment at start is a good thing, and I love that you have a generator with fuel tank and power connector.

    • @OwnerOfTheCosmos
      @OwnerOfTheCosmos  26 днів тому

      Yep, some of the stuff will definitely lend itself to different starts *and* will inspire engineer-y solutions, like the liquid nitrogen canister we now get on Vulcan - just open valve, station temperature nosedives. Until you're out of the stuff, heh. - And it's good that all this will be optional, so we'll eventually have two dimensions of new game settings: Difficulty. And gear option.

  • @charlesheath7571
    @charlesheath7571 28 днів тому +1

    Wunderbar! I really like what they are trying, adding in new crate sets adjustable load outs. This will help make things easier to learn for new players. Or harder for the GOATS ie cowsareevil, Elmo shadowdrake and you. Let’s be honest if ur new to this game…it’s a MASSIVE learning curve w/o UA-cam tutorials. Now I would like to add on to the customization with ice/coal toggle choice of atmosphere (they will need to a warning that some atmospheres will be unplayable)
    Lastly unless I missed it…there’s no solid fuel gen….🤔

    • @OwnerOfTheCosmos
      @OwnerOfTheCosmos  28 днів тому

      Ye, they're on a good path. Now the incoming terrain replacement later this year (finite&diverse&highres), eventual nuclear power, standing water, and (not firmly planned but aspired since there's a popular mod) terraforming, then also eventually surgery (It's Space Station 13 inspired, after all.) ... PROMISING! ---- The ice/coal toggle is a good idea. ---- Just now I made a new Moon world (Easy) and found the Solid Fuel Generator in the crate with the two cable coils. It's also visible at 7:50.

  • @JonathanKWalker
    @JonathanKWalker 28 днів тому +1

    I use mods that change all the starting stuff anyway , still havent grown anything or set up o2 production , just to complicated , got tanks blowing everywhere . Love the game even though i cant do anything in it , fun to just build .

    • @OwnerOfTheCosmos
      @OwnerOfTheCosmos  28 днів тому

      I envy you, you still have all that discovery ahead of you! It's like a grandiose movie that you're only seen the trailer of or the first minutes, while I have seen it already many times. (Though I keep discovering new things in it.)