Feedback Required Your TOP3 MOST WANTED feature addition or change?

Discussion in 'Suggestions' started by Hummel-o-War, Sep 26, 2019.

  1. Captain Amazing

    Captain Amazing Commander

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    Sadly, at the current rate of development, the game will never leave alpha. So the bugs will never be fixed. Consequently, it't time to squash bugs- so Eleon can get out of alpha, not the other way around.

    They have a playable game now- except for all the 'we'll deal with this when we leave alpha' placeholders. I am of the opinion the day to draw the line on new, buggy features is yesterday. Fix the bugs, replace the placeholders, open the game to modders, then let the community add all the features and content people are asking for here in this thread that are obviously faaaaar beyond the ability of 6 devs to accomplish. For example- I want solid and glass walled elevator blocks. I've built the models in Blender just to practice Blender. A skilled modder could add them in no time. The current elevator blocks are shiite. Solid walls are better in sooo many ways. If Eleon opened the game to modders, we could have solid and glass walled elevators- with no effort from Eleon. By far the best thing about Medieval Engineers were the modders. KEEN are buffoons, the modders made that game good.

    On its current trajectory the game will be overtaken, very soon, by polished games from bigger studios. Eleon needs to see the writing on the wall- and respond appropriately- if they want Empyrion to be a thing by 2021. They don't have the luxury of several more years to plod along with a clunky game. As much as I enjoy the playable parts of Empyrion, now I'm just killing time until Starbase comes out. If the gameplay is even close to the trailers, I'm outta here on the day Starbase launches.

    I've been playing Empyrion for about a year and a half. The only improvement I've seen is sheilds. None of the other additions have been a boon to my playstyle. I loathe the wifi logistics, did one playthrough with mass/volume enabled- never again- and will not even consider enabling CPU. Of course, I may not need to, as I'll be building my starbase by then. Because Starbase comes with a 3rd person view. Something I have been agitating for since I had two hours logged. It's not an outrageous desire- it's basic game mechanics that should have been standard on the day they started coding.

    Since Eleon has steadfastly refused to release a game plan, or even define a finish line, I am calling BS on the argument that they need to keep adding features at this point. What features? (Eleon won't say). How many features? (Eleon won't say). When is the planned release date? (Eleon won't say)

    Because Eleon doesn't know. Scope creep is taking over. A lack of vision and a waste of community resources will be the slow, unseemly demise of this game.
     
    #121
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  2. michaelhartman89

    michaelhartman89 Rear Admiral

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    Surely you have discovered 3rd person view in Empyrion. Press "V" bro.

    Not to mention 1 1/2 years isn't much time; I've seen plenty of progress in 4 yrs from this game and can tell you that I don't feel it's bogged down. Good things take time. Enjoy Starbase!
     
    #122
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  3. Captain Amazing

    Captain Amazing Commander

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    I defy you to play in third person for an hour, then come back and say with a straight face that it's functional.

    It's not. Try it. It's not even a debate, bro.
     
    #123
  4. Robot Shark

    Robot Shark Rear Admiral

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    I figure that the worst thing that can happen is that the devs tell me "no".

    I do not think they will ban me for asking...
    ... or will they? :oops:

    <ducks and hides in the corner>
     
    #124
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  5. michaelhartman89

    michaelhartman89 Rear Admiral

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    Oh $hit, believe me, I totally agree with you bc it's nauseating. I wasn't defending it, I was just saying that it's there lol
     
    #125
  6. michaelhartman89

    michaelhartman89 Rear Admiral

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    Never get up, Never Surrender!
     
    #126
  7. fa_q2

    fa_q2 Commander

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    1. A point. There is a bare bones quest system in place but the base attacks (that do not even function unless you build a ground base) are little more than an annoyance. There should be a constant threat that pushes the player to progress. That looming threat is not there.
    1.1 active threats in space as well. Roving faction cruisers and the like. More interactions with the NPC factions overall.

    2. ability to use tools on vessels that do not face 'forward.'

    3. Assignable hotkeys for signal logic
     
    #127
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  8. Ricochet

    Ricochet Ensign

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    1. Water and Hydrogen Tanks + all Generators(Oxygen, hydrogen, Water) in Base-Size as addition to the Stand-Alone ones, so you didnt have to fill dozens of Standalone Generators with Energy (the Base then needs to be connected to water)

    2. Planting Trees in Bigger Growing plots: as a Source for Wood and Oxygen

    3. Fillerblocks are used when placing bases with a cellar/Bunker or whatever you build below the Surface
     
    #128
    Last edited: Nov 10, 2019
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  9. Ambaire

    Ambaire Captain

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    (1) Better building controls. Give an option for advanced block placement controls, where instead of first selecting rotation axis and then rotating, we could instead use 6 keybinds to rotate any of the 3 rotation axes as the player chooses. Like Kerbal Space Program does it, with keybinds for rotate block (part) up/down/left/right/left(flat)/right(flat).

    (2) A more intuitive temperature map for planets with gradients between biomes. No more of this 20C -> 9C with a few meters travel.

    (3) Built-in small storage units for all powered constructors, so that storage containers are not explicitly needed.
     
    #129
  10. WildmouseX

    WildmouseX Lieutenant

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    I did not read through all of this, but I can sum up 3 things I would like.

    1) Satellites - around level 15-17 unlock - BA/CV mountable - 3 types : ore mapping, poi mapping, local space scanning ( multiplayer pvp)
    We already have this level tech in the real world, and by level 15 you should have most ore and PoI's on the starter world mapped out - so they would be most effective in later game to reduce time mapping each new planet. it would consist of a station on the CV or BA, which opens up the map when accessed with toggles that allow you to deploy the satellites. The local space scan would be for multiplayer servers and act as an alarm when the orbit play field of the planet is activated by someone entering it. Maybe give a list of pilot names and their faction status when you check the station. - Basic 3d models could be placed in the 3d world, allowing opposing factions to locate and blow them up.

    2) Probe scanning station - C.V./S.V.
    While nothing is actually launched into the 3d world, the probe scanner brings up the map of the space play field you are in and mimic's the launching of a probe cluster. Players can then choose various spread patterns to locate and narrow in on objects in space. Useful for finding asteroids with ore, ships you have lost in space, finding NPC or Player stations and ships. Probe clusters are not recoverable and thusly can be used as a resource drain. This allows for useful cloaking devices to be developed, maybe not visual cloaking, but from scan instead. Probes would show up on the normal map scanner, so players who are on the ball will know when they are being scanned down on.

    3) Active Local Space Impulse Pulse scanning - (A.L.S.I.P.)
    This station would act as the normal map scan, but with a player sitting at and using the station the scan distance is doubled

    I'll even add a fourth

    4) Open Player Market !!!
    Many Servers / One Market
    This can be achieved by the dev team operating a single dedicated server to hold and execute transactions between players, who can access this market in any game on any server through the Polaris market guy. This way a solo player can dump all their excess advance constructors, auto miners and what not - while alliances / guilds/ factions on multi player servers have a way to forego alot of the maintenence work it takes to aquire those things by simply buying them.
     
    #130
  11. Jollificator 2

    Jollificator 2 Lieutenant

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    1) An extensive ‘Advanced Setup’ for SP Survival. From how flat or mountainous the starter planet should be, to whether you’re friends with the Zirax or not. From how many planets (within limits) the solar system should have, to the randomness with which resources are distributed in that system (e.g. moons no longer necessarily having Pentaxid ..which could get you stuck; a feature I highly admire in a game).
    Basically: Let’s make editing yaml files a bit more obsolete.


    2) Almost the same as 1) but now for Creative Mode. In setup, have options for ‘Check Mass / Volume’, planet size, terrain, gravity or any other option that helps testing builds.


    3) The first two were rather grand / maybe hard to implement, so let’s end small: A tool for clearing grass and weeds and stuff (maybe integrated with one of the existing tools). I know placing the tent will do the trick, but that can leave an ugly dent on sloped terrain (often exactly where you least wanted one).
     
    #131
  12. Darak

    Darak Lieutenant

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    1. Vastly improved bike with proper handling for braking, turning, and colliding with level geometry without a full stop. Bonus points if you can turn the lights off and switch to first person while riding. If this is not feasible due to the way the game physics work (it's said no wheels can be supported) then scrap the bike altogether and replace it with a hovering jetpack which allows you to move around with a similar speed except using HV controls instead. The bike is one of the first things a new player sees and unfortunately it's one of the most janky aspect of the game right now.
    2. Revamp the factory UI and make it send the blueprints to constructors to be built just like the starter kits. That would make more sense in game and add multiple benefits, such as having to purchase the individual skills involved in the construction of the blueprint.
    3. Some form of (limited) scripting or enhanced signal logic, with the ability to control gauges and number displays in LCD screens. It would be great if I could see things like energy consumption, cargo weight, etc, while in-game. Or writing/using small scripts to do things like synchronizing doors, changing light colors when under attack, and many others.
     
    #132
  13. Siege Inc.

    Siege Inc. Rear Admiral

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    My top most wanted feature at this moment: Debug mode for gravity generators that shows their area of effect.
     
    #133
  14. Kyodai

    Kyodai Lieutenant

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    1. Walking around moving ships. Gives crews stuff to do while in flight such as repairs, crafting, etc.
    2. More NPC and spawn controls/scripting for content creators. This will allow more robust scenarios for Sp and Mp.
    3. Give us content creators the option to add voice overs and/or our own music to scenarios much like Arma 3 does.
     
    #134
    Last edited: Nov 19, 2019
  15. MadRussian

    MadRussian Commander

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    1. NPCs that can fly my extra ships. Dead serious here. I want to scramble my AI fighters to battle Zirax when they attack. If AI can attack our base (which they could do since I can recall), it shouldn't be too difficult to implement AI defending our base.

    2. More varied planets and moons. We don't need more dead moons. We need more and varied alien vegetation and beasts. Enough to justify those extra solar systems. More dangerous wildlife and extreme biomes! Think large and terrifying, surprise us!

    3. Fully fledged Factory, able to build ships block-by-block.
     
    #135
  16. MidasGunhazard

    MidasGunhazard Captain

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    Addition: More than ONE TYPE OF LANDING GEAR on HVs. It's a bit ridiculous that there isn't even an extended landing gear yet, nevermind retractable ones like the other vessels get.
     
    #136
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  17. Deathlemming

    Deathlemming Ensign

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    - Tag and delete more than one game save in one go.
    - Less Jurasic park theme. Nice animations but to much dinos in space.
    - A way of exploring orbit for whats out there other than flying randomly (or with fixed way points) around or using map command. I have not played eve online for almost a decade but there was a triangulation probe system for finding wormholes. Something like that or some other challenging and fun way of finding stuff out there.
     
    #137
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  18. Garr

    Garr Ensign

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    1- a tab aaccesible by F1 with a very basic text editor (I'm 67 you kmow and the memory thing is true)
    2- my son wants more goal oriented content (story line or something)
    3- free beer on Fridays or maybe allow indexing of inventory alphabetiacally at the least
     
    #138
  19. TGRF_Trainer

    TGRF_Trainer Commander

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    Might as well weigh in with what I see as the most needed things:
    1. An objective. One of the biggest problems with Empyrion is that it lacks a clear goal. Currently the only goal is to build the biggest ship you can, referred to as the 'endgame CV'. Once you've done that, there is little reason to continue with the playthrough. Just as we are encouraged to destroy the drone base on a planet to stop our base from being attacked, I would like to see an entire PLANET we must take over entirely. If we do not, Zirax fleets start showing up. Not wimpy drone waves. FLEETS of space cruisers and the like. Something that can actually pose a threat. Obviously make the difficulty toggle-able. (Take a note from MP - once the end-game CVs are procured, the game is just beginning, because now they have to use them.)
    2. Inter-faction war. One of the most annoying things for me in Empyrion is that the NPCs are perfectly cool with not shooting each other, or letting alien assassins or dangerous creatures roam about their territory. I can kind of understand this for Talon, but for Polaris? What's the point of their defense turrets if they never use them?
    3. Water. You have an ocean planet, but most of the biomes cannot be visited unless you have a few spare hours to kill SLOWLY swimming around. I would like real liquid water, the ability to shoot weapons underwater (make it an armor boost if you must, but the ability has to be there), creatures which can actually swim, not just walk around on the surface, the ability to create underwater POIs/bases (have ventilators pump out the water as they pump in O2), and most importantly have vessels capable of functioning underwater. I'm not sure what vessel type would be best, be it SV, HV, or a new submarine type altogether. But please, something in which we can explore that ocean planet, with guns and detectors on it.
    Understand that this is just for gameplay. Depending on each player's focus, there's a whole different set of top three for building.
     
    #139
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  20. IndigoWyrd

    IndigoWyrd Rear Admiral

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    1. Improved Water

    I recently found another Unity-based game, The Forest. I don't know what water system they use, but it is exceptionally nice.

    2. Improved NPC's

    I want to see NPC's walking around, hear them making alien noises, see them doing things, and be able to hire/buy NPC's that do things as well.

    3. Improved Vehicle Hotbars

    Let us choose which of our vehicle weapons occupy which hotbar slot. Additionally, let us add Vehicle Turrets to the hotbar, so we can quickly enter or leave a turret.
     
    #140

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