Feedback of a new player

IsenfalkIsenfalk Germany Join Date: 2015-08-09 Member: 206932Members
edited August 2015 in Ideas and Suggestions
I played quite a bit and can't wait for the final version with a lot more of content.
As this game is still getting more content, I just want to give some feedback on what I miss right now.


Objects

Power storage + Power cell recharge (module)
It's weird that you have to build additional solar plants just to increase the power capacity. You can build power cells so why not use them in a module to add capacity to the base?
A cell battery would be a base module which works similar to the extension slots of the Cyclops. You build it empty and put power cells in. Each cell increases the power capacity by 100. If energy is used, it uses the power of energy plants first and, if not enough, gets some from the cell battery.
If you add a loaded state to power cells, similar to those of some tools, you can let the player get the discharged cells when inserting charged ones into Seamoth or Cyclops. These empty cells can be reloaded by inserting them in an empty slot of a cell battery.
This would be a great way to fix 2 issues: Increasing maximum power in your base (or just add some when no plant in a suitable range) and adding a way to recharge the Cyclops.
If the player shouldn't get this to fast, you could add some fragments to deep regions, which cannot be reached with the Seamoth.

Radiation detector (HUD extension)
You have 2 slots for HUD extensions, but you don't have a way to detect radiation before it drains life. A simple radiation detection would give a simple display from low over medium to high(drains life).
This would give you the option to find radiation areas without loosing life each time. If you can make it for a quartz and wire, you can have it quite easily after the aurora explodes.

(Not urgent) Fish tank (module)
Fish can be put into a storage and live there happily. In a future time this will change (at least it is planned).
But this adds the problem that a long cruise with the Cyclops might get you some fish which needs to be stored. A fish tank keeps fish and plants alive and can store more than an aquarium (maybe as much place as a small storage).


Gameplay

Refold the constructor
Having the constructor floating is really a better way than haven an oversized dry dock in you base. But having it float at the surface all the time is a bit weird. If you just can fold it back and store it in your base, that would make more sense and you can take it with you if you build a new base.
As an example 'left click' is use it (as it is now) and 'e' (use button) packs it and puts it back into the inventory. If not enough place, a message is shown and nothing happens, if enough place, you have it back in your inventory.

Turn the lights of
Seamoth lights are always on. It annoys stalkers and even the player, when the light is to bright, to see anything.
Would be nice if 'left click' (unused right now) turns them on / off.

Equipment, tools and items
Flares might fit as tools somehow, but med kits are a bit misplaced as equipment. The new personal build menu has 3 sub-menus:
Equipment: Objects give you passive bonus (like tank) or can be equipped (like swim suit)
Tools: Objects you can put into the quick-use bar and use them multiple times
Items: Objects which can be used only once

An informative data pad
This does not seem much, it is close to boring documentation writing, but some information pages for the blueprints will do quite some improvement.
If you move over the blueprint it shows the cost, just like now, but if you click it, a page should open with a short description. This will give a bit of information and some hints (e.g. where to refill the Seamoth with an image).
It doesn't seem to be very important, but it is a fast way to give the player hints how some things should work. You can greatly reduce frustration for new players (Seamoth refill) and, with some text and images, add a lot to atmosphere.
As I see it, this is the fastest way to improve the game. The data pad is an important part of the front end of this game and improving it will directly improve how players enjoy the game.

(Not urgent) Emergency training protocol
The first hints of what to do are ideal for an emergency training protocol the computer voice performs at the beginning of the game in order to prove you know do the crucial stuff.
The protocol would replace the text messages at the beginning of the game and gives some hints of what to build first. Some of this information would be a good first pages of a new information part of the data pad.
This is more work than adding a few pages to the data pad, but it improves the atmosphere as the player gets information as part of the game.
You don't need to do this fast, but it should be at least in the first release version, or when you want all players to start a new game.
(Generally, the more information messages look as if the in-game HUD is giving them, the better the game will feel)

(edit: energy cell should be power cell)
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