Just bought it, would've bought it day one, but i was away from my PC. Loving it, and love the ease of having friends drop into my game, or my joining their game.
Well, played my first coop game last night. I ended up getting lost in a truck for a good hour. Went to far away, then got turned around in some mountains. Couldnt see any pings from my base or coop players. It was driving me nuts. And Im not sure if i liked it or not. haha. It makes sense though. You`re in space. You arent going to know where you are at all times. Gotta learn to drop beacons as I go!
If you have your mouse over your character, you get a compass at his feet - it's the best way to not get lost. Take note of general direction you'll be heading in, and then just head in the opposite direction when you get lost, it should get you close enough to your base to find it, even if you took a few turns on the way.
I also got lost, and I quite like how easy it is to get lost.
Ya, I learned about the compass last night. Though, I didnt think to check while I was driving around. Getting out to check is kinda annoying.
That said, that's actually how I found my way home. I remember when I was leaving base, I ran into energy issues because I was driving away from the sun rise. I had to stop and let it catch up to me. So I eventually found my way home by going towards the sun rise. Eventually found a ship wreck that I knew I had stopped at and dug out. Really cool feature though, being able to look at the spinning sky/planet and tell your direction quickly.
Loving the game. Very impressive for an early access pre-alpha build. I've played about 9 hours so far and still haven't run out of things to do.
A think a big improvement to the game would be focused points of linearity in an otherwise open world experience. The cave systems are sort of a supplement for at least the "feeling" of this, but are still just another open world element. For example, having large abandoned ships and structures that can be accessed and explored through simple puzzles and problem solving, like through restoring power or repairing parts of the facilities/ships. Any sort of thing that can emulate "dungeons," so to speak.
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(Loving the art style, and minimalist UI)
Can't wait to see how the game progresses!
I also got lost, and I quite like how easy it is to get lost.
That said, that's actually how I found my way home. I remember when I was leaving base, I ran into energy issues because I was driving away from the sun rise. I had to stop and let it catch up to me. So I eventually found my way home by going towards the sun rise. Eventually found a ship wreck that I knew I had stopped at and dug out. Really cool feature though, being able to look at the spinning sky/planet and tell your direction quickly.
I literary played, without breaks for 6 hours without even knowing it, though it had past maybe 1-2 hour at most
well done Adam.
A think a big improvement to the game would be focused points of linearity in an otherwise open world experience. The cave systems are sort of a supplement for at least the "feeling" of this, but are still just another open world element. For example, having large abandoned ships and structures that can be accessed and explored through simple puzzles and problem solving, like through restoring power or repairing parts of the facilities/ships. Any sort of thing that can emulate "dungeons," so to speak.