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Planet Explorers => Planet Explorers Suggestions => Topic started by: From Hell on November 19, 2012, 03:58:34 PM

Title: Duplicate, Already Implemented, or Reference Posts
Post by: From Hell on November 19, 2012, 03:58:34 PM
As the number of suggestion posts rises, so does the number of duplicate suggestions. It's the nature of the beast. =)
Deleting them would not be cool but they can be collated into this thread.

You will also see that many suggestions have already been implemented or are about to be.
They, too, will probably end up in here since the suggestion has served it's purpose.

Last, there were a number of topics that didn't generate a lot of interest or were plain item lists that while being a useful reference for content creation, did not actually suggest doing anything special with all these items.

Oh, and rarely there are suggestion posts without any suggestions at all. It happens.


Note that having posts moved here does not mean that your suggestion was "not worthy"! We keep it here. Just in case.

Gazz.






First I'd like to say that you've done a great job keep up the good work.
I just fond your game at Thursday but i played about 15 hours since then.
At first I thought it's  an quite nice looking RPG for free, but after i while i found out that you can actually dig holes and construct buildings and that the game is still in alpha phase.
It's amazing how much freedom the player have even in this state of the game but there are some things I still miss ( I've only read parts of the old board so excuse me if I tell you something you've already heard) or simply some ideas what could also be added to the game.

I divided them into: rather easy to embed, rather hard and something in between ( based on what I think). I've marked those, who I think are more or less necessary with (!) at the end.

Easy
-in 1920x1080 the numbers in your inventory re really hard to read it'd would be nice to be able to scale the UI (!)
- furthermore a continues mining ( hold down the mouse bottom and dig one block after another)(!)
-same goes for attacks(!)
- some more efficient mine tools (e.g. explosives, chainsaw, compressed air hammer)
- creating your own shield wold be nice as well ( like you can do with swords)
( I still don't get how the damage is decided except more+better material= more damage , or is it all there is to?)
-as range weapons maybe an crossbow and add two-handed swords, axes and maces as new hand-to-hand combat weapons as well
-a short description of the things in your inventory if you move over with the mouse would be nice ( e.g "Wood: Basic structure material. Can be gathered by cutting down trees", "Iron:basic material for most weapons. Can be found in hills and at meteor crash sites", " Meat: Used for trading. Can be gathered by hunting animals"
-while aiming at an enemy display his name
-to make mining easier it'll be great to give the player the option to highlight the block he's aiming at (and maybe what kind of block it is)
- marks on your map ( individually created as well as for important places and areas where to find certain materials)
-craft glass
-storage facilities for your stuff

Difficult
-blocks that swim, so that one can make a base on the ocean or huge ships like air craft carrier (and enable these to move like a vehicle would be great)
-coop story mode
-scripts discovered by experiments ( like done in  "the elder scrolls" for example)
-planes
-natural phenomenons (like sandstorms in desert, blizzards, meteor impacts, floods,...)
-seasons


Something in between
-transport water, for example with a bucket or a pump
-get seeds from plants so that you can do farming or perform a local "terraform"
-i looked in the creator tool an thought:"It would be nice if I could equip the vehicles with weapons"
-maybe you can add some sort of character development? like more hp (level based) or enable him to getter more or better materials after a certain while ( x times loot animal y, or z times mine block w, something like that) or give a bonus to mining-speed or damage dealt
- a fast travel option to spots you've already visited (!)
-hovering vehicles
-ships
-motorcycle
-character needs to sleep/eat
-different reaction towards the player depending on how much he helped him already (with this maybe some special scripts)
-trees burns down after being hit from a lightning or set on fire by a torch
-the kind of armor have influence on your mobility and speed
- a way to build, mine and fight underwater
-different speed of travel on different materials ( build streets to travel faster)




Furthermore I like the idea posted by norab7 on the old board to have several planets, asteroids and planetoids to travel to and build on.
Title: Re: Some things that came to my mind
Post by: VitaminK on November 19, 2012, 05:51:42 PM
Good list, I think you have a lot of good ideas here and there are actually quite a few that are already on there way into the game.
Title: Re: Some things that came to my mind
Post by: norab7 on November 19, 2012, 11:44:07 PM
These are some nice ideas, Thanks.
But like vitimine has said alot of these have already been suggested on the old board and are currently being worked on.

However there is only one thing in your post that i would have to SO STRONGLY disagree with because of games like WoW and other Reputation system games.

different reaction towards the player depending on how much he helped him already (with this maybe some special scripts)

I hope Zifei never implements this, i've spent enough time doing reputation quests on World of Warcraft to have any type of interest in doing it on another game.

That being said, there is still the possibility for it to be done Right. If Zifei can manage that, he's a genius and Planet Explorers will become MASSIVE!

Everything else i think is great though. :D
Title: Duplicate, Already Implemented, or Reference Posts
Post by: norab7 on November 20, 2012, 12:25:24 AM
Mouse Controls:


Someone has stated that the mouse controls are not as intuitive as they could be, and that made me think and make this topic.

The controls should be much like what World of Warcraft has. Which means to change the current mouse controls to:

-Hold Right mouse button to turn character. While the right mouse button is held the mouse pointer is locked to the centre of the screen. This would allow you to turn the character around in a 360'degree(plus) movement without the mouse leaving the Game Window. Unlike now when you hold the right mouse button you can move your mouse pointer around freely and even leave the Game Window all-together if you move far enough.

-Clicking Right Mouse Button to Interact. This would change opening storage, talking to NPC's, activating weapons/consumable from the Hotbar, Useing consumables from Inventor along with Equipping weapons and armour to be done by Single clicking the right mouse button. This would remove the accidental digging/mining that happens now when using the Left mouse button for interacting.

-Hold Left Mouse button to look around. Unlike my suggestion of "Holding Right Mouse button", holding the left mouse button would only adjust the camera angle allowing the removal of "F" for Free look. Holding Left Mouse Button would have no impact on the direction of the player character only the camera angle.

-Clicking Left Mouse Button to Dig/Mine/Herb/Chop ect... The Left mouse button would only be used to interact with the environment, so chopping wood, harvesting herbs, looting animals, digging dirt, mining materials ect would be control through single clicking the Left mouse button.

As clicking the left mouse button is only used for looking around the character and interacting with the environment, it should remove almost all the accidental digging.

However. placing blocks down to create structures would not be effected by this, only the actions of turning the character and changing the angle of the camera.

*Additional Mouse Controls*

-Placing Blocks in the world-

I've had a bit play with placing blocks in the world and i've come up with more ways to place blocks. (Only active when you have placeable blocks in your hand)

Currently Clicking and draging left mouse button creates a single line of blocks from "Point A" to "Point B". This can be changed to a Column of blocks by holding SHIFT while placing or a flat plate by holding CTRL.

My suggestion is to either allow both CTRL + SHIFT to be used together so that you can make a flat plate of blocks then Raise it in a column to create a filled box (e.g. A wall 4x2x8 ect)

Or to have Clicking and Dragging the Left mouse button ALWAYS create a flat plate, then the modifier SHIFT would allow you to make this into a filled box without the need for holding CTRL which would allow much easier thick wall or bridge placement. Then the modifier CTRL would allow you to go back to creating just a simple line of blocks from "Point A" to "Point B", which could also be combined with the SHIFT modifier to allow a diagonal wall creation.

I may have more Suggestions later, But for now that is all i can think of.

norab
Title: Re: Some things that came to my mind
Post by: VitaminK on November 20, 2012, 12:31:59 AM
These are some nice ideas, Thanks.
But like vitimine has said alot of these have already been suggested on the old board and are currently being worked on.

However there is only one thing in your post that i would have to SO STRONGLY disagree with because of games like WoW and other Reputation system games.

different reaction towards the player depending on how much he helped him already (with this maybe some special scripts)

I hope Zifei never implements this, i've spent enough time doing reputation quests on World of Warcraft to have any type of interest in doing it on another game.

That being said, there is still the possibility for it to be done Right. If Zifei can manage that, he's a genius and Planet Explorers will become MASSIVE!

Everything else i think is great though. :D

Touching on this I think it could still be implemented without going as far as WoW ect.

You could go in the other direction and have it simply be just a reaction to your actions (helping or not, failed or completed quests for them, etc.), not have it unlock things items, quests, what have you.
Title: Re: Some things that came to my mind
Post by: norab7 on November 20, 2012, 12:35:23 AM
These are some nice ideas, Thanks.
But like vitimine has said alot of these have already been suggested on the old board and are currently being worked on.

However there is only one thing in your post that i would have to SO STRONGLY disagree with because of games like WoW and other Reputation system games.

different reaction towards the player depending on how much he helped him already (with this maybe some special scripts)

I hope Zifei never implements this, i've spent enough time doing reputation quests on World of Warcraft to have any type of interest in doing it on another game.

That being said, there is still the possibility for it to be done Right. If Zifei can manage that, he's a genius and Planet Explorers will become MASSIVE!

Everything else i think is great though. :D

Touching on this I think it could still be implemented without going as far as WoW ect.

You could go in the other direction and have it simply be just a reaction to your actions (helping or not, failed or completed quests for them, etc.), not have it unlock things items, quests, what have you.

Yeah, and i hope if implemented Zifei can pull it off. Because if not, it would be personally a bad thing for me.
Title: Re: Some things that came to my mind
Post by: Zifei on November 20, 2012, 02:02:34 AM
Yep, most of the things are or will be implemented. We'll see how well the Kickstarter does to know just how much extra stuff we can do on our budget.  :)
Title: Re: Mouse Controls
Post by: Zifei on November 20, 2012, 02:03:41 AM
I'm going to hang on to this until after 0.5, 0.6 will probably be our "tweak the character" build.
Title: Re: Some things that came to my mind
Post by: From Hell on November 20, 2012, 12:41:04 PM
norab7,

I didn't mean the reputation to be the way it is in wow ( to do the same thing over and over again really gets annoying) rather like it was in Gothic (I've only played the first one, so for the 2. and 3. I'm not sure)
Mean a NPC is will tell you this after a certain while(after helping him and some other he considers his friends):

"You've helped me a lot and my friends told me the same. Since you seem to be a nice person I'll offer you this deal:
 There's a giant beast in the forest over there, when it moves at night, it makes so much noise I can't sleep.
 Go and kill it and I'll tell you how to modify swords. I don't tell this everyone, you know?"


What I'd like to add to my list above:
-banners or flag you can "print" your individual label on, in the creative tool would be nice to
-drawbridges
-option to show/hide your helmet
Title: Re: Some things that came to my mind
Post by: norab7 on November 20, 2012, 03:05:52 PM

-option to show/hide your helmet


So very very much THIS!

I like the helmet style and hat not, just I like my hair too, I would love this to be added :)
Title: Re: Some things that came to my mind
Post by: Zifei on November 21, 2012, 05:16:33 AM

-option to show/hide your helmet


So very very much THIS!

I like the helmet style and hat not, just I like my hair too, I would love this to be added :)

We were just talking about this today, and yeah, we all agree it should be in, so 0.5 it is.  8)
Title: Bows in the weapon Creator
Post by: norab7 on November 21, 2012, 10:29:41 PM
------------------
Bows in the Weapon Creator
------------------


I would like to see bows in the weapon creator.
I have not yet used a bow as the guns when made correctly are very much overpowered than the ready built bows.

I would however get straight to using a bow if i could make one myself, I have designs of bows in my head that i would like to try out in a weapons creator if i have the chance.

Also, the bow should be more powerful (in my opinion) that a single-shot pistol.

Because of how accessible the guns are at the moment there is no massive need to spend the meat on buying them. I have jumped the queue of going from sword > bow > gun, just straight to gun every time because guns are so much better for killing things.

Because of how you use bows (dipping in mid air and having a long travel time) they become harder to successfully use, so i think they should be more powerful

tl:dr - Add bows to the weapons creator, and balance weapon damage more :D

------------------
Title: Armour Creator
Post by: norab7 on November 21, 2012, 10:39:37 PM
------------------
A Creator Dedicated to Making Pieces of Armour
------------------


I would like to see a armour creator put into the game. This would include shields also, as they act more as armour than weapons. Which i know someone has already mentioned.

The armour creator would allow you to creator each piece of armour much like how the weapon creator works, by each piece i mean you would create a different piece of armour for the helm, shoulders, legs, chest, gloves and all the other slots that the player character has.

The difference from the weapon creator would be that instead of working from the handle of a weapon, you would work "Around" a frame of your body. So the chest for example would be a frame of your player characters chest, which would be a specific size for how you made your player in the character creation menu.

This would allow the player to make amazing pieces of armour AND would be the ONLY GAME out there that allows this level of alteration in a games armour creation system (that i know of).

Of course it would still need to have general armour sets for people that can't be bothered to create something and just want to play the game more.

------------------
Title: Creator Mode Brush Tool
Post by: norab7 on November 21, 2012, 10:59:45 PM
------------------
Creator Mode Brush Tool
------------------

I have used the creator for a little while now and the thing I would like is a Brush tool.

This would be like how the 'Dye' tool works, where you click and drag and it paints the blocks onto the item you are creating. I have been trying to make some items which i would really like to have this with, such as trying to fill up a non-symmetrical multi sided surface (Like a parallelogram but with rounded edges).

Doing something like this can be done in the current tools the creator has, but it would mean using the block placement tool. Which takes a while when you are creating a large weapon.

The Brush tool would be Click and Drag over a surface (other blocks of the reference plane), and would increase the high/width of the blocks by '1 block', if the brush to went back over itself it would increase the high/width of it again by one block.
(So if you held the mouse button and just moved the mouse back and forward over the same area constantly you would eventually get a object that is 50blocks high/wide without ever letting go of the mouse button.

I think this would be a great improvement, and would allow a much easier and more intuitive way of creating weapons/armour

------------------
Title: Volume Controls
Post by: norab7 on November 21, 2012, 11:06:39 PM
I would like a way to control the sound levels in the game. I know these are going to be coming in the coming builds.

But as i use multiple monitors while on my computer i often watch a movie while playing games. This is made difficult as there is no volume control.

I can get around this problem by changing audio inputs and outputs ect in windows, but this is a pain everytime i want to do it, and as a result i turn on of the two things off, mostly the movie goes off, but sometimes it is Planet Explorers if i'm just running around trying to break things.

Please implement this zifei :D
Title: Re: Volume Controls
Post by: Zifei on November 27, 2012, 02:54:22 PM
This one's going in in 0.5.  :)
Title: Re: Creator Mode Brush Tool
Post by: Zifei on November 27, 2012, 02:57:40 PM
We're gonna hold on to this thought and get back to it in the future when we're doing a more comprehensive tuneup for the create system. But it's a good idea, we'll discuss it.
Title: Controller Support
Post by: VitaminK on November 28, 2012, 10:37:12 PM
Just like title says, I can't remember if this was touched on or not in the previous forum but regardless it would be nice to have.

I use a xbox 360 controller for a lot of games (especially 3rd person) and am sure others would if it was available. Since its Microsoft I dont think it would be too hard to implement, I know there are third party apps you can use but it would be nice to just have it built into the game.
Title: Re: Controller Support
Post by: Zifei on November 29, 2012, 01:32:22 AM
This one's on the todo list...very very low priority at the moment though. Should still be before beta 0.1.
Title: can i have a ladder?
Post by: LethKhar on December 11, 2012, 09:38:30 PM
it's hard to climb my buildings in story mode,because i don't have enough block for stairs  :-\

p.s:this game is really fun :)
p.s2:i'm sorry for my bad english :P
Title: New forum section Show off your tools/ weapons
Post by: cowboygeeker on December 12, 2012, 09:15:27 AM
This seems like a logical thing to add as there is only one showcase thread in general discussion.

Regards
Title: Re: New forum section Show off your tools/ weapons
Post by: Zifei on December 12, 2012, 11:59:53 AM
We'll put up a new section for showing off and trading creations after A0.5 comes out.  :)
Title: Re: can i have a ladder?
Post by: Zifei on December 12, 2012, 12:07:00 PM
Yeah, that's in the plans.  :)
Title: The ability to access the tool/weapons editor from the main menu.
Post by: cowboygeeker on December 12, 2012, 12:08:41 PM
To Tell you the truth you guys have an awesome game but I am loving the weapon/tool editor and making guns and stuff, it would be easier on my computer resources to have just the editor and not the whole game under it as well. Also more space for items, I am running out!

regards
Title: Re: The ability to access the tool/weapons editor from the main menu.
Post by: Zifei on December 13, 2012, 01:39:31 AM
That's in the plans for Av0.5.  ;)
Title: Ability to Craft in Adventure and Build Modes
Post by: VitaminK on February 24, 2013, 09:48:22 PM
No idea why this isnt already done. If at all possible slip this in before/during Greenlight.
Title: Re: Ability to Craft in Adventure and Build Modes
Post by: Zifei on February 25, 2013, 12:49:26 AM
Craft as in using scripts? That is in in Adventure right? Build has everything ready to go.

Honestly though, those 2 modes are sorta borked at the moment since we're still going over a new algorithm for speedy and good looking cave and terrain generation. We're almost there with the cave (this one's glorious  ;D) but still looking at the terrain.
Title: A few of my idea's
Post by: dradiinmmo on February 26, 2013, 09:59:46 AM
Map Marking: When i place a map marker can we get an arrow pointing to it like we do from quests ?

Off Hand usage: When i have my sword in one hand i can have a shield, but when i equip a torch i can only have a shield in the off hand. Is there a way to implement it so i can place the sword in main hand and torch/flashlight/hamburger/pistol in the off hand ?

Mutltiplayer/stretch goals: While playing this game today i sat and thought how intense it would be to add in a multiplayer mode where a group of players had to defend a settlement. Wave after wave would assault the group and they would have a day in between assaults. This would be simply amazing gameplay. Could be one of the stretch goals if you go with Kickstarter.

Simple UI Tutorial: Sorry but i am not sure what all the bars were when i first began, if you could either have a simple UI information panel when a new player starts it would lend itself to a better introduction. That or you have a tooltip where the mouse hovers of UI elements and tells the player what it is they are looking at. While i am talking about this what are the two sword icons to the right of the avatars face in the UI ?

Targeting: I did not like the feel of harvesting or combat because i was not sure what i was harvesting or if i was in the right spot to harvest. When i was in combat with more than one aggressive mob, i had no idea which one i was hitting, if there could be a simple circle under the object i am trying to target it would help tons to understand what i am trying to do in the game.

Farming: i will admit i have not played as much as others (just got it working tonight) when i was in Adventure mode i wanted to create my own little haven, i wanted to make a plot of plants to harvest, maybe plant seeds, maybe corral docile creatures and use them for a type of milk/eggs.

Night time: I love how dark it is at night, i just wish the flashlight was more useful, when you move it really does not help that the beam is just all over the place, torch is nice but it does not illuminate as well.

Script Cache: I was thinking in adventure mode there could be other downed ships to be located in each of those they could have logs that could allow for random scripts to be located (kinda of like treasure chests).

Companion/Family: Ok this is on the waaaay out there idea, but if there could be a way to have a companion, and that even lead to making a family that you can live with and develop i would be thunderstruck on how awesome the game would be. Sure the whole act of sex would need to be handled in a less risque way (maybe just have a couple get in bed and sleep and then months down the road you got a kid). Even having a whole community of NPCs down the road would be sweet, but then you would need a nice procedural AI, lack of a better example the radiant AI in Skyrim.

Anywho, thanks for this game it is amazing.
Title: Target audience age.
Post by: GallonOfAlan on February 26, 2013, 01:20:36 PM
First off - this looks fantastic, well done on everything so far!

My suggestion would be a 'kid mode', whereby you're limited to effectively Minecraft-type weapons - swords and bows and so on. I don't really want my younger kid playing stuff with guns until he's old enough to appreciate that real guns don't work like game guns, and all that.

And I think there is potential for increasing your possible sales base in a big way if you not only had that, but also made sure it was right there in the promotional material.

Is there a plan for any sort of developer API where that could be modded in, if it isn't possible for the actual core game?

Thanks!
Title: Re: A few of my idea's
Post by: Zifei on February 26, 2013, 03:56:00 PM
The adventure/build modes right now are very simplistic, we'll turn around and worry about their logic as we finish more gameplay mechanics in the main game.  :) We'll try to make them an infinite terrain or a large landmass.

The map marking should be in by a0.6.

Not a bad idea with the torch. a0.6.

This one is planned. a0.7

We'll have a much more comprehensive intro from Gerdy...the one there right now is just...a display of a lack of time. haha. a0.6 or 0.7

We'll consider targeting, maybe a turn on/off thing.

Farming is going in a0.7 or 0.8

We'll fix the flashlight animation by a0.6 We've a lot of ideas for nighttime, haven't had the programming time to put them in yet.

Family...is not planned at the moment, maybe when we have time in beta, haha.
Title: Re: Target audience age.
Post by: Zifei on February 26, 2013, 03:57:40 PM
I'll write this down and possibility implement it later down the line. It's not a bad idea.

Yeah, we do plan to have mods.
Title: Strafing?
Post by: EvilScott on February 27, 2013, 03:33:54 PM
The ability to bind strafe L/R to Q/R would be great! Thanks!
Title: Top-down view?
Post by: EvilScott on February 27, 2013, 03:35:31 PM
Any chance of being able to toggle a directly top-down view to help with construction? This would work really well with the aforementioned grid overlay (which I am also all for). Thanks, awesome game!
Title: Re: Top-down view?
Post by: Zifei on February 27, 2013, 03:37:31 PM
We'll implement a free camera mode for building in the next alpha.
Title: Player-Created Items
Post by: FizzyX on March 01, 2013, 12:53:57 AM
TL;DR:  Games made in the weapons/vehicle creator to be placed into the world for added cosmetics and to relieve just the average passive boredom.

The Idea:
Ok, now I understand the game has a huge emphasis on creating custom weapons, custom vehicles, and the characters have a decent amount to it, but what about custom items to be placed into the world using the same creator used with weapons and vehicles?  I think it could be done with how the engine appears.  Simply take the same designer tool, remove requirements for specific parts making it a sort or cosmetic only type deal.  It would allow users to make custom decorations, statues even for their forts or homes.  I sometimes find myself making random stuff in the weapon creator without actually making a weapon and this just came to me.

Benefits:
-Less development need for things like chairs, fences(possibly), and other miscellaneous items
-A better looking, if not silly or serious, environment for the creative player
-Enormous quantities of added hours of gameplay on top of the large amount already there

Further note:
The items could either be placed as physics items, like a ball that bounces around, or the bed that doesn't like to stay still when you touch it.  Or static, like a fence, or a custom, cosmetic-only plant.
Title: Re: Player-Created Items
Post by: Malus Tepes on March 01, 2013, 02:08:08 AM
Please listen to this man for 0.6 and include this!! =D
Title: Colonist Survival Tool
Post by: Death Saved on March 01, 2013, 03:54:50 AM
Or C.S.T for short.

What is it?

A wearable personal assistant

How does it fit in to the story?

It is a tool given out to all the colonist's to aid in the exploration and colonization of the planet.

What does it do?

For starters not much, it will only have basic functions:

-P.S.I (Personal Status Indicator) which shows your basic stats such as health, oxygen, comfort, attack and defense.
-Atomic compactor which is your inventory a high tech bag of holding.
-Task Tracker which is your quest tracker.
-micro synthesizer which the item creator.
-Movement Detector which marks moving life forms on your mini map.
-G.P.S which acts as your map and mini map.

Later on in the story you will be able to upgrade some of its functionality and even add new ones:

-Upgrading the Atomic compactor so you can carry more stuff, can be upgraded by an electric engineer.
-Upgrading the Movement Detector into a Bio Scanner which detects moving and stationary lifeforms including plants, and you can even get an add on for it that would let you mark certain plants/animals so you can harvest them.
-Adding a Threat Detector shows which animals are hostile and also shows how dangerous they are to you based on your equipment, can be gotten from Chen the soldier.
-Adding a metal detector that will show mineral deposits on your mini map, later on you can upgrade it with a discriminator to let you pick and choose what metals to look for, can be gotten from Liau the Miner.


Title: Community translations
Post by: Death Saved on March 01, 2013, 03:59:59 AM
Would be great if you would allow us to pitch in on the translation front.
Title: Re: Community translations
Post by: Zifei on March 01, 2013, 04:06:55 PM
That's not a bad idea, we might just do that...after the script is done though (too much flux right now all over the place).
Title: Re: Player-Created Items
Post by: Zifei on March 01, 2013, 04:15:27 PM
Yes, we are doing this, but we've a couple of tech issues to resolve before this can happen, I'll touch more on this probably in the next month, as we are tackling it now.
Title: Player Creater
Post by: knightdreamer2k on March 01, 2013, 07:53:50 PM
I was wondering and hoping we can get more options for we when create our character.  Like different skin tones.  I don't want anyone to take this the wrong way but there are other races besides white.  Also different hair types along with what I said above.  Game looks good so far.
Title: Re: Player Creater
Post by: norab7 on March 02, 2013, 12:05:13 AM
I was wondering and hoping we can get more options for we when create our character.  Like different skin tones.  I don't want anyone to take this the wrong way but there are other races besides white.  Also different hair types along with what I said above.  Game looks good so far.

I would say that this is definatly planned as the game does have to options of altering the character appearance, just as the game is still currently in alpha development this would be at the bottom of the list as to what to focus the development skills on next..

TL:DR, This will be implemented, just not yet
Title: A couple suggestions
Post by: Nicad on March 03, 2013, 03:27:53 AM
I've really been enjoying the game!  I'm not sure if others have already mentioned these, but I have a few minor suggestions:

1) On the character creation screen, if you're playing in 720 resolution, the slider panel takes up about 1/3 of the screen, with the character you're working on right in the center.  If either the panel could be made a little smaller, or the character were centered more on the other 2/3 of the screen, it might look a bit better.

2) Is it possible to have keyboard controls for the camera in addition to the rightclick-drag?  This is more of a minor thing, and I'm not sure how you'd arrange it when there's a focus on having the other hand on the mouse.

3) Digging/etc targeting.  I don't know if this is possible within the engine you're using, but is there any way to place some kind of indicator on the ground showing where exactly you're going to be digging/mining?  I've noticed this in other games using the Unity engine where, because the terrain looks more natural-ish as opposed to defined blocks like a Minecraft-ish game, it's not really clear what you're modifying.

4) Not a suggestion, but a minor bug I noticed.  If you talk to Allen Carter a few times, one of his initial response phrases seems to be a Hispanic-accented voice saying "I think I've decided I don't really like this planet", instead of his usual vaguely Scottish sounding voice.

Keep up the good work, I'm having a blast! :)
Title: Oculus Rift Support
Post by: 8bitbeard on March 03, 2013, 05:14:43 AM
In case there is anyone in existence who has not heard of it, it's this thing. http://www.oculusvr.com/ (http://www.oculusvr.com/)

Gaming is potentially at the very cusp of a VR revolution.  Yes, I know, you heard the same thing in the 90s, but for real this time.  Palmer Luckey and the Oculus Rift are leading the charge.

In order to support the Rift, Planet Explorers would need to implement at least two things.

1: Head tracking support for 1st person mode.

2: A pretty specific full screen shader that creates a side-by-side stereo image and warps each image to correct for the lenses.

Oculus Rift development kits will start arriving in the hands of those who have pre-ordered at the end of this month.  Kits include samples and tools to help facilitate proper Rift support.  Several in-house demos are built right into the Unity engine, so it shouldn't be too difficult for Planet Explorers to support this.

The biggest potential hurdle I can see happening here lies in performance.  Decent VR needs 60fps rendered twice, once for each eye.  GPUs will need to work twice as hard.

The Oculus Rift could be one of the biggest things to happen to gaming in a long time, and seeing Planet Explorers support it natively would be a dream come true.  Can't wait to lose myself on Maria.

Cheers.
Title: Emergency Kit Quest - confusing description
Post by: Ineluki on March 03, 2013, 09:08:01 AM
In Story Mode there is a quest in which you shall find an emergency kit "which may be even beneath the ship".
Well, because notmally you discover this quest is somewhat late in the game (after the NPC awakes after the Animal Defense), I didn't realize that it is as simple as going back to the start crash and finding the chest being half burried in the dirt (which I already found before that quest)

Instead I took the "beneath the ship" literally and excavated the whole ship at Doc's camp, so that one could easily walk under the ship. This took me about 3 hours, I obtained over 2000 dirt blocks and the game froze about 100 time while digging voxels being in direct proximit to the ship's hull, which let to heavy save/load abuse.

After I found nothing under the ship (except 88 marble blocks and about 300 stone) I was somwhat frustrated. And then I realized, that "beneath the ship" is maybe an faulty version of "the ship beneath", which translates to the first crash site in the south. I went there, opened the chest, closed it and returned to the quest giver which was now in state "next quest available".

Therefore, I suggest to change the wording of the quest description my removing "beneath the ship" and adding a reference to the first crash site. Also it would be of great help, if one would be able to instantly finish the quest, if one already discovered the emergency kit and already took the stuff before starting the quest at all.
Title: Re: Emergency Kit Quest - confusing description
Post by: Zifei on March 03, 2013, 09:28:46 AM
Okay, I'll change the wording a bit for the next build. I'm writing the whole thing while taking care of a lot of other things, so there will be mistakes. So please let me know whenever you find anything misspellings or unclear writings.  :)
Title: Re: Oculus Rift Support
Post by: Zifei on March 03, 2013, 09:37:33 AM
We are kinda interested in it. But it all depends on how well the game does. Heck, I have a lot of fresh ideas that I want to do, but it all comes back to the mighty dollar.  :)

I'm actually very interested in that Media Molecule demo at the PS4 reveal, now that's some awesome and exiting tech when it comes to emergent gameplay. For the longest time I was wondering how to easily let non-animation people animate stuff, and well, they seem to have found a way.
Title: Re: A couple suggestions
Post by: Zifei on March 03, 2013, 09:39:22 AM
We've taken care of #3 and #4 will be taken care of.

#1 I'll have to take a look.

#2...not sure. We still haven't completely settled on controls yet, so we'll talk about it.
Title: Content creation - More than weapons and vehicles
Post by: Ixath on March 04, 2013, 07:54:23 PM
I may have missed this if it's already implemented somehow, but I'd like to be able to design/place/save more than just weapons and vehicles.

I'm not sure if it would trivialize content in some way.. but I'd like to be able to prefab stuff to place in the world. This is especially true for things like walls and towers. I'd love to separately design walls, towers, door/gates, etc and then place them instead of having to build them each time. Being able to prefab a whole base might be overpowered in some of the later content.. I dunno. I'd just love to do walls/steps/towers and other junk like that.
Title: Stand alone content creator?
Post by: Ixath on March 04, 2013, 08:15:59 PM
Any plans of adding a separate exe file that I can take with me to create isos? I'd like to screw around and make some while at work but don't want to download the whole game and get caught  ::)

Maybe have it as a $5 reward for the kickstarter or something. Shrug.
Title: Re: Content creation - More than weapons and vehicles
Post by: Malus Tepes on March 04, 2013, 08:48:32 PM
He did announce in another thread that there will be a Content Creator for household items and that like chairs and tables and such that will come out in a future version.   its likely to be dropped in .60 or one of the patches closely after that.
Title: Flight
Post by: mattig89ch on March 05, 2013, 04:38:58 AM
Simple enough suggestion, I'd like to see a mechanic where you can build flying machines.  I imagine that this won't bee till much later, but it'd be awesome to have.
Title: Toggle mouse look/turn
Post by: Micomicona on March 05, 2013, 08:47:50 AM
in the third person mode where you hold the right mouse button to turn, it might be better to have an option to just click the right mouse button to enable/disable mouse look/turning.

Title: Re: Toggle mouse look/turn
Post by: Zifei on March 05, 2013, 01:56:19 PM
We're going to do that with the first person mode. Basically, the 3rd person will probably remain the same (with an option to flip on A and D for camera pan, Q and E for strafe, inverse cameras), but we'll beef up first person to much more than what it is now. Still working out the details.
Title: Re: Flight
Post by: Zifei on March 05, 2013, 01:57:33 PM
A0.6 if everything works out.  :)
Title: Forums Suggestion - Increase file size for attachments
Post by: Ixath on March 09, 2013, 02:47:23 AM
It's very difficult to submit output logs and the isos we create without the ability to attach larger files. My 1 meg vehicle iso zips down to 200k and the large output logs drop down to about 200k as well.. so could you increase the limit to 300k per file and then set the cap per message at 500k or something?
Title: Re: Forums Suggestion - Increase file size for attachments
Post by: Malus Tepes on March 09, 2013, 03:11:13 AM
I agree with this massively!
Title: Decals and detail bits. Painting with textures
Post by: Micomicona on March 10, 2013, 02:34:48 AM
Sooooo.  There are going to be addable effects to swords, mentioned some days ago.  I responded with a want for gun 'bits' glows, screens, that sort of stuff.

Been fooling around with the vehicle editor a lot lately;  While I can get some things done, other things I cannot;  Painting details inparticular is difficult.  So I thought, decals.

What I mean by decals are little pieces of art (usually things like symbols, for instance, the earth and mars symbols on the tents) that you can just tattoo or paste onto a surface.  Been done before, and would help here.

Detail bits would be more complicated, much like small templates that could be used to help detail out a structure;  An military style antenna, a computer screen, a tiny scope screen, a glowing slat, a laser sight, an armoured plate, a bolt, etc.  Just things you could slap onto an object to give them more definition.

Another thing I noticed when fooling around with vehicles and their parts is that templates cannot be coloured and are often mismatched in colour.  Whether they should be coloured, come in multiple colours, etc I can't really decide now, but I do think if we could paint in the same texture as the template textures we could make nicer matchups, at least.
Title: Weaponmodifier
Post by: Rover on March 10, 2013, 07:45:53 PM
I was thinking about different modifiers you should be able to put into your gun. The suggestion is (from cheap to expensive) templates each just a voxel big so you can hide them within your weapon.

Ranged weapons modifiers:

bolt action : slow firing rate but high accurate and high damage and high range
single action: mediumfiring rate medium recoil
burst: 3 shots within little time, also medium everything
fullauto: high recoil lesser damage but very expensive

grenade launcher: enables also loading 'nades or flares instead just bullets
silencer: reduces noise and attraction of animals (not sure if implemented)

close combat:

blunt/edged:
sharped:
electified:
poisened:


so far my creativity if you like fill out the blanks ;P
Title: Ammunition variaties
Post by: Rover on March 10, 2013, 09:33:31 PM
More ammo than copper or iron:

first different calibres for handguns rifles:
9mm
7.56
.45
50cal

plus different types

hallow point
armorpiercing
incinerary
explosives

arrows:
combine wooden arrows with metals/stone/marble for

hunting arrows http://www.teraasekeskus.com/images/extra/ZhaoshiHuntingArrow1.jpg
poisioned arrows
bladed arrow http://www.ancientresource.com/images/roman/spears_arrowheads/speartip-2991.jpg
explosive arrows (like John rambo muahaaa)
fire arrows
death smoke (firebear) arrows

Title: Tree chopping
Post by: RobotTurkey on March 12, 2013, 04:00:37 PM
So the first time I tried to cut a tree down, my knife kept on missing or attacking instead of chopping. Maybe a slightly different system for chopping down trees? Like instead of just clicking on the tree, maybe just hold it down while you have selected the tree. Just my thoughts.
Title: Re: Tree chopping
Post by: Malus Tepes on March 12, 2013, 04:56:47 PM
So the first time I tried to cut a tree down, my knife kept on missing or attacking instead of chopping. Maybe a slightly different system for chopping down trees? Like instead of just clicking on the tree, maybe just hold it down while you have selected the tree. Just my thoughts.

You just Right Click and Hold on the tree...

If your attacking, your Left clicking.
Title: Passengers in vehicles
Post by: mattig89ch on March 14, 2013, 10:25:45 PM
Just something I thought of, putting passenger seats in vehicles, so people could transport npcs (on escort missions, or between strongholds).


[Planned to be implemented - Gazz]
Title: Change UI Font/Color
Post by: zampolit on March 16, 2013, 02:42:11 PM
I'm running at 1920x1200 and the quest menu is very hard to read, especially for numbers.  It may be due to the selected font, so maybe better served with a different one...or let users choose which they want that is legible at their screen resolution?
Title: Re: Change UI Font/Color
Post by: Zifei on March 16, 2013, 03:11:01 PM
Yeah, we're looking at other fonts.  :)
Title: Light ideas
Post by: mattig89ch on March 17, 2013, 05:50:30 PM
The ability to make those light towers you see at carter camp.

Also, lowering the volume of torches.  They sound like camp fires
Title: Re: Light ideas
Post by: Malus Tepes on March 17, 2013, 08:08:58 PM
And giving campfires a sound.
Title: Re: Light ideas
Post by: Downside on March 17, 2013, 09:03:45 PM
And giving campfires a sound.

Did you get the camp fires to work as mine dissapeared through the floor (known bug) if you did how?

Also I agree with the light thing, there should be an option for modern lighting instead of flames on a stick like its medieval times. This is supposed to be the future I thought we would be past that by now  :P 
Title: Re: Light ideas
Post by: Malus Tepes on March 17, 2013, 10:43:31 PM
And giving campfires a sound.

Did you get the camp fires to work as mine dissapeared through the floor (known bug) if you did how?

Also I agree with the light thing, there should be an option for modern lighting instead of flames on a stick like its medieval times. This is supposed to be the future I thought we would be past that by now  :P
I had to place a couple of them.
Title: swaping who gives you what hilt
Post by: mattig89ch on March 18, 2013, 04:47:40 PM
Hello all, I was thinking about the hilts you get in the game and a thought occurred to me.

Chen gives you the script for bronze hilt, and whats her name by the rock formation gives you the stone hilt script.  in essence you get the best hilt before you get the second best hilt.

I feel like this was a mistake more then a bug.  Just swap the 2 and your done, though its probably a little more complicated then I'm making it sound.
Title: Re: swaping who gives you what hilt
Post by: Malus Tepes on March 18, 2013, 05:11:07 PM
Hello all, I was thinking about the hilts you get in the game and a thought occurred to me.

Chen gives you the script for bronze hilt, and whats her name by the rock formation gives you the stone hilt script.  in essence you get the best hilt before you get the second best hilt.

I feel like this was a mistake more then a bug.  Just swap the 2 and your done, though its probably a little more complicated then I'm making it sound.
This is a very good point that I noticed.

Or, we can give whats her face a Silver Hilt recipe.  That would be fun!
Title: [Vehicles] Custom turret iso's
Post by: gegc on March 20, 2013, 03:38:32 AM
Instead of having predefined turrets, can we have turret mount components that we can mount custom turrets on? Turrets would be separate iso's from vehicles (like guns are now, except with a "mount" component instead of a handle), and we would then be able to place them on vehicles. We can also make custom stationary turrets like this.

Mounts can be separated into X-only, Y-only, and articulated (X and Y, like a ball joint). Then everything mounted on that mount can rotate in that plane.

The easiest way to see this happen would be to just attach custom-made models to the rotation nodes of the turret (that already exist in premade turrets anyway). This would probably be easiest to implement at the same time as mech parts, since that will also involve joint mounts on custom parts.

Illustration:
(http://i.imgur.com/F0XtcQi.png)
Title: Re: [Vehicles] Custom turret iso's
Post by: Zifei on March 20, 2013, 02:10:38 PM
That's in the plans...but we just don't have the man power to do everything we want, heh. That's the downside of being indie. As far as the creations is concerned we're doing vertical planes > horizontal planes > boats. Once we get the major transportations in, then we'll go back and add more stuff to each.
Title: Craft-able Flying Objects
Post by: henridype on March 21, 2013, 08:00:12 AM
Basically, players can design flying vehicles to travel faster than by running through the map.(Although it is able to fast travel, but players maybe need see the beautiful scenes.  ;)
Title: Re: Craft-able Flying Objects
Post by: Malus Tepes on March 21, 2013, 03:57:28 PM
Basically, players can design flying vehicles to travel faster than by running through the map.(Although it is able to fast travel, but players maybe need see the beautiful scenes.  ;)

The dev's have already announced this will be in the game. 

The game will have 2 types of flying objects:
Horizantal flying ((Planes))
And vertical flying ((Rockets/Helicopters))

Horizantal flying objects ((Planes)) Will require a run way to land them nicely or else you'll end up crashing...   adn ruining the plane.  However, Horizantal will not require this.  Making them slower, but also better for exploration to be able to land.
Title: Re: Craft-able Flying Objects
Post by: mattig89ch on March 21, 2013, 04:56:40 PM
you beat me to it.  but yea, I suggested this a while back.  I think it will be in alpha .6, but i'm not certain.
Title: voxel commands docs
Post by: yarnevk on March 24, 2013, 03:32:56 PM
Gerdy pops up a help screen for the voxel commands, but it was the old one for .52 missing the new commands.

Now when you do voxels in game it pumps up a wordy overlay (like when you are in your car) reminding you of the controls.   
Alt-Delete voxel I was misreading as 'Alt-Delete' so can you color the key seperate from the action.   The command is actually 'Alt-LMB'.  And make this help window so when it pops over my inventory I can close it so as not to clutter my screen (likewise for car controls)

My alt key got stuck and took me forever to figure out why my voxel was blue...and I could not build anything.....
Title: autosave to manual slot FIFO
Post by: yarnevk on March 27, 2013, 02:54:27 PM
Autosave is so frequent it often saves you in a situation you cannot get out of, be it a mob or a even a game breaking bug.   But the game is also buggy sometimes so having a frequent autosave is a necessary evil.

I really only use manual save when I am safe back at base and done for the day.

Add an option for autosave to fill up your manual save slots as a FIFO.
Title: Re: autosave to manual slot FIFO
Post by: Malus Tepes on March 27, 2013, 03:26:50 PM
your save slots will fill up SO fast
Title: Windowed Fullscreen
Post by: bishopcheck on March 29, 2013, 12:08:33 AM
I like many others play games in windowed fullscreen. As it stands when playing in 1920x1080 and clicking in my alt monitor makes the game minimize and when trying clicking the windowed option for 1920x1080 it doesn't fit correctly in the screen because of the boarders, and the bottom is covered by the windows task bar.
Title: Jackhammer Drill Bulldozer
Post by: bishopcheck on March 29, 2013, 06:41:42 AM
Anything that will help gather minerals and help speed up the process of mining since its pretty tedious right now. Dynamite might also be good.
Title: Holding right click fixes cursor to its location on screen when moving mouse.
Post by: caidicus on March 29, 2013, 12:41:52 PM
As the title suggest.

Currently when you are in third person mode, if you hold the right mouse button to turn the screen, the mouse still moves across the screen as it would if you were just moving the cursor around normally.

It might be much more effective if holding the right mouse button while in third person mode would lock the cursor at that point and the screen would rotate and turn as fast as a person scrolled the mouse around.

-Caid.
Title: Re: Holding right click fixes cursor to its location on screen when moving mouse.
Post by: Zifei on March 29, 2013, 12:44:04 PM
That's on our list actually, we wanted to try it after a lot of people complained about the mouse moving while fighting.
Title: Re: Jackhammer Drill Bulldozer
Post by: Zifei on March 29, 2013, 12:48:37 PM
Yeah, the eventual tools will let you dig tunnels at a decent speed, but we can't give you that at the start of the game.
Title: Easier item rotation, and for more objects.
Post by: Cody on March 30, 2013, 02:36:15 AM
The item rotation system could be alot easier to use. When rotating fences, the point where the fence rotates is hard to locate, so setting them next to each other perfectly is difficult. I feel like objects would be alot easier to adjust if they rotated freely in a circle, instead of just two set positions. I've also noticed that castle doors(with the possibility of all doors, I havent checked others yet) cannot be rotated. Therefore all castle doors must face the same direction.
Title: Re: Easier item rotation, and for more objects.
Post by: bloodwars on March 30, 2013, 03:15:56 AM
doors cant be rotated, it's not intended.

and i agree that circular rotation would be much better... the engine and objects are fully 3d, so i think it'd just be a matter of programming the interface (which would basically take your cursor and make it only control rotation until you clicked).

good suggestion.
Title: nutrition
Post by: yarnevk on March 30, 2013, 02:16:58 PM
Going thru the archives....
Forgot to mention that I'm playing with the idea that if you eat 3 meals a day continuously, you'll be healthier, which means you'll have higher hp. If you constantly starve, you hp will get lower and lower. I'm trying to figure out a way to show it without being too intrusive (like showing numbers).

A way to do this is by having good nutrition affect stamina, rather than just boosting HP.      Eat nuts and fruits found on the run you take more dmg, your reflexes are slower, you do not heal, you have poor stamina.  Starve yourself and your stamina starts draining.  Get three squares a day and wounds heal by themselves and you have endless stamina.   Stamina in turn indirectly affects HP healing and dmg dealing/taking.

You indicate it by color shading the stamina bar, pushing it deep green means you have good nutrition,  pushing it yellow is poor nutrition, orange means do something before you die, red means your gonna die.   You can fatten yourself up to carry you thru rough times so you do not starve you just consume your fat reserves, but it slows you down carrying all that weight.

[This idea stolen from Wurm, an indie medieval fantasy RPG sandbox game originally developed by the creator of Minecraft before he sold out with his more causal game idea, and his friend has persisted in developing for the last decade]
Title: Free-For-All (Multiplayer)
Post by: TraitorousFool on March 30, 2013, 10:19:41 PM
I read in the multi-player section that people could get into teams to fight each other. I was wondering if you could also have a 'free-for-all' pvp mode also. As in I could fight and kill anyone as opposed to team vs team.
Title: Amplifications
Post by: TraitorousFool on March 30, 2013, 10:25:47 PM
Use machine amps to upgrade your character.
Lost an arm? No problem! Replace it with a machine arm. Need an extra boost in running? We got you covered! Take an adrena-patch!
That kind of stuff.
Title: Re: Amplifications
Post by: DarkMiner2011 on March 31, 2013, 05:23:22 AM
I love the idea! - This means that they could do lots of things with able to loose limbs etc. :D I love it.
Title: flora diversity
Post by: yarnevk on March 31, 2013, 04:10:42 PM
with .53 the flora was supposed to be reduced in type within a local area for performance reasons, though I see flora changed this has not really been that noticeable.

If this was really pushed that one or two trees and one or two bushes dominate a local area, it would remove the feeling that grassland all looks the same.   To some extent things are elevation based, but it could also take into account rainfall patterns that one side of a mountain is more green than another.   There are more desert looking trees, and more wetland looking trees that seems odd to have them together, so maybe distance from shore the mix of trees changes.   Maybe have a big and a small tree in an area with the edges of each area starting to see an overlap.   Variations in sparsity is somewhat there, but the clumps are not big enough to get the feeling that you are in a small woods in the grasslands.

By making local regions more homogeneous, it makes it appear the grasslands are more diverse.  It also forces you to travel to areas for necessary mats, which is much like that for some flowers, but i see pretty much the same trees all over.  Even though the continent is diverse each zone is so large that it does not feel like you traveled anywhere within the zone as it looks pretty much the same.  There are procedural algorithms that could be used for clumping like things together from sparse random seeds, or the map creation can be manually passed over with assigned percentages in each local area to give it some intelligent design.

The fauna could then have preferences of flora, the monkey things like the trees for cover (and would be awesome if the climbed the trees), the dinodeer things like the more open grassy areas as they do not eat trees and the hares can be found preying on both.  Likewise the giraffe thing would prefer tall leafy trees.  Then the prey/predator dynamic becomes more interesting.   Strip mine the grass lands and you have less fatty dino deers to eat, cut down the woods and the hare population explodes as they have no competition for the dino-deer from the monkeys, etc.
Title: Re: Amplifications
Post by: Malus Tepes on March 31, 2013, 07:36:08 PM
I think...  being able to create an Android you could Pilot who could do actions like you, have a bit more health and base defense would be cool.

Add in the weakness of it can't use revival shots and has to use Repair Kits instead of Med Packs, and I think you have some good ideas with the Machine Amps.

I also think that Adrena-Patch to increase your move speed by 30% for 2 minutes would be a cool idea.   
Title: Kickstarter Paypal
Post by: LazorDildar on April 01, 2013, 08:33:34 AM
This isn't a suggestion for the game itself, but rather for kickstarter. It's a suggestion and its for the game, so I suppose it should go here.
I would love to back Planet Explorers on Kickstarter however I am presently unable to through Amazon. If a PayPal option were available I would definitely contribute.
I'm certain I am not the only one who feels this way as I know many online consumers do not have a credit card available to them.
Title: Furniture bonuses
Post by: MerkerBenson on April 03, 2013, 08:55:20 AM
I like the notion of decorating your home/fortress/hideout and I love being able to do it any way you want it. But the furniture, apart from the bed, is just for decoration, which takes away from the joy of it a bit.

So the idea is to make the furniture useful in some way or other:
1. Table + chair : when sitting at the table or just being in proximity of a table-chair combo you get 50% bonus to stamina regeneration when eating food(so if you eat puree you get 75 stamina back instead of the usual 50). Makes sense, doesn't everyone feel that food is more delicious and nourishing when eating at a table instead of on the run ?  :P

2. Bookcase : when in proximity you get 15% crafting materials cost reduction. The idea is that your character reads books that make him/her capable of crafting stuff without wasting so much material.

3. Campfire : when in proximity and out of combat you get 50% health regen bonus. Your character rests better when warm and cozy, don't we all?  ::)

4. Bed : when sleeping you heal 25% health per hour slept

I haven't seen any other types of furniture but:

5. House bonus: when standing in your own home you get 50% health regen bonus, 50% stamina regen bonus from food, 20% crafting materials cost reduction. The home would have to be complete with roof, walls and a door

6. Toolbench: hard to build but once you have it you get 50% crafting materials cost reduction. Would only work inside a house to avoid abuse by placing it in the field at any time to craft stuff.

Also, the bonuses don't stack, the higher bonus applies to avoid being OP.

Cheers
Title: Ease of controls in the create-mode
Post by: speider on April 04, 2013, 05:20:35 AM
The creator is an amazing tool for creating weapons and vehicles, but feels so distinctly like an editor outside the game, instead of being part of the game. Working on the controls can help it feel less intimidating for new players, AND even easier for "veterans" who can multitask:

+ add wasd controls in the weapon/vehicle creator.
+ add ctrl + free-create to use free-form eraser
+ add an "eraser" material
+ add qz controls for up/down movement

Adding controls to the left hand can make creating more fun, easier, and more engaging, with even more control over what you create.
Title: Different light sources
Post by: hasearo on April 05, 2013, 03:34:15 AM
Will there be different lights like eventually getting light bulbs, lamps, and other things?
Title: Re: Different light sources
Post by: Malus Tepes on April 05, 2013, 03:38:45 AM
YUP!
Title: Quest tracking interface
Post by: arisian on April 07, 2013, 06:24:08 PM
After playing with the latest alpha (0.53a) for a while, it seems to me that the quest tracking system is going to need modification when lots more quests start getting added to the game.  The two things that I think would help are:

1) Toggles for quest markers.  Quest markers (i.e. the (!) markers on the map, as well as arrows on the minimap) need to be something we can turn on and off on a per-quest basis.  If you only have one or two quests, it's not hard to keep them straight, but if you have 5 or 10 quests active, it's going to be hard to remember which marker goes with which quest.  Being able to turn on the markers for just the quest(s) you're doing right now would fix this, and shouldn't require too major an interface modification.

2) More persistent main quest entries.  The side-quests are fine, but the main quests currently have an issue, in that there are times when you have no active main quests.  For instance, after the Doctor tells you to find survivors to the west, and you find the miners and rescue their friends, you have no active main quests, and it's not clear why, or who you need to talk to to continue.  I expected that the Doctor at camp Carter would then have more instructions, but it turned out that it was the miner who had something else for me to do.  Maybe this means having more "stages" in a quest, or a more complete quest journal or something, but it would be nice to know that I hadn't actually "completed" the "go find survivors to the west" questline yet (which I assumed I had because it had disappeared from the quest log).  Also, from an accessibility standpoint, you may or may not want to put the player in the position of not knowing what to do to advance the plot; that's a design decision you can make, but it's something that should at least be thought about.

A final thought, it might be nice to have a system that let you review completed quests, and their outcomes.
Title: Re: Quest tracking interface
Post by: MerkerBenson on April 07, 2013, 07:08:51 PM
Actually, if you look closely at the quest management menu(the one that looks like a parchment in the lower right corner near the map) you can see a button "close track" which you can use to close the tracking for all the quests you don't want, or open it. It works fine for me.

As for 2) the main quest is a work in progress, the fact that we have a part of the main quest available for the alpha is in itself amazing. It even introduces some of the possibly main characters of the game. I do agree they need to put more flesh on the quests as it were, maybe some more info about your objectives. Also, the main quest doesn't close until the last mission, you can still see the tracking for it and activate/deactivate it until you find the actual survivors, so it doesn't leave you too in the dark. Even if you don't get anything from Doc's dialogue, you can still follow the markers.

I agree about the review system, maybe even a dialogue review system, long dialogues with lots of information can be hard to remember during complex quests.

Cheers
Title: Ability to save own shapes
Post by: Oselotti on April 10, 2013, 11:48:07 AM
I really like to use the item creator. There is now ball and cube shapes but it would be neat to allow players to save and load own shapes so you don't have to make them again every time when starting something new.
Title: Better autosave
Post by: RogueSins on April 11, 2013, 01:05:07 AM
There needs to be a different autosave function or multiple autosaves. I was just playing, I saved right before the part around the beginning where you have to defend from the creature, and played for about 2 hours after that point and forgot to save. When I did remember to save, I went to overwrite the save I made before, but instead clicked Load. I though no problem, I'll just load the autosave. But to me surprise, the instant it loaded my old save, The game autosaves and I lose all my progress. There should be a warning about loading a game without saving, and/or multiple autosaves similar to Fallout or the Elder Scrolls games, which have an autosave for fast travel and a separate one for sleep and waiting.
Title: Re: Better autosave
Post by: Malus Tepes on April 11, 2013, 01:22:35 AM
Welcome to the forums!

All i can say is...  That... sounds... PAINFUL.
Title: Re: Better autosave
Post by: MrsCrimson on April 11, 2013, 01:25:29 AM
Definitely agree about better autosaving process/notification.

Also, I wouldn't mind more save slots. I don't need infinite save slots, but 20 instead of 10 might be nice. :P Altho I suppose I can just copy back older saves when I want to access something earlier. Ah well, I'm just a save fanatic.
Title: Vehicles with 2+ seats
Post by: Rhin on April 11, 2013, 06:53:52 AM
Right now you can only put 1 cockpit in a vehicle. would be nice  to have a option to also be able to put some seats on our creations so we can make so vehicles for trasnsportations purposes or just for fun.

in single player - Followers will use the seats when you enter a vehicle

in Multiplayer - if you play coop with friends you wiil be hable to make a vehicle for trasportation purposes :D and  work towards the same goal instead of just collecting resources for your only vehicle.

Taxis, buses, other amazing stuff  !!!

It shouldn't be that hard to do ;)  just a simple seat  or numered seat 1,2,3,4  with the option to get on as passanger, or just the same get on option checks if the cockpit is full and if its full puts you on the first seat avaible or somehing like that :P

Also in a more complicated way would be nice to make turrets linked to  seats, so in MP  1 player drives and the others use the turrets.
:D
Title: Re: Vehicles with 2+ seats
Post by: Malus Tepes on April 11, 2013, 07:17:15 AM
I gotta agree.  Passanger seats for Side Buddies ((Party members who are nothing more than meat shields)) and for multiplayer would be nice.
Title: Re: Vehicles with 2+ seats
Post by: MerkerBenson on April 11, 2013, 07:47:33 AM
I think they are planning on adding support for multiple passengers, I believe they did mention something about moving colonists around and support for npcs to use vehicles. We'll see.
Title: Re: Vehicles with 2+ seats
Post by: Thunderbird on April 11, 2013, 10:45:35 AM
i'd also like to have some meatshields in my car...
Title: Vehicles control
Post by: ArbitR on April 11, 2013, 11:27:41 AM
Hello everyone!
Sorry about my bad English, i`m from Russia.
I think what control the Vehicles must be more simple, not like now.
Now - if u ride forward u can`t see what happening behind you, if u want to see, u must rotate camera, and a Vehicles move left or right.
I think what a nice will be (if my character in car):
W - forward
S - backward
A - turn the Vehicles left
D - turn the Vehicles right
If will be like that, we can ride on our Vehicles and rotate camera, see whats happening around us.

Sorry about my English again.

PS: Guys u have a lot of fans in Russia. Also i Dreamed about game like this. And want to make it better. Ty!
Title: Re: Vehicles control
Post by: Deadlyapples on April 11, 2013, 11:36:35 AM
I agree with these controls.

This would also allow for people to drive one direction and aim and shoot in another.
Title: Re: Vehicles control
Post by: MerkerBenson on April 11, 2013, 11:43:21 AM
Hello and welcome to the forums! I also have friends in Russia! Nice country I hope to visit some day!

The vehicles will get reworked as the alpha advances, right now they work ok once you get used to it, just use lots of wheels on them. Also weight doesn't get factored in, and I believe that will make a huge difference in the future versions.

Cheers
Title: My set of suggestions
Post by: Mihel on April 11, 2013, 05:42:13 PM
Hi!
I want to show my "set of suggestions", which can add to Planet Explorers.

Terrain:
-salt
-caves
-stalagmine
-stalagnate
-stalactite
-glow crystal
-quartz
-lakes
-flint
-silicon
-tin
-zinc
-volcano
-gas,nitrogen,methane,etc.(in caves and under the ground)
-manganese
-cotton, flax (new variety becouse this is other planet*)
-rubber plant (new variety*)
-wheat(new variety becouse this is other planet*)

Vehicles:
-planes

Items:
-crossbows (wooden and metal like this
http://uk.ign.com/wikis/battlefield-3/Xbow)
-bows (wooden and metal)
-flamethrower
-rifle

Creatures:
-robots (robot who help with fighting, diging etc.)
-sponge (new veriety of animal*)


Crafting:
-bread
-chip (for robot)
-gas bottle
-bottle
-battery
-rubber
-wire
-glass
-bucket
-sponge
-stick
-string
-fishing rod

Item creator:
-crossbow handle
-bow handle
-flamethrower handle
-rifle handle
-forge
-furnace
-solar cell

*- things which will fulfill the same role as those on the Earth.
Title: Re: Vehicles with 2+ seats
Post by: pizzagrapes on April 11, 2013, 05:47:46 PM
One driver, and one or more gunners! Just like Car Wars!
Title: Re: My set of suggestions
Post by: MerkerBenson on April 11, 2013, 06:47:43 PM
Hello and welcome to the forums!

Well, some of the things you suggested are already in the game: caves, stalagmite, stalactite, lakes(check the map you have one huge inner sea!), tin, bows(both wooden and metal, you actually have wood, copper, iron), rifles, chips(for turrets right now), glass, rubber(you need it to make the wheels in game), glass, rifle handle, battery

Some will be added in the next version(s): volcano(there is volcanic terrain on the eastern part of the continent, look at your map), wheat(we'll be able to farm), planes(next alpha 0.6, check the kickstarter updates), robots, probably bow design but I doubt it, better weapon design but I doubt flamethrowers( why when you can have laser and rockets?), a TON of creatures, including aquatic ones will be added.

As for the rest, they will add a ton of new ores and terrains, as well as farming so probably plants you can grow and new types of food. New plant types coming next update as well, glowing ones, probably crystals as well, but that's a minor flavor thing. I doubt they'll add crossbows, you do get to guns pretty fast.

Cheers

Title: Set up a group for adventure mode. Find your buddies!
Post by: VegaSera on April 11, 2013, 07:43:23 PM
I know people spend enough time on character creation as it is, but I'd like to see something that would allow you to create an entire group of people that are scattered around an area in adventure mode, each one's name and appearance fully customizable.

The very first thing I'd do is make all the characters from Firefly. Including Wash and Book because I refuse to believe that Serenity (the movie) ever happened. The movie was good... but still...

It would add that personal touch to adventure mode that makes it more significant for people. "Dammit Jayne, stop running out there and attacking firebears."
Title: Re: My set of suggestions
Post by: Malus Tepes on April 11, 2013, 08:03:36 PM
Okay, notes are Bolded.
Hi!
I want to show my "set of suggestions", which can add to Planet Explorers.

Terrain:
-salt  Good Idea
-caves  Already In
-stalagmine Already In
-stalagnate Already In
-stalactite Already In
-glow crystal Twinkle Twinkle heh.
-quartz Crystals are Good.   Pretty pretty crystals
-lakes Already in
-flint Hmm...  This really wouldn't have a purpose other than to start fires... And we can already make them with our trusty Replicator
-silicon For making Data Chips I assume?
-tin Confirmed for .60
-zinc More Metals!  More delicious crafting fun!
-volcano Not confirmed.  No lava mechanics but it seems implied that there is a volcano in the mountain regions
-gas,nitrogen,methane,etc.(in caves and under the ground) Huh...   Clever but then we'll need special tools for this.
-manganese More metals! 
-cotton, flax (new variety becouse this is other planet*)Plant Fiber serves this purpose.   I think farming will add in nice plants for this
-rubber plant (new variety*)Yes!  I dont wanna buy my rubber XD
-wheat(new variety becouse this is other planet*) We'll see how it plays out.  Potential idea.

Vehicles:
-planes Already confirmed for .60

Items:
-crossbows (wooden and metal like this A new type of Bow?   I like it!
http://uk.ign.com/wikis/battlefield-3/Xbow)
-bows (wooden and metal) Already in the game.
-flamethrower
-rifle Already in the game.

Creatures:
-robots (robot who help with fighting, diging etc.) We have followers for this ;).
-sponge (new veriety of animal*) ...... OOOOOOOOO!  Who lives in a pinapple under the sea! ADD THIS CONTENT!  Deadly and Yellow and Porus is he!  ADD THIS CONTENT!  If brutally oceans are what you wanna see.  ADD THIS CONTENT!  Then don on a suit and dive down with me! ADD THIS CONTENT!  Ready? ADD THIS CONTENT ADD THIS CONTENT ADD THIS CONTENT ADD THIS... CONTENT!!  *flute plays*


Crafting:
-bread Agreed with farming update
-chip (for robot) Already in the game.  It's even used for making Laser Turrets
-gas bottle Hmm..   Helium Tanks to talk funny would be cool too.
-bottle Lets catch us a Fairy!  I would like some bottles for decorations.  Not sure how we'd use them in game though other than decoration.
-battery Double A so I can play my Gameboy I hope.
-rubber Already in the game.
-wire For making engineering systems?  They have a plan for this so wire's may not be how they go with it.
-glass THANK YOU!  And let us Dye it!
-bucket Since there are no water mechanics, this is kinda moot.   However, it'll be a nice decoration still.
-sponge Wait...   Wasn't this up there?
-stick We have this.  It's called a Wooden Sword.
-string Plant Fiber is also known as String
-fishing rod Confirmed to be added later in content.   Not confirmed for .60 however.

Item creator:
-crossbow handle Yes
-bow handle Yes
-flamethrower handle Yes
-rifle handle Already in the game
-forge We... don't really need this.   Our replicator forges things for us.
-furnace As Above
-solar cell Use of Solar Cells would be nice.  However, its not "custom craft" worthy in my eyes.  It'll be more used as a Generator for bases.

*- things which will fulfill the same role as those on the Earth.

Over all, 1/2 your suggestions are in game.   I think craftable glass from sand would be nice.   Particularly because the only glass in game is a Glass Slide for making Laser Turrets.
Title: Massive Suggestions
Post by: Jakey4159 on April 12, 2013, 01:26:40 AM
To begin, after a few hours of play, I was amazed about the game since there’s no other game like this. :D thought, I did saw room for some improvements. Just an example would be more squary wood. In addition, I am not sure if the story will keep the initial mission objective, human colonization. If yes well, there are missing features, tools and objects to create a futuristic city. Why? Because building a city with a shovel can be VERY long  :-\…For example streetlights, mailboxes, etc. In the following lines, there will be suggestions. In my opinion, a transition from nature to a futuristic city would be very great. Also, you could but different stages of a city. The first one would be a medieval town, then maybe a renaissance city, modern city to finish with a modern one.

1)   Multiple Train types such has electrical, diesel (Has I saw a petroleum thing in the game (a0.53)), steam train (I saw coal too), Nuclear train? (Uranium anyone XD (Repeating)). Here’s an example from Borderlands 2. : http://www.creativeuncut.com/gallery-23/bl2-lynchwood-train-final.html

2)   Making deployable base vehicles like in Command and conquer. http://images.wikia.com/cnc/images/d/d7/Tw3conyard.jpg

3)   Add Construction some (SURFACE) equipment that would act similar to real ones such has :                        

BackHoe : http://flipacars.com/pics/Caterpillar/caterpillar-428b-backhoe-02.jpg
Use: To dig more precise trenches and holes.

Bobcat   http://dasl.mem.drexel.edu/~joshGeating/wp-content/uploads/2013/01/bobcat.jpg                  
Use : Small mining equipment, Lift small amounts of dirt,sand and when dropped, it would make a small pile.

Bulldozer D-6 http://photos.tradeholding.com/attach/hash86/196438/1.jpg
Use : Move massive amouts of dirt forward, not digging. Here's an example : http://www.youtube.com/watch?v=_rX68aiG-fQ

18 Wheelers with attachable trailers http://wallpapersus.com/wp-content/uploads/2012/05/usa-semi-18-wheeler-wheels-cars-trucks.jpg
Use : Transport turrets, broken down equipment, rsources( Would be good for PVP, you would need to protect your equipment against other teams.

Loader http://www.google.ca/url?sa=i&rct=j&q=loader&source=images&cd=&cad=rja&docid=Djr2_npihXMG1M&tbnid=gSqQPHlTuLPR9M:&ved=0CAUQjRw&url=http%3A%2F%2Fwww.pbase.com%2Fimage%2F37774483&ei=rzNmUcmqC4PK0wGQ84GwBg&psig=AFQjCNE_j4fYnz-L1OWbm8Thlktkg-xceQ&ust=1365738793686013

Grader : http://www.gandoza.com/Gallery/john-deere-grader-00.htm
Use : Grading land.

Mechanical tractor: http://www.obadare.com.au/announcements/newcrest-lihir-island-gold-mine-cat-6030-shovel-build

Compacting roll: http://sidoxia.files.wordpress.com/2010/03/steam-roller.jpg
Would increase the strenght of sand, dirt, etc since its more dense.   

4)   Mass Farming and  basic equipment
Harvester : http://www.platformnation.com/wp-content/uploads/2010/11/farmsim-7.jpg
Harvester 2 : http://www.moddb.com/mods/cc-tiberian-sun-genesis/videos/command-and-conquer-tiberian-genesis-harvester-c

5)   Add objects in crafting to create buses and other sorts of vehicles ( Seats, doors, Hydraulic arms)

6)   Different type of energy producing methods such has hydroelectricity, Nuclear (XD), geothermal, wind power, etc to power ligths, some furniture, custom equipment ( Could just be a small generator lik we saw in the doctor's camp).

7)   I did notice a small resemblance to Minecraft, carry blocks, Wood tools??? Try breaking stone or cut a tree with wood, you will have a hard time doing so :P. I would suggest realitic shape Ex : Iron would show has ore or bar. Grass well, has seeds ?

8)   I did saw asphalt in the actual suggestions, here’s a (script) for making it, Gravel + Petroleum + small amount of sand.

9)   Adding more materials such has plastic, carbon fiber, concrete, types of wood, fiberglass, composites, cardboard, paper, ceramic, etc.

10)   Some electronics such has screens.

11)   Has Been Removed

12)   Upgrading currency, Not meat for ever maybe intruducing gold or something like in Fallout ( Bottle caps If i remember):P.

13)   More furniture such has bars, desks, for all types of cities.

14)   More Plants types such has a similar one like corn.

15)   More food option, Cooking like in Skyrim potion making.

16)         Elevators ?


Finally, I hope to see these in the game or in an expansion pack, (When the other spaceship arrives, (Heard near end of Alpha 0.53 story)) and keep up the great working and I hope this comes out well. Suggestioneers should get their site usernames inserted in a suggestion section in credits. :D
Community, give feedbacks on each suggestion by numbers :P Thank
Then End
Title: Re: Massive Suggestions
Post by: Jakey4159 on April 12, 2013, 01:37:07 AM
Oh new idea, Being able to add a guide image when creating guns, cars, and others.
Title: Re: Massive Suggestions
Post by: MerkerBenson on April 12, 2013, 07:07:47 AM
Hi and welcome to the forums!

Congratulations on your massive list of ideas!
The devs have stated that they will add a LOT of things, especially new plants/animals, buildings, mining equipment, furniture, material types, farming. And I do believe they want to do something with all that stuff like petroleum etc. The specialized mining vehicles are good ideas. I do hope they keep farming to a building though, I'm not too much into farming simulations :P.

What do you mean by guide image? At the moment the game makes a small icon-sized picture of your created item so you can actually tell it's that item. I do believe it should be improved, because for guns and swords it doesn't work so well.

Cheers
Title: Re: Massive Suggestions
Post by: Thunderbird on April 12, 2013, 07:51:08 AM
excellent suggestions, i'd probably limit it to only few specialized vehicles though, all of these would make it too complicated, just few comments:

11)  - NO!

12) - more complicated currrency could just make it counterproductive, unless done smart
Title: Re: Vehicles with 2+ seats
Post by: Fallen Angel on April 12, 2013, 09:50:17 AM
I also agree 100 % that such vehicles would be great for multiplayer. :)
Title: Re: Massive Suggestions
Post by: Gazz2 on April 12, 2013, 09:54:10 AM
On currency:
You crashed on a strange world. The only possible trading partners are other crash survivors... or aliens.
With the next bank light years away, barter trade is what's going to work.
Paper money might be useful for starting fires, though.

The only problem with meat as the one currency is farming. If you have a bunker full of grain or whatever, you would have "currency" without first selling it all to an NPC and exchanging it for meat.
Yes, it's an abstraction in order to be able to attach one price tag to every item and I agree with it in principle.
It's just inconsistent. Assuming that farming produces one basic food crop, similar to meat, this product should also act as currency. So if you have 20 "grain" and 5 "meat" in your inventory, you have 25 Mariabucks.

Eventually the population of Maria may grow into cities, states, and nations. Then you can expect a "real" currency to emerge. My guess is that this won't happen before PE2.
Right now we get barter trade... but abstracted to make it less of an ordeal as in Fallout or some CRPG.


@Jakey

You listed a lot of earth moving vehicles but didn't say anything about how this is supposed to work.

Transporting large quantities of earth is of questionable value. At this time you can carry about 1 million blocks of resources with you. Weight limitations would be insane because realistically you could carry 1 or 2 blocks of material. Total. Building anything would be impossible... so there will be no limitation.

"Moving hills" is very vague. How do you mark a hill for movement? How does the earth behave while being moved? Is it animated? What happens if there terrain at the destination isn't flat and "the hill" doesn't fit?
I wrote something about larger scale digging (http://board.pathea.net/index.php?topic=641) here and it would work with far fewer special vehicles, which is probably better suited for a game. This isn't Sim Earth Mover. =)

What's the ingame purpose of a compacting roll? In the game, even sand or dirt make a perfect foundation for a skyscraper.

What's the gameplay with "different sources of energy"?
If I can just build one or the other then there's nothing interesting about that.

"More of everything" is simply a matter of time and money to create all these assets.
IMO it's more useful to create an "adequate" number of decorations and such and spend any further effort on creating a solid foundation for modding. A system where you can add content freely without having to edit core game files which makes every mod incompatible with everything else.
Title: Basic game/play options (most should be easy to impliment or mod in)
Post by: Snackronomicon on April 12, 2013, 11:00:36 AM
These are things i felt should have worked differently, like the option should have been there.

Repetitive actions like chopping a tree or attacking, can they be set to repeat till interupted? (auto)

-
More indepth audio options - muting out aspects - different audio levels for different aspects - i cant recall if there was a subs option(during movies?) subs and then colour options for those.
-
Colour options for hud and hide hud is something i didnt look for so dont know if its there or not.
Title: Combat
Post by: roguecmdr on April 12, 2013, 03:14:51 PM
Suggestion, i think combat should mirror what most TPS shooters in handling. Great example right now is the MMO Defiance. Same with handling pickups, activations, etc.  nuff said
Title: Re: Combat
Post by: roguecmdr on April 12, 2013, 03:18:25 PM
little more clarification. no right click mouse look (make it a toggle key if need to select pack and forth. When in invtory, re-enable mouse look, but disable tooltips if trying to place a item and had a block also selected... to prevent droping a block or trying to dig as you place

Activations should be like the E or F keys.
I honestly think ammo should be auto selected from last used once equiping/reequiping a range weapon. also have a melee attack when using range. speed up the combat some too

when running, it should just be the movment keys and mouse look be the mouse moving..
Title: Re: Vehicles with 2+ seats
Post by: Malus Tepes on April 12, 2013, 05:19:00 PM
BTW... It's confirmed for .60 guys.  They have Spare Seats in the Helicopter!  Meaning we should in theory be able to use it in cars too!
Title: Re: Massive Suggestions
Post by: Jakey4159 on April 12, 2013, 07:45:27 PM
Having a background image to follow directly with planet explorers to build. ( Importing one) you can see it behind what your creating. And Thanks :D
Title: Re: Massive Suggestions
Post by: Jakey4159 on April 12, 2013, 07:53:18 PM
I do admit the building UI would be good enough to dig trenches, ( I did found a bug about that, Leveling large areas of ground) XD
Title: First feedback.... that can turn into suggestion
Post by: PinkieServooo on April 13, 2013, 10:30:14 PM
Where to start, this game is gourgeous i got my first experience under a tropical storm beautiful.

But there was something i feel missing, not from the fauna or weather but on how the character/player evolve into his environement.

When exploring the first big problem is the camera or so it was my big problem, the fact it's crazy and since i'm not a RPG gamer but more an fps or rts gamer the camera was always my "eyes",zooming to get "into the character" kinda solved the prob but still.
When you build, when you try to talk/cut or attack or anything (why there is 2 button and 2 stance for this ???) you get the feeling than your little fella on the screen is just a poor "hit me plz" beacon and nothing else, you are outside that body.... you are something else.

I know and i see there is some part of rpg stuff when it come to use the mouse to garb/pick things up and where you digging, i can accommodate to this but here comes the real problem, right now the game is in midstep between an voxel game like minecraft (dat ref) with an "fps" view and a rpg game were you only need to click once on your target and get the lock on it.

So were do you want to go devs tell us ?:

- Being more closer to minecraft (darn again) when it comes to handle the character evolving into the world ?
It will be accommodating for a lot of people and since the most of them judge for their first impression (and sometimes only  :'( ).
there will be things like, how can we manage to grab meat from animal then or trade? use E for example to open interacted backpack.
But "This will not be a Corridor fps" said from Gazz (yes i took time to read some because it's the minimum of being kind for me at least), and thank god this will not be one.... but were we will put the gun? Is axing the UI into something like dayz would be catastrophic?

- Being like any rpg and only using the camera when people need to look around or guide their travel, then maybe allowing a caracteristic (like strenght/speed) for aim and let the game consider the target being locked. A nice way to go too and more close with the actual build system and hight 3rd person view.

-Leaving both like this??? So people need to handle both ? this will make flee people from the game but don't missunderstood this choice, im not talking about using the fps mode then switch on 3rd just for looking ( or the rpg mode then use the 1rd to walk to the next point) but actually using them both like the game is right now. For me this will be hard to use and a lot of player will be lost like me, the outcome will be an ergonomic problem then.

So there it is, there is my suggestion thread about on how can we expect the camera to be use and related to this how our lil bud will be close to us in term of control (close like it's you or far like you are his mind commanding him what to do).
Before letting this post to loose, there is surrely bad english in this post well that happend when a frog baguette eater try to do some english so pleaaaase give me feedback on these suggestion or on my english because im here to learn and to help.

Thanks for taking time to read it and hope it could help.

P.S By the way, 2 stance with 2 button for cutting/talk/attacking the heck was that ? Why not try an universal left clic with a right allowing talking/shield blocking/shovel blocking (why not) and then using the 3 mouse for aiming (if more fps style ofc).
Title: npc building/ other idea
Post by: deaths185 on April 15, 2013, 07:26:04 AM
Why not add somthing into the game where you create a template of what you want a building or area to look like and have npc build the template you created?       Here are some other ideas how about alien cities to trade with umm allied NPC armies/ hunting groups u can send out. Quests to create a radio to reach the out side world for help/ bring things to planet as in npcs or supplies.  Oh and yea I don't know much about this game so sorry if this stuff is kind of vague.
Title: UI placement suggestion...
Post by: Brenelael on April 15, 2013, 05:37:30 PM
One of the biggest issues I have with the UI so far (One of many but this one is a major bone of contention) is the simple fact that the UI does not remember where the user moves stuff. As an example if I open the replication interface and my inventory at the same time they overlap and I have to move the inventory out of the way so I can see both windows. These will stay this way but if I fast travel or reload I have to rearrange them all over again. Having the game remember where I put things would save a lot of this aggravation of having to rearrange my UI every time I open more than one window. This goes for almost every closeable element of the UI. The player should be allowed to rearrange the placement of these items and the game should remember where the player wants them to open in the future. It seems like a very small detail but after rearranging these UI elements for the hundredth time it gets more than a little annoying. Thanks.

Bren
Title: Love the game
Post by: Supercharged on April 15, 2013, 09:01:26 PM
First impressions?  I have a lot of top notch, brand new, technologically innovative games (Far Cry 3, BioShock Infinite, Battlefield, SimCity, Minecraft, Terraria... :)  and I'm chosing to play Planet Explorers in its Alpha version...

That said; here are my primary suggestions and/or likes/dislikes.  Thanks for your time.  Thanks for a potentially really really great game.  :)

I'm going to list or discuss items as they come to mind:
Shelters don't keep weather out.  I totally assume that a roof over my head will be something that keeps rain out in the future; that you're working on that.

Along that line, it doesn't seem obvious what minerals look like so that I know where to dig for them exactly.  It seems like copper is a rust color and that iron and limestone and rock are all one color... I can't discern yet what's what.

Animation while digging should change position for wherever you're digging next - just turn and point towards the cursor would be adequate I think.

Sound of combat is annoying.  I don't think anyone in the world sounds like that when they're trying to hit something.  :)  Oh, I remember when I first started the game, I was pretty annoyed with the footstep sounds... You might reconsider it even if we get use to it because it was turning me off to the game initially.  I'm glad I got over it!

Also, speaking of getting turned off to the game... I almost totally wrote the game off because I had attempted the creative mode first or build mode I think it was?  There is a merchant there and random badass animals spawning that kill you in one hit.  I just figured that was the game and hadn't tried the story mode at all.  I almost uninstalled but remembered that there was a story mode and tried it... Boy, was I lucky I had given the game another chance cuz I really thought the alpha version was unplayable before I tried the story mode.  Might wanna leave the other mode out for now or point people to the story mode first so that they don't get the misconception that I did initially and the game gets a better chance at getting played right now.

Other than that Planet Explorers is minimized waiting for me to get back to it and I am excited to do so.  I hope people are kicking in a buck or 50  :)  at the kickstarter website so that we can help you guys develope this game like you want/need to. I thank you for already creating something that I'm enjoying spending time on even in its alpha version.

Thank you.



Title: Pause Key
Post by: ColfaxJones on April 15, 2013, 10:37:05 PM
Also new here, backed the kicked starter, greenlight etc. My suggestion, a pause feature, i left the game running for awhile while i got distracted with work, came back and i was out of stamina. Only way i could find to stop time was to exit to the main menu, which is a bit cumbersome. Thank and see you all in alpha 6.
Title: Re: Greetings and a suggestion
Post by: Malus Tepes on April 15, 2013, 11:01:27 PM
That might be a good idea actually.

Also, WELCOME TO THE FORUMS!!
Title: Re: Greetings and a suggestion
Post by: ColfaxJones on April 15, 2013, 11:04:07 PM
thanks for the welcome! I'm planning to be fairly active here, with suggestions and finding bugs. I'm playing for the first time today and see the game has great potential and I'd like to help make it the best it can be. I also do QA for a living so I know how to break stuff.  ;)
Title: Bronze and iron armours
Post by: Oselotti on April 16, 2013, 11:09:01 AM
I think the present bronze armour looks more like iron or steel. Bronze is much darker and brownish metal like in this picture from british museum. My suggestion is to change the present bronze armour to steel (or iron) and make a new more accurate bronze armour.

http://www.britishmuseum.org/explore/highlights/highlight_image.aspx?image=com13195.jpg&retpage=23188
Title: Auto Equip last ammo/shield
Post by: BadManiac on April 16, 2013, 02:15:31 PM
I'd love to see a system that auto equips your last equipped shield when you equip a sword, the last arrow or ammo type when you equip a bow or gun. Would make switching equipment sets much more fluid.
Title: Cave improvements
Post by: BadManiac on April 16, 2013, 02:22:56 PM
I had an idea for a slight cosmetic change to caves that should be easy to implement. The cave entrances, where the cave actually breaks through the surface, there should be rocks, boulders and rubble on the cave floor, since the cave would have eroded away the roof until it was so weak it collapsed in and opened to the surface.

Secondly, more worthwhile spelunking would be cool. Exposed ore veins deep in the cave as a "reward" for exploring. So far I haven't found anything except ill tempered spiders in the caves. Not really worth the risk if the only reward is more risk :p
Title: Bullets
Post by: trix on April 16, 2013, 03:12:27 PM
bullets should be able to be crafted out of most if not all materials but each material has there own unique property like if you have something that is very harm full or radioactive will cause the target to loose health over time to poisoning
Title: Re: Bullets
Post by: Thunderbird on April 17, 2013, 08:29:05 AM
depleted uranium bullets wouldnt cause target to lose health over time but they would burn it, DU is a pyrophoric,self-sharpening when chipeed material (thats why its used for anti-tank penetrators)

but yeah, definitely agreed

softer materials could have much less damage and a chance to stun/slow the target for a bit, heavier materials could affect ballistics (if theyre implemented) but have higher stopping power and penetration
Title: weapon and vehicle trading
Post by: Yuki-chan on April 17, 2013, 05:30:25 PM
if there isn't already this game should have a place where players can trade the items they have created for example i'm good at creating guns but not so good at creating swords but would like some nice swords and maybe there is a person who can make good swords but is not good at making guns

so i was thinking there should be a place where players can put there creations so other players can add them to their saves and use them
Title: Re: weapon and vehicle trading
Post by: Malus Tepes on April 17, 2013, 05:50:09 PM
While we don't have an In Game feature for it yet, there could be a feature in the future for it.

However, you can still trade in the Iso Trading Thread.
Title: Traitor Crew + Needs
Post by: MichiganSmoke9 on April 18, 2013, 05:12:52 AM
It would be cool to have traitorous crew members who may generate out of a need not fulfilled in your camps. Or just as a thing in the story (like an arch nemesis who has emerged due to insanity, etc.)


Also, make hunger/sleep deprivation more severe.



Title: sculpting plants etc
Post by: wesleyianbruce on April 18, 2013, 07:22:12 AM
If you add a Small Plinth template that defines where an iso sits on the ground then we can sculpt hundreds of nice plants, rocks, statues and other things. If we had a place to post them here, or submit from the game its self, then you could pick the best 10 per month and add them into the game as objects. Adding a size multiple and an invisible material that allows us to do the bounding box would reduce your workload. Definitely not a 0.6 thing (0.9 perhaps) but it could give the game a wow factor that won Second Life and Minecraft all those accolades. Though just you prey predator dynamics may get you those accolades.
Title: Suggestions
Post by: Chaosknight on April 18, 2013, 11:47:22 AM
Stealth devices - allow player to sneak by hostiles. Maybe even on vehicles, buildings, or area(surprise laser turrets)
Automated repair stations/towers/drones - repairs nearby turrets/vehicles(maybe players?)
Drones or robots - similar to followers/companions, can be outfitted for combat/scout/gathering with things like missiles, mini-gun, lasers weapons, laser pinpoint to guide turrets that increase turret max range, chainsaw to collect wood etc. 
Ceiling and Wall Turrets - for the ultimate hallway death trap
Recyclable arrows and bullets - let player pick up some of the projectiles used from the victim's corpse
JET PACKS - cause who doesn't like to fly
Special weapons - flamethrowers that can turn trees into charcoal and cook dinosaurs, freeze ray that slows enemies and eventually turn them into an ice block, lightning gun that can temporary power up offline buildings and fry anything that's in or covered with water(especially yourself when raining!)
Title: Re: Vehicles with 2+ seats
Post by: mLegion on April 18, 2013, 12:11:57 PM
It would be great if the NPC in all those escort missions understands to get in the vehicle with you.
Title: Best Idea Ever!
Post by: Adstanley84 on April 18, 2013, 02:28:57 PM
Exploding Chickens. Nuff Said.  8)
Title: Re: Hairdresser/ barber (changing you appearance after creation)
Post by: Fallen Angel on April 19, 2013, 09:40:21 PM
Would be a good idea for the later development. Especially for long term gaming sessions or even an addition to roleplaying. And maybe there will be a possibilitie that not everyone is wearing the same armor in the endgame :) It's always a bit annoying to see clones :)
Title: Re: Re: Hairdresser/ barber (changing you appearance after creation)
Post by: Yuki-chan on April 19, 2013, 10:20:19 PM
i thought they will add the abillity to create your own armor
Title: Re: Duplicate, Already Implemented, or Reference Posts
Post by: H_bomb on April 20, 2013, 07:24:55 PM
Hud scaling, so it changes with resolution.
Title: Online Sharing of Creations in Item Editor
Post by: PineTree on April 22, 2013, 01:02:35 AM
It would be interesting if we had the capability to upload our creations online so others can download it and use it, to create a kind of PlayCreateShare environment.  Then I wouldn't have to spend time to *try* and make awesome creations, I can rely on other cooler people to do that and mooch off their skill.
Title: Grass and water blocks for landsculpting
Post by: Yuki-chan on April 22, 2013, 05:34:04 PM
the name says it all
Title: Re: Bullets
Post by: Yuki-chan on April 23, 2013, 07:04:43 PM
depleted uranium bullets wouldnt cause target to lose health over time but they would burn it, DU is a pyrophoric,self-sharpening when chipeed material (thats why its used for anti-tank penetrators)

but yeah, definitely agreed

softer materials could have much less damage and a chance to stun/slow the target for a bit, heavier materials could affect ballistics (if theyre implemented) but have higher stopping power and penetration


You Squarehead Depleted uranium is LEAD!!!!
Title: Re: Duplicate, Already Implemented, or Reference Posts
Post by: Malus Tepes on April 23, 2013, 10:36:35 PM
Oi!  His head is as round as yours.   But, very true point still.
Title: Not being able to fast travel near hostile animals
Post by: Greenfyre on April 30, 2013, 01:54:38 PM
I found that I can still fast travel while I am being attacked. Is this supposed to happen? If so, will it be fixed in an up coming build?
Title: Trading, buying and creating
Post by: Sir Slush on May 01, 2013, 04:33:46 AM
Recently I built a battle mech featured on the ISO page. Believe it or not, it took about 1000 pigments to create.
When we naturally start building bigger and bigger vehicles (especially the flying ones), this problem will amplify. So before I burn a hole through my mouse by buying another thousand pigments, I'd like to suggest the ability to move the counter up by tens or twenties.
Title: Re: Bullets
Post by: wesleyianbruce on May 01, 2013, 01:15:36 PM
depleted uranium bullets wouldnt cause target to lose health over time but they would burn it, DU is a pyrophoric,self-sharpening when chipeed material (thats why its used for anti-tank penetrators)

but yeah, definitely agreed

softer materials could have much less damage and a chance to stun/slow the target for a bit, heavier materials could affect ballistics (if theyre implemented) but have higher stopping power and penetration



You Squarehead Depleted uranium is LEAD!!!!
Sorry depleted uranium is uranium 238 and that's depleted because it has no U 233, U 235 or plutonium or thorium in it. Its what comes out of the refining process that makes enriched uranium. It takes 4.47 billion years to get to lead. The stuff that powers reactors and bombs is U 235.
Some depleted uranium is reported to have fast decaying isotopes, radioactive, in it but is supposed to be screened for that in the factory.
The granite at Grand Central Station New York will give you a bigger dose than a single depleted uranium round. if you hit with one your dead before the chemistry or any radiation matters.

All uranium is toxic but at least one person has survived a lethal dose of uranium tetrafluoride and lived. He was radioactive for months and a very sick boy but he lived. It was unsafe for doctors to visit him for more than a few hours in their life! So they had to put him in the nuclear power plant car park in a mobile home, used 5 doctors and some robots to treat him. Needless to say the sequenced his DNA as soon as that technology became available.
Title: Re: Duplicate, Already Implemented, or Reference Posts
Post by: Greenfyre on May 02, 2013, 11:28:57 AM
Radiation Burn!!!
Title: Re: Suggestions for other gun/vehicle templates
Post by: Greenfyre on May 07, 2013, 02:10:27 PM
I don' know if this has been brought up, but the ability to rotate handles, and or more types of handles would be great :D
Title: Suggestion: ISO vehicles on water and even below the watersurface
Post by: Aleideka on May 14, 2013, 11:53:46 AM
Hi all,

Ive searched the forums a bit, but I didn't find those suggestions, so here they are:

Let us make ISO's for water vehicles (boats, ships and even submarines).

And now that i'm on it - Some ISO's used for flyingmachines would be nice to :)

Greetings Aleideka
Title: Multiplayer autosave
Post by: Syrrhaptes Paradoxus on May 19, 2013, 12:01:56 AM
Apparently, if you leave a server without saving, your equipped gear, as well as your hotkeys are reset. That is somewhat awkward, I think. Maybe implement an autosave function for every 15 minutes or so and on disconnecting?

Edit: what a silly suggestion of me, rather the character data should maybe be saved live to the server?
Title: Better AI awareness
Post by: freewaygamer on May 23, 2013, 09:54:00 AM
Better AI awareness
- npc's AI Need improvements at path finding

- line of sight. Many wargames use counters to represent units and determine line of sight.
  A common technique is to hold a length of thread between two counters.
  If the thread, held straight, doesn't encounter any obstacles, the line of sight is valid.
Title: Automatic crash report service
Post by: freewaygamer on May 27, 2013, 12:57:04 PM
would it not be better if u implement a automatic crash report service
in to the game so you are not depending on player's to send you the crash rapport output.log

For example
(http://i.cubeupload.com/JnIBYW.png)
Title: New Game Modes
Post by: SenorPicante on June 02, 2013, 07:45:58 PM
I was thinking that some new game modes would definitely add interest to Planet explorers. I know they're coming out with a Hardcore mode. But I hope other people have some other ideas like maybe minigames or a multiplayer paintball version where you can use your imported gun on a pre-made arena-like map. Obviously I dont have the best of ideas for a game mode but im sure other people out there do. If anyone reading this does come up with something, THEN POST IT!.... OOO just thought of a couple.... RACING (with checkpoints) and TOWER DEFENSE (where its basically a never ending monster spawner, you respawn after every wave as long as you have a man on your team alive, and you have to work for your resources but you start with an iron pickax and you have every script and are allowed to export. and waves will only go to the next round if you kill off the wave first)  8)
Title: Tutorials, Guides, and How To's.
Post by: Ivory on June 09, 2013, 11:44:27 AM
Hello all!

I'm a noobie to this game and forum, so please forgive me if this subject has already been addressed.

Basically what I would like to see more of here and in the game is some kind of guide or tutorial on basics like Building Items, Equipment, and Bases. I used to play City of Heroes and they had a great in game tutorial as well as guide for those new to the game.

Even though this game is fairly easy to get used to. It would be a great help if someone (anyone) could post guides and tutorials here until the game itself sets one up. For example: How do you go about making walls in the first place? What materials would be best for outer walls?  What Materials are best for inner walls?  How do you remove walls?  How can you make high tech weapons like machine guns or lasers you can carry.  Can you make underwater buildings?  Stuff like that :)

Right now the materials are nearly unlimited in supply, but I'm sure it's not going to be that way in Beta, or when the Game goes live. So starting out, I'm sure the colonists would be using things like wood to make walls since steel would take sometime to manufacture, unless there will be factories which need resources and such.

That's about it. Thanks for your time, and I hope to see some tutorials or simple guides here in the future.
Title: Bigger hitboxes
Post by: bmxracer23 on June 18, 2013, 02:49:36 AM
I know the game is in alpha, but the hit-boxes are extremely small, and it is nearly impossible for people to kill anything, even with things like Energy Swords.
Quick fix: Enlarge the hit-box, make it a bit bigger, to a extent of it actually being hit-able. If this isn't the problem, another way is not make the environment so hostile so early on. The swords can be tweaked a bit too, I think they might be also part of the problem why people can't really kill too easily, because they miss, even when directly clicking.
I think the hit-box is the best bet, and probably can be fixed the easiest, at least in my opinion from experience.

What do you think? Any more suggestions or idea's how to fix it? Anything else along those lines?
Title: Re: Bigger hitboxes
Post by: Gazz2 on June 18, 2013, 04:55:22 AM
Since you mentioned swords..

IMO the real problem with melee weapons is that unlike ranged weapons, you have to hit something with the weapon and have the mouse pointer over the target.
The latter makes absolutely no sense.

Melee weapons should rather hit multiple things provided they are physically hit. That would be a tangible benefit over ranged weapons and give melee weapons a purpose.
Title: alien artifact templates
Post by: matty101 on June 28, 2013, 12:31:08 PM
how bout adding rare alien artifacts that are hidden around the map or drop very rarely from creatures that give solid bonus' to things made in creator if added to them ie:

energy weapons: glowing crystals type things that are added to sides/muzzle of weapon to indicate weapon power or enhanced focusing

ballistic weapons: unknown alloy magazine(coats bullets in an alien alloy/more damage), enhanced bullet projection system(where the rounds go bang in normal guns/faster firing speed)

universal weapons: alien optics(gun sights)

vehicles: magno-gravitational stabilizers(better vehicle vehicle traction/doesnt bounce around the terrain as much), enhanced (fuel source)enrichment port(increases effect of motors)

buildings: waste protein recycler(collects 1 meat/day for every person in the area), holo projection unit(increases happiness/rest factor while in area)


you get the idea, the artifacts themselves would not be able to be made btw.
Title: Digging
Post by: Gerard14 on July 01, 2013, 08:27:29 AM
I suggest you could add something like drill to dig faster and then when we could dig to a random cave there could be boss monster and his chest
Title: Flat map for "Build" mode?
Post by: Griffimus on July 01, 2013, 06:57:28 PM
So that other game I like to play where I build stuff I have an option for making a perfectly flat map.  This works great for building test items and not having to deal with hills being in the way.  In 0.53 I noticed there are no mobs spawning in Build Game Mode so adding an option for a flat map would be nice.  This would allow us to test vehicles and buildings a little easier than a map with hills and trees.

Anyone else think this would be a nice addition? Thoughts?
Title: colorcode the status report on your PC window
Post by: yarnevk on July 08, 2013, 07:43:06 PM
be better if health, oxygen, and stamina colors in the text report matched the colorbars in your status avatar.  Been a while since I played and getting it confused, so a newbie help thing to have.
Title: Re: Duplicate, Already Implemented, or Reference Posts
Post by: Shotglass on July 24, 2013, 11:45:25 PM
I apologize if my suggestions are already suggested:


Either a winch feature for the helicopter or the ability for vehicles/people to sit still on a moving vehicle. Example: a vehicle inside a helicopter or a person standing in a van
Title: Trading window suggestion
Post by: khowhl on August 05, 2013, 11:45:39 AM
Hi,

There is a feature I would like to see implemented when trading : when left-clicking the + ou - buttons, add or substract one unit, but when you right-click them, increase the quantity (say 10 by 10 for example).


EDIT : sorry couldn't find any mention of this in the main post of the 2 stickied threads. My bad.
Title: Re: Duplicate, Already Implemented, or Reference Posts
Post by: oaktree on August 12, 2013, 01:34:05 AM
I am not sure if this has been mentioned or has been planned for already, but will you guys do something about the fall damage while in a vehicle?

Currently in .61, It feels like the fall damage is calculated the same way when in vehicle as when not in vehicle. So I end up dying pretty quick while in the vehicle >.<;;

If you don't want to get rid of fall damage entirely or make the structure of the vehicle play a factor in the fall damage calculation, then how about adding a shock absorber  template? the more of them you have attached to the wheel the less the fall damage? or something like that xP
Title: Sort scripts feature
Post by: Alu on August 18, 2013, 09:43:10 AM
After some time you find yourself in a mess of scripts, scrolling and searching for the right recipe, which gets quite annoying some time. A sort by- function would be nice. Also a cathegorize feature would help.
Also:
How about you shift-click a script and it generates a new cathegory with all scripts linked to this specific one. also, if you click inside the script on an item which also has a script, it should bring you directly to this one.
Title: Re: Sort scripts feature
Post by: crom on August 20, 2013, 10:39:41 AM
+1 for this.  :)

It comes really quickly pain to scroll that script window. Like Alu mentioned categories would help a lot (Guns&Bullets, Melee weapons, Healing, Food, Tools, ...). If that's not easy to implement then maybe first adding just search filter box with real time filtering for scripts.

Maybe additional quick slots, so we could add some mostly used scripts in those.
Title: Re: Duplicate, Already Implemented, or Reference Posts
Post by: ChaoticGamer on August 08, 2014, 03:49:13 AM
oh sorry, we got farming as well, if ur lazy get food, and bullets, fight the first alien with lesser power in story mode, muilty is pain the #$$, but there is always alternived way, *sigh* (turn face of greif looking at the monster cube) yeaaaaa....that would be one options I would think of. If you want to farm, create a farm near by, kill much monster in grassy field and have farm near by the ocean. tada! ur done, now paris-ic....para............wutever the spray bottle thing name is, yea I think they should at lest be make-able or easy find them more,wasting too much food for it to have a farm
Title: Re: Bigger hitboxes
Post by: Thundercraft on November 15, 2014, 02:50:42 PM
Melee weapons should rather hit multiple things provided they are physically hit. That would be a tangible benefit over ranged weapons and give melee weapons a purpose.

Agreed. Hitting multiple targets would be a useful, tangible benefit over ranged. And I agree entirely that melee weapons need to have an obvious benefit over ranged in order to give them a purpose. Why bother with melee at all when it's so much safer and easier to pick off targets at a safe distance?

The most obvious benefit possible would be to have melee weapons, on average, do more damage than ranged. That alone would give them purpose.

Another way would be to have melee weapons that can inflict a status effect, either doing more damage in an indirect way or temporarily incapacitating an enemy. I see no reason why there couldn't be a groove or something in a sword or axe that holds a reservoir of poison to slowly poison with each hit. (Some medieval weapons had grooves for poison.) And then there are the high-tech weapons players have been dreaming about, such as adding electric shock or heating the weapon red-hot, even plasma. Or, perhaps a vibro-blade that vibrates at ultrasonic speeds?

how bout adding rare alien artifacts that are hidden around the map or drop very rarely from creatures that give solid bonus' to things made in creator if added to them ie:

energy weapons: glowing crystals type things... [snip]
ballistic weapons: unknown alloy magazine... [snip]
universal weapons: alien optics(gun sights)... [snip]
...[snip]
...you get the idea, the artifacts themselves would not be able to be made btw.

Interesting ideas. And, yes, it'd be very nice to see un-craftable alien artifacts similar to those.

I suggest you could add something like drill to dig faster and then when we could dig to a random cave there could be boss monster and his chest

True, we need better digging tools. And the devs have said they are coming.

But on the idea of fighting "boss" monsters and looting their chests: On the one hand, this sounds like the mechanics of some forgetful, run-of-the-mill game. However, this idea is not completely without merit.

Consider how completely empty and boring underground caves are right now. They're huge, they're dark and they're very creepy... but that's it. Considering how scary and dangerous the surface is, I was half expecting them to be filled with creatures and stuff. [Edit: I've since read that those dark creatures can spawn underground, in caves. But I've never witnessed this, myself.]

So, why not populate the caves with a unique underground biome? They could be filled with exotic mushrooms (both giant tree-like and small) and glowing lichen (moss) which survive in a symbiosis with alien bacteria by breaking down the soil and rocks. And there'd be creatures that feed on the mushrooms and lichen. And predators that feed on them. Perhaps even bat-like creatures that fly out of the caves at night?

And, of course, there could be the rare giant apex underground predator on top of the food chain. You know, like the Andhera Queen. These could drop rare ingredients, like armor plates or claws and such. They might even be nesting next to an alien ruin or artifact.
Title: Re: Duplicate, Already Implemented, or Reference Posts
Post by: Dasaki on May 04, 2018, 10:41:01 PM
I'm not entirely sure if this is a duplicated post, so I'm just going to add it here.

Creation and Creator Mode
In my time playing and creating stuff in Planet Explorers, I've noticed one or two things that I believe could, nay should, be improved upon.  These suggestions exist in the bounds of the creation engine, and I believe, with little effort, that these features could be implemented into the game.

1. Voxel volume changes from mass block/voxel selection in creator - I disdain having to click on each individual voxel to change the desnity/volume of the voxels, especially if I'm having to replicate something that is rather large. 

2. Voxel volume "default state" - I'd like to see the creator have a more robust creation of voxels, and changing default values for voxel volume before creation could lend itself to ease of creation and variation of the objects made.  Essentially, what I mean is normally when a voxel is placed, it's placed only at the full 100 for it's voxel volume.  My suggestion instead is adding a "preferences menu toolbar or something to change that default value.

3.  Vehicle details - Basides what is already given, such as weight and such, I would really love to see detailed overlays that are toggle-able that show certain statistics including "center of mass" "center of velocity" and direction of velocity".  The game that comes to mind with this functionality would be something akin to Kerbal Space Program.

3. Creation mode "Testing" - I would also like to see a small mode that acts as a separate "simulation" of the planet's surface from the creator to test out one's own creations.  I guess you could call it a "creator" mode as in minecraft, where you can simply summon creatures that you have found on your journeys (read your save files and list all monsters that you've killed), and then allow you to simply summon your creation to test it on the spot.

Story Mode and Adventure Mode
These next few suggestion exist primarily for the state of the in game engine, and might not so easily be added in.  However I pose these suggestions for Pathea's consideration anyways.

1. Change defense of base default values - I'd like to see a feature added that will allow the change of the current AI from defaulting to attacking any and all of Maria's inhabitants, to "whitelisting" and Blacklisting" creatures by type, or even by name.  What this could mean is resources like ammo won't be used nearly as much on things you don't necessarily need to kill, and only expend ammo on trespassing creatures that you list under "blacklist". 

2. Variation on creature spawns - This one is a big one, as I've noticed at least on the Story mode, and would increase replayability by a lot, especially if more creatures get created to inhabit the different biomes.  I would very much like to see a change of creature spawns, be it location and frequency, based on player actions.  At first, maybe dealing with a large sum of creatures that spawn erratically, to barely spawning and from further away from player made structures.  I think this could add a separate sense of immersion, and added replayability and "life" to monsters seen in the game, as they struggle against the player to retain their home.  This is a feature that I believe would require a lot of work on Pathea's part, so it is not as important as the other smaller entries on this list.

3. New "survivor" features - I know this probably wouldn't fit very well here and could be very difficult to implement, especially when you start talking late game stuff, but aside from the comfort and hunger, I'd like to see a robust system for weather and temperature, as seen in games like Project Zomboid, this extra facet of character to player interaction could make surviving a far more difficult, yet rewarding, feat.  I think a two pronged temperature set ("actual temperature" and "feels like temperature")  with visual effects to show off these temperatures (heat waves/mirages with water dripping from character's face/head for sweat in the heat, and skin turning blueish for cold).  I would also like to see a feature put in for when it rains for a "wet" status to be applied, negatively affecting that temperature as mentioned, and if elemental damage and things like that get added, we could see fire damage do less and eletric damage do more when in wet status.


I hope all of these ideas get put into consideration, especially the creation mode suggestions, but if not hopefully this will pave the way for future projects.

PS:  I just now realized that the last post in this was from back in 2013.  I sure hope the devs still work on this game...