Experience Points XP Mining Results
Posted by admin- in Home -26/01/18Nov 01, 2015 Display results as threads; More. Experience Points. You might have xp from mining a little high I get 2 or 3 level each time.
I glanced at things in my old game then started a new one to see how things had changed from the beginning. I had no problems gaining levels. I set up the escape pad and got the constructor going wandered about found the mid section and by the time I got back I was about lvl 5, put some more things in constructor and went to mine a couple places that put me about lvl 10, you might have xp from mining a little high I get 2 or 3 level each time I go in. Anyway lvl 17 now base mostly build, small ship built and armed, I'm ready to build a capital ship and have most skills open, I think you might be giving to many point each lvl, I could open every thing I wanted at each lvl, if you cut back on skill point it would force people to choose which skill they want/need instead of being able to grab every thing. What I would like to see though it not related to this update is: the tool cartridges if you hit reload it uses a full cartridge no matter how much is left of what your using, and the T and R key being next to each other I've many times Reloaded my tool when I wanted to pickup ore. Also when I attack an enemy base/tower/ect. I can sit out of their range and target their defense with missiles or what ever I'm using atm and they don't/can't attack back, while this is nice at times, it might make things more challenging if they fought back.
I would like to see a hatch cover or some thing so I can have access too fuel/oxygen/constructor on a ship with out having them exposed to attacks, some thing like the auto door but that only covers 1 space. The auto door works somewhat but covers 9 spaces and it's armor/health for that big of area is not nearly enough. We all knew the game needed to hinder progress but there's better ways than a silly tech tree. Like tweaking the existing. Just implementing mass limits/effects would have changed progress.
Carrying less would have hinder almost everything you do. Loading up SV too much, would burn too much fuel to be useful for mining, so you would opt for HV. Adding tiers for drill so you start with much lower charge(750 is way too much).
Finding those tiers in alien outposts would be much more rewarding and fun. Tier thrusters to effect their efficiency.
Of course tier weapons for damage, range, etc. Fix the existing before adding a system that doesn't make any sense. We all knew the game needed to hinder progress but there's better ways than a silly tech tree. Like tweaking the existing.
Just implementing mass limits/effects would have changed progress. Carrying less would have hinder almost everything you do. Loading up SV too much, would burn too much fuel to be useful for mining, so you would opt for HV. Adding tiers for drill so you start with much lower charge(750 is way too much). Finding those tiers in alien outposts would be much more rewarding and fun.
Tier thrusters to effect their efficiency. Of course tier weapons for damage, range, etc.
Fix the existing before adding a system that doesn't make any sense. What do you think about the current system? I must say I am not a fan. Was almost sickened by the way it hobbled my progress. I don't like to have to pull Weeds for hours to level up. Getting a less than perfect SEED will be fatal, rendering the 'Procedural' planet aspect of the game almost pointless, as I for one, will be sticking with ONE favorable seed for the foreseeable future.
I honestly don't know why anyone would want that. However, I saw that it was a BIG suggestion in the polls (Face-palm), so here we go. - What could be improved? When I read about the possibility of a tech tree, I was under the impression that it would be some sort of road map on how to create the various objects, weapons, food ect. Not an added complication to an already fairly complicated game.
(After over 100 hours I still have yet to successfully leave the EASY planet. BEFORE the tech update.) - Is level progress too fast / slow? Its a shame that now I can have all the materials I need to build, but have to pull 'weeds' for hours to level up. I feel like this has turned a very state of the art/ bleeding edge survival/construction/adventure game, into well. But HEY, we got MULTI-PLAYER YEA! (Face-palm) - Tech tree and unlock points?
Having said that, there is no way of knowing how many point you need to get the next level up. (At least not that I could find.) EDIT: I found it.Under character info.Not at the page where your actually keeping track of levels, but its under-construction.so I'll let that go. - Other feedback? Please, for those of us over the age of 6, re-think this, or at least make it optional.
I really loved the game before and was hoping for some refinement of what was ALREADY working. This new level of aggravation is meaningless, takes all the fun out of the game, and adds many frustrating moments of.' Where is this? Why can't I build this?OH CRAP! I forgot to LEVEL UP. It really ruins the immersion of the game by making you feel like you playing COD with your 5 year old nephew.
This game for me was liberating, and left you feeling like you could do anything. Now, its just a linear grind to get to the next meaningless level. Very disappointing. I already invested in the game so I will try and live with it, but restarting a game may take DAYS of deliberation.which could lead to putting it off indefinitely. Too much work, not enough fun. We all knew the game needed to hinder progress but there's better ways than a silly tech tree. Like tweaking the existing.
Just implementing mass limits/effects would have changed progress. Carrying less would have hinder almost everything you do. Loading up SV too much, would burn too much fuel to be useful for mining, so you would opt for HV. Adding tiers for drill so you start with much lower charge(750 is way too much).
Finding those tiers in alien outposts would be much more rewarding and fun. Tier thrusters to effect their efficiency. Of course tier weapons for damage, range, etc. Fix the existing before adding a system that doesn't make any sense. Click to expand.Exactly! Something more meaningful in the context of the game.
Couple examples from other games: Subnautica - You need to find and analyze scattered remnants from the destroyed mothership before you can build the more advanced stuff. Still also early access so very basic and not perfect, but it's a step in the right direction. Fortresscraft evolved - You get research points from discovering everything in the game (in principle it's like what was just implemented here except at least you only need to do everything once). More importantly though, you need to build assembly lines for certain things. So by virtue of having to build a certain infrastructure to build more and more advanced things that forces a development path without it feeling like it is 'just because'. This is also being heavily worked on, but again it has potential. So what would work for Empyrion?
Some steps are already taken. Small constructor can't build everything making a base necessary. To further restrict things there could be other assembly machines that need to be built to make SV and CV parts. There's already some progression of materials since you have to go to the other planets to get all the ores. Click to expand.why everyone (who are against techtree) are saying you have to collect plants to lvl up. There are more fun ways (like killing things or explorer) to lvl up which gives much more XP than collecting plants.
Do some other stuff than collecting plant. You will lvl up faster.
Find some legitimate reason to hate/dislike techtree. Add constructive suggestion to improve the system. It is not hard to lvl up and it pace out the game very evenly.before techtree I can visit every planets and kill all the alien structures within 2-3 hrs of playing. Click to expand.It actually made the game bit easier. A new player who first time playing the game won't be overwhelms by the 100+ items they can construct in the constructor and don't know what to construct first.
Now they can introduced to them few at a time and know what to make and when.those who are playing long time (like you and me and other like who playing from before 3.6) get spoiled by the easy access to all of the item from the first. But its survival. You should not know everything from the start.is tech-tree is the best option to restrict that?? Maybe, maybe not.that you can argue about why it is not and what should be. But you(or any one ) should not complain why they cant build CV from the start.that will make the game boring very first. It actually made the game bit easier. A new player who first time playing the game won't be overwhelms by the 100+ items they can construct in the constructor and don't know what to construct first.
Now they can introduced to them few at a time and know what to make and when.those who are playing long time (like you and me and other like who playing from before 3.6) get spoiled by the easy access to all of the item from the first. But its survival.
You should not know everything from the start.is tech-tree is the best option to restrict that?? Maybe, maybe not.that you can argue about why it is not and what should be. But you(or any one ) should not complain why they cant build CV from the start.that will make the game boring very first.
Click to expand.I've already stated WHY. Its unnecessary, its tedious, if forces you to follow a certain path of development, its restricting, it assumes your an idiot, and can't figure the game out in less than 20 mins. It makes using anything but the best seed, semi-suicidal.ect.
I makes you run around in circles trying to Level-up instead of enjoying building and exploration. It creates bottle-necks in development that are confusing ect. I have MANY games that have Tech-trees. The real enjoyment of this game was its openness and freedom to progress any way you wanted.
Now, I have this 'trainer' telling me what I HAVE to do next, to get to the next Level. I don't need a nanny! I don't WANT a nanny! Since it needs testing here's just my initial opinion: I think having some level / xp mechanic in the game is nice. As well as a techtree. But looking at the current system it seems too artificial for me about the techtree.
Why do I need to gain XP to build a chair, a bed etc.? Being able to develop better tier thrusters, advanced constructors, better weapon tiers etc. Makes sense to me, but copilot chair or bed should be something you can build right from the start.
And to be honest I would have preferred to gain new tech not by advancing a techtree but by looting from tech schematics from aliens. And I had expected that leveling allows you to select some perks like better health, faster reloading, do more damage with headshots, hacking an alien core, last longer without food, need less resources to craft something, understanding alien tech etc. About the xp counter I think too it would be better at the side of the screen instead over the enemies head. I still need to put more time into using the new system. One thing is for sure though, a system like this was needed. In the past it was possible to be off world and on a CV that can transport your SV in less than 2 hours.
I did it with just salvaging, no mining. Now it takes more effort to reach that point which is a good since progression was too fast before. Looking at the big picture where this can lead to, like researching alien tech, I think its a good thing. Some advice to all those getting 'rage quit' upset about this change. Be more open minded and do not hold on so tight to the how the game was. This game is in such early stages that there are going to be many changes that you will either like or not. If you have issues with that then you may need to reread what it means to buy an early access pre-alpha game.
Every part of this game is subject to change during development. I can see the part were collecting weeds is about the only safe option at start if there is no ore near. So it's ether pick plants till you can make a assault rifle to easily take over another base for a quick boost. The other option is take the risk of a 'game over' if a patrol drone flies by and griefs your pod wile you go get the xp to actually use the resources your pod came with. Personally, I found it alright to adapt and overcome right off the bat just because of the pod placement determines how you will start. In my opinion all the tech/items we don't have to spend points on should be given at start except for the hv sv cv blocks.
Then have the character/equipment development perks start becoming available to earn. Bottom line is that this is the development of a survival game not a luxury simulator. I've already stated WHY.
Its unnecessary, its tedious, if forces you to follow a certain path of development, its restricting, it assumes your an idiot, and can't figure the game out in less than 20 mins. It makes using anything but the best seed, semi-suicidal.ect. I makes you run around in circles trying to Level-up instead of enjoying building and exploration. It creates bottle-necks in development that are confusing ect. I have MANY games that have Tech-trees. The real enjoyment of this game was its openness and freedom to progress any way you wanted. Now, I have this 'trainer' telling me what I HAVE to do next, to get to the next Level.
I don't need a nanny! I don't WANT a nanny! Click to expand.
For me unrestricted openness is about interact with every possible elements of environment(plants to ruins), learn from it and then implement it as I see fit. If everything is available from the start it will only about grind for ore, building epic things and exploration is only for killing new things. If exploration doesn't give rewards(new ore to new technology,or new scenic beauty) then whats the point of exploration??? That's why I like gradual progress. And that's why I am supporting some kind of progression tree, not becoz it will dumb down the game.figuring out a game in 20 min is very bad if the game has no storyline to follow (I don't want a storyline to follow like RPG, I like to find some clue here and there which I will choose to follow or not). If you want all the things available to you from start, why not play creative mode.
You can explore in creative mode too. Click to expand.Seriously? I started a new game today. Walked around for a bit, maybe like 5-10 minutes in one direction. I found two size 5 resources, magnesium and copper. I totally strip mined them.
I found one small enemy base (something defense II). I killed two drones outside with a pistol. I killed both turrents on top.with the pistol. Just ran up to base, peeked out enough to see each one, not enough to be shot.
Opened the door, killed both turrents with pistol. Removed the core. I went back to my ship, built a large constructor, removal tool, and ammo. I dismantled the ship, returned to the small enemy base, placed a core and am already level 7.
No 'picking weeds' for 'hours'. This took an hour. No fancy shooting or maneuvering to destroy the base.
I am sure if I had a 5 year old nephew that played COD, he could do it. It wasn't hard at all. I didn't have tons of good starter resources like iron or promethium, yet I have plenty left. My only disappointment was no drones came when I sat a base starter block outside, no biggie though. I probably did something wrong.
I do hope eventually the tech tree is used more to improve characters and available tech. I also hope for discoverable tech, maybe rare items or items with random abilities on alien ships. I think you did good devs. Don't let the negative feedback get you down.
I didn't want a tech tree at first either, I was a bit disappointed so many voted for it. I now see it has great potential. What do you think about the current system? I like the idea. The game is more interesting like this for me. And in time the game take more time before it will be borrowing, in my opinion. Even if I disagree player who tell it's hard or long to make xp or level up I can understand we all follow our own way to have fun in game and I don't think 'judge the other' help in any way.
And I agree with them when they ask the tech-tree will be 'optional'. A new game mode when creating the map for example. Old save-game could stay with 'no tech-tree' by default.
And when the dedicated server will appear make the same way to create a server with or without tech-tree. And even more if possible: a config file where find how many point cost each item and at which level, etc. Make a 'default' file with a basic configuration and the capability for the admin to adjust it for his server. For those who know it's pretty much like in ARK: Survival Evolved but I think it's a good thing. - What could be improved?
Add a theme 'Food' to learn recipe in the Food processor. So when we build it, we don't know all what it can do. Like always said before I like the idea to learn some tech from what we could find in Alien Base, Ship Crashed or Even in Space or Other planet. Especially something we only could find on the Search Base (I don't remember his name) find in the asteroid without what we couldn't build a CV. So Before to build a CV we have to build a SV and go in space. - Is level progress too fast / slow? For now I think level up is just good.
Or just maybe to fast. But the first level go fast. Kill some creatures or if you have some deposit close to you is more efficiency. With what we start in the box we have enough to make more Fuel Pack, Ammo for the pistol and ammo for the drill so we could start very fine.
I like the idea too wich said we could gain some health point or stamina etc. - Tech tree and unlock points? I think it's not very balance. For example, we have to wait level 10 to learn Thruster and it's mean (for me) useless to learn all other pieces of SV before level 10 even if it's unlockable before level 10. Maybe we miss some piece of ship (HV, SV or CV) in some tiers 2 or 3 which could be learn on higher level. I think the 'repair tools' is no need before level 5 or upper because, before this level we can't really build something to repair I think (hope??) in future we could have some ship pieces tiers 2 or 3 (or more) which could be learn in order to update the old ones.
But those pieces tiers 2 or more can't be learn until we learn the first one. Another thing about the unlock points. I don't know if it's possible but I think it will be a good thing to separate the gain of unlock point in solo mode and multi-player mode. For what I see until now we can't 'buy' all the learn in a level.
When we play in multi it's not very bad and more on a (future) rp-server it even make some specialization so each player on a server in a faction could learn his specialty and make 'all learned' by the faction. (Another time like in ARK lol) But in solo mode. Can't learn everything is blocking until (maybe) very high level.
By the way, is there a max level? When we reach it, could we learn everything? Is there enough unlock point for that?
- Other feedback? With the idea of health (or stamina or other) gain and specialization possible for the multi-player it will be nice to get some RP configuration in future more than just tech-tree. Someone said it will be better to get a background to explain why our character don't know anything to repair his ship. So add a background is a good idea and more if it's a text file or something like that on the (future) server where admin could create the background of the server (with or without RP style). I think more liberty we have to choose to use or not to configure or not those type of thing more fun for. ALL of us lol PS: sorry for my lack of quality in my English writting.
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I would like to see a hatch cover or some thing so I can have access too fuel/oxygen/constructor on a ship with out having them exposed to attacks, some thing like the auto door but that only covers 1 space. The auto door works somewhat but covers 9 spaces and it's armor/health for that big of area is not nearly enough. We all knew the game needed to hinder progress but there's better ways than a silly tech tree. Like tweaking the existing. Just implementing mass limits/effects would have changed progress.
Carrying less would have hinder almost everything you do. Loading up SV too much, would burn too much fuel to be useful for mining, so you would opt for HV. Adding tiers for drill so you start with much lower charge(750 is way too much).
Finding those tiers in alien outposts would be much more rewarding and fun. Tier thrusters to effect their efficiency.
Of course tier weapons for damage, range, etc. Fix the existing before adding a system that doesn't make any sense. We all knew the game needed to hinder progress but there's better ways than a silly tech tree. Like tweaking the existing.
Just implementing mass limits/effects would have changed progress. Carrying less would have hinder almost everything you do. Loading up SV too much, would burn too much fuel to be useful for mining, so you would opt for HV. Adding tiers for drill so you start with much lower charge(750 is way too much). Finding those tiers in alien outposts would be much more rewarding and fun.
Tier thrusters to effect their efficiency. Of course tier weapons for damage, range, etc.
Fix the existing before adding a system that doesn't make any sense. What do you think about the current system? I must say I am not a fan. Was almost sickened by the way it hobbled my progress. I don't like to have to pull Weeds for hours to level up. Getting a less than perfect SEED will be fatal, rendering the 'Procedural' planet aspect of the game almost pointless, as I for one, will be sticking with ONE favorable seed for the foreseeable future.
I honestly don't know why anyone would want that. However, I saw that it was a BIG suggestion in the polls (Face-palm), so here we go. - What could be improved? When I read about the possibility of a tech tree, I was under the impression that it would be some sort of road map on how to create the various objects, weapons, food ect. Not an added complication to an already fairly complicated game.
(After over 100 hours I still have yet to successfully leave the EASY planet. BEFORE the tech update.) - Is level progress too fast / slow? Its a shame that now I can have all the materials I need to build, but have to pull 'weeds' for hours to level up. I feel like this has turned a very state of the art/ bleeding edge survival/construction/adventure game, into well. But HEY, we got MULTI-PLAYER YEA! (Face-palm) - Tech tree and unlock points?
Having said that, there is no way of knowing how many point you need to get the next level up. (At least not that I could find.) EDIT: I found it.Under character info.Not at the page where your actually keeping track of levels, but its under-construction.so I'll let that go. - Other feedback? Please, for those of us over the age of 6, re-think this, or at least make it optional.
I really loved the game before and was hoping for some refinement of what was ALREADY working. This new level of aggravation is meaningless, takes all the fun out of the game, and adds many frustrating moments of.' Where is this? Why can't I build this?OH CRAP! I forgot to LEVEL UP. It really ruins the immersion of the game by making you feel like you playing COD with your 5 year old nephew.
This game for me was liberating, and left you feeling like you could do anything. Now, its just a linear grind to get to the next meaningless level. Very disappointing. I already invested in the game so I will try and live with it, but restarting a game may take DAYS of deliberation.which could lead to putting it off indefinitely. Too much work, not enough fun. We all knew the game needed to hinder progress but there's better ways than a silly tech tree. Like tweaking the existing.
Just implementing mass limits/effects would have changed progress. Carrying less would have hinder almost everything you do. Loading up SV too much, would burn too much fuel to be useful for mining, so you would opt for HV. Adding tiers for drill so you start with much lower charge(750 is way too much).
Finding those tiers in alien outposts would be much more rewarding and fun. Tier thrusters to effect their efficiency. Of course tier weapons for damage, range, etc. Fix the existing before adding a system that doesn't make any sense. Click to expand.Exactly! Something more meaningful in the context of the game.
Couple examples from other games: Subnautica - You need to find and analyze scattered remnants from the destroyed mothership before you can build the more advanced stuff. Still also early access so very basic and not perfect, but it's a step in the right direction. Fortresscraft evolved - You get research points from discovering everything in the game (in principle it's like what was just implemented here except at least you only need to do everything once). More importantly though, you need to build assembly lines for certain things. So by virtue of having to build a certain infrastructure to build more and more advanced things that forces a development path without it feeling like it is 'just because'. This is also being heavily worked on, but again it has potential. So what would work for Empyrion?
Some steps are already taken. Small constructor can't build everything making a base necessary. To further restrict things there could be other assembly machines that need to be built to make SV and CV parts. There's already some progression of materials since you have to go to the other planets to get all the ores. Click to expand.why everyone (who are against techtree) are saying you have to collect plants to lvl up. There are more fun ways (like killing things or explorer) to lvl up which gives much more XP than collecting plants.
Do some other stuff than collecting plant. You will lvl up faster.
Find some legitimate reason to hate/dislike techtree. Add constructive suggestion to improve the system. It is not hard to lvl up and it pace out the game very evenly.before techtree I can visit every planets and kill all the alien structures within 2-3 hrs of playing. Click to expand.It actually made the game bit easier. A new player who first time playing the game won't be overwhelms by the 100+ items they can construct in the constructor and don't know what to construct first.
Now they can introduced to them few at a time and know what to make and when.those who are playing long time (like you and me and other like who playing from before 3.6) get spoiled by the easy access to all of the item from the first. But its survival. You should not know everything from the start.is tech-tree is the best option to restrict that?? Maybe, maybe not.that you can argue about why it is not and what should be. But you(or any one ) should not complain why they cant build CV from the start.that will make the game boring very first. It actually made the game bit easier. A new player who first time playing the game won't be overwhelms by the 100+ items they can construct in the constructor and don't know what to construct first.
Now they can introduced to them few at a time and know what to make and when.those who are playing long time (like you and me and other like who playing from before 3.6) get spoiled by the easy access to all of the item from the first. But its survival.
You should not know everything from the start.is tech-tree is the best option to restrict that?? Maybe, maybe not.that you can argue about why it is not and what should be. But you(or any one ) should not complain why they cant build CV from the start.that will make the game boring very first.
Click to expand.I've already stated WHY. Its unnecessary, its tedious, if forces you to follow a certain path of development, its restricting, it assumes your an idiot, and can't figure the game out in less than 20 mins. It makes using anything but the best seed, semi-suicidal.ect.
I makes you run around in circles trying to Level-up instead of enjoying building and exploration. It creates bottle-necks in development that are confusing ect. I have MANY games that have Tech-trees. The real enjoyment of this game was its openness and freedom to progress any way you wanted.
Now, I have this 'trainer' telling me what I HAVE to do next, to get to the next Level. I don't need a nanny! I don't WANT a nanny! Since it needs testing here's just my initial opinion: I think having some level / xp mechanic in the game is nice. As well as a techtree. But looking at the current system it seems too artificial for me about the techtree.
Why do I need to gain XP to build a chair, a bed etc.? Being able to develop better tier thrusters, advanced constructors, better weapon tiers etc. Makes sense to me, but copilot chair or bed should be something you can build right from the start.
And to be honest I would have preferred to gain new tech not by advancing a techtree but by looting from tech schematics from aliens. And I had expected that leveling allows you to select some perks like better health, faster reloading, do more damage with headshots, hacking an alien core, last longer without food, need less resources to craft something, understanding alien tech etc. About the xp counter I think too it would be better at the side of the screen instead over the enemies head. I still need to put more time into using the new system. One thing is for sure though, a system like this was needed. In the past it was possible to be off world and on a CV that can transport your SV in less than 2 hours.
I did it with just salvaging, no mining. Now it takes more effort to reach that point which is a good since progression was too fast before. Looking at the big picture where this can lead to, like researching alien tech, I think its a good thing. Some advice to all those getting 'rage quit' upset about this change. Be more open minded and do not hold on so tight to the how the game was. This game is in such early stages that there are going to be many changes that you will either like or not. If you have issues with that then you may need to reread what it means to buy an early access pre-alpha game.
Every part of this game is subject to change during development. I can see the part were collecting weeds is about the only safe option at start if there is no ore near. So it's ether pick plants till you can make a assault rifle to easily take over another base for a quick boost. The other option is take the risk of a 'game over' if a patrol drone flies by and griefs your pod wile you go get the xp to actually use the resources your pod came with. Personally, I found it alright to adapt and overcome right off the bat just because of the pod placement determines how you will start. In my opinion all the tech/items we don't have to spend points on should be given at start except for the hv sv cv blocks.
Then have the character/equipment development perks start becoming available to earn. Bottom line is that this is the development of a survival game not a luxury simulator. I've already stated WHY.
Its unnecessary, its tedious, if forces you to follow a certain path of development, its restricting, it assumes your an idiot, and can't figure the game out in less than 20 mins. It makes using anything but the best seed, semi-suicidal.ect. I makes you run around in circles trying to Level-up instead of enjoying building and exploration. It creates bottle-necks in development that are confusing ect. I have MANY games that have Tech-trees. The real enjoyment of this game was its openness and freedom to progress any way you wanted. Now, I have this 'trainer' telling me what I HAVE to do next, to get to the next Level.
I don't need a nanny! I don't WANT a nanny! Click to expand.
For me unrestricted openness is about interact with every possible elements of environment(plants to ruins), learn from it and then implement it as I see fit. If everything is available from the start it will only about grind for ore, building epic things and exploration is only for killing new things. If exploration doesn't give rewards(new ore to new technology,or new scenic beauty) then whats the point of exploration??? That's why I like gradual progress. And that's why I am supporting some kind of progression tree, not becoz it will dumb down the game.figuring out a game in 20 min is very bad if the game has no storyline to follow (I don't want a storyline to follow like RPG, I like to find some clue here and there which I will choose to follow or not). If you want all the things available to you from start, why not play creative mode.
You can explore in creative mode too. Click to expand.Seriously? I started a new game today. Walked around for a bit, maybe like 5-10 minutes in one direction. I found two size 5 resources, magnesium and copper. I totally strip mined them.
I found one small enemy base (something defense II). I killed two drones outside with a pistol. I killed both turrents on top.with the pistol. Just ran up to base, peeked out enough to see each one, not enough to be shot.
Opened the door, killed both turrents with pistol. Removed the core. I went back to my ship, built a large constructor, removal tool, and ammo. I dismantled the ship, returned to the small enemy base, placed a core and am already level 7.
No 'picking weeds' for 'hours'. This took an hour. No fancy shooting or maneuvering to destroy the base.
I am sure if I had a 5 year old nephew that played COD, he could do it. It wasn't hard at all. I didn't have tons of good starter resources like iron or promethium, yet I have plenty left. My only disappointment was no drones came when I sat a base starter block outside, no biggie though. I probably did something wrong.
I do hope eventually the tech tree is used more to improve characters and available tech. I also hope for discoverable tech, maybe rare items or items with random abilities on alien ships. I think you did good devs. Don't let the negative feedback get you down.
I didn't want a tech tree at first either, I was a bit disappointed so many voted for it. I now see it has great potential. What do you think about the current system? I like the idea. The game is more interesting like this for me. And in time the game take more time before it will be borrowing, in my opinion. Even if I disagree player who tell it's hard or long to make xp or level up I can understand we all follow our own way to have fun in game and I don't think 'judge the other' help in any way.
And I agree with them when they ask the tech-tree will be 'optional'. A new game mode when creating the map for example. Old save-game could stay with 'no tech-tree' by default.
And when the dedicated server will appear make the same way to create a server with or without tech-tree. And even more if possible: a config file where find how many point cost each item and at which level, etc. Make a 'default' file with a basic configuration and the capability for the admin to adjust it for his server. For those who know it's pretty much like in ARK: Survival Evolved but I think it's a good thing. - What could be improved?
Add a theme 'Food' to learn recipe in the Food processor. So when we build it, we don't know all what it can do. Like always said before I like the idea to learn some tech from what we could find in Alien Base, Ship Crashed or Even in Space or Other planet. Especially something we only could find on the Search Base (I don't remember his name) find in the asteroid without what we couldn't build a CV. So Before to build a CV we have to build a SV and go in space. - Is level progress too fast / slow? For now I think level up is just good.
Or just maybe to fast. But the first level go fast. Kill some creatures or if you have some deposit close to you is more efficiency. With what we start in the box we have enough to make more Fuel Pack, Ammo for the pistol and ammo for the drill so we could start very fine.
I like the idea too wich said we could gain some health point or stamina etc. - Tech tree and unlock points? I think it's not very balance. For example, we have to wait level 10 to learn Thruster and it's mean (for me) useless to learn all other pieces of SV before level 10 even if it's unlockable before level 10. Maybe we miss some piece of ship (HV, SV or CV) in some tiers 2 or 3 which could be learn on higher level. I think the 'repair tools' is no need before level 5 or upper because, before this level we can't really build something to repair I think (hope??) in future we could have some ship pieces tiers 2 or 3 (or more) which could be learn in order to update the old ones.
But those pieces tiers 2 or more can't be learn until we learn the first one. Another thing about the unlock points. I don't know if it's possible but I think it will be a good thing to separate the gain of unlock point in solo mode and multi-player mode. For what I see until now we can't 'buy' all the learn in a level.
When we play in multi it's not very bad and more on a (future) rp-server it even make some specialization so each player on a server in a faction could learn his specialty and make 'all learned' by the faction. (Another time like in ARK lol) But in solo mode. Can't learn everything is blocking until (maybe) very high level.
By the way, is there a max level? When we reach it, could we learn everything? Is there enough unlock point for that?
- Other feedback? With the idea of health (or stamina or other) gain and specialization possible for the multi-player it will be nice to get some RP configuration in future more than just tech-tree. Someone said it will be better to get a background to explain why our character don't know anything to repair his ship. So add a background is a good idea and more if it's a text file or something like that on the (future) server where admin could create the background of the server (with or without RP style). I think more liberty we have to choose to use or not to configure or not those type of thing more fun for. ALL of us lol PS: sorry for my lack of quality in my English writting.
Nov 01, 2015 Display results as threads; More. Experience Points. You might have xp from mining a little high I get 2 or 3 level each time.
I glanced at things in my old game then started a new one to see how things had changed from the beginning. I had no problems gaining levels. I set up the escape pad and got the constructor going wandered about found the mid section and by the time I got back I was about lvl 5, put some more things in constructor and went to mine a couple places that put me about lvl 10, you might have xp from mining a little high I get 2 or 3 level each time I go in. Anyway lvl 17 now base mostly build, small ship built and armed, I'm ready to build a capital ship and have most skills open, I think you might be giving to many point each lvl, I could open every thing I wanted at each lvl, if you cut back on skill point it would force people to choose which skill they want/need instead of being able to grab every thing. What I would like to see though it not related to this update is: the tool cartridges if you hit reload it uses a full cartridge no matter how much is left of what your using, and the T and R key being next to each other I've many times Reloaded my tool when I wanted to pickup ore. Also when I attack an enemy base/tower/ect. I can sit out of their range and target their defense with missiles or what ever I'm using atm and they don't/can't attack back, while this is nice at times, it might make things more challenging if they fought back.
I would like to see a hatch cover or some thing so I can have access too fuel/oxygen/constructor on a ship with out having them exposed to attacks, some thing like the auto door but that only covers 1 space. The auto door works somewhat but covers 9 spaces and it's armor/health for that big of area is not nearly enough. We all knew the game needed to hinder progress but there's better ways than a silly tech tree. Like tweaking the existing. Just implementing mass limits/effects would have changed progress.
Carrying less would have hinder almost everything you do. Loading up SV too much, would burn too much fuel to be useful for mining, so you would opt for HV. Adding tiers for drill so you start with much lower charge(750 is way too much).
Finding those tiers in alien outposts would be much more rewarding and fun. Tier thrusters to effect their efficiency.
Of course tier weapons for damage, range, etc. Fix the existing before adding a system that doesn't make any sense. We all knew the game needed to hinder progress but there's better ways than a silly tech tree. Like tweaking the existing.
Just implementing mass limits/effects would have changed progress. Carrying less would have hinder almost everything you do. Loading up SV too much, would burn too much fuel to be useful for mining, so you would opt for HV. Adding tiers for drill so you start with much lower charge(750 is way too much). Finding those tiers in alien outposts would be much more rewarding and fun.
Tier thrusters to effect their efficiency. Of course tier weapons for damage, range, etc.
Fix the existing before adding a system that doesn't make any sense. What do you think about the current system? I must say I am not a fan. Was almost sickened by the way it hobbled my progress. I don't like to have to pull Weeds for hours to level up. Getting a less than perfect SEED will be fatal, rendering the 'Procedural' planet aspect of the game almost pointless, as I for one, will be sticking with ONE favorable seed for the foreseeable future.
I honestly don't know why anyone would want that. However, I saw that it was a BIG suggestion in the polls (Face-palm), so here we go. - What could be improved? When I read about the possibility of a tech tree, I was under the impression that it would be some sort of road map on how to create the various objects, weapons, food ect. Not an added complication to an already fairly complicated game.
(After over 100 hours I still have yet to successfully leave the EASY planet. BEFORE the tech update.) - Is level progress too fast / slow? Its a shame that now I can have all the materials I need to build, but have to pull 'weeds' for hours to level up. I feel like this has turned a very state of the art/ bleeding edge survival/construction/adventure game, into well. But HEY, we got MULTI-PLAYER YEA! (Face-palm) - Tech tree and unlock points?
Having said that, there is no way of knowing how many point you need to get the next level up. (At least not that I could find.) EDIT: I found it.Under character info.Not at the page where your actually keeping track of levels, but its under-construction.so I'll let that go. - Other feedback? Please, for those of us over the age of 6, re-think this, or at least make it optional.
I really loved the game before and was hoping for some refinement of what was ALREADY working. This new level of aggravation is meaningless, takes all the fun out of the game, and adds many frustrating moments of.' Where is this? Why can't I build this?OH CRAP! I forgot to LEVEL UP. It really ruins the immersion of the game by making you feel like you playing COD with your 5 year old nephew.
This game for me was liberating, and left you feeling like you could do anything. Now, its just a linear grind to get to the next meaningless level. Very disappointing. I already invested in the game so I will try and live with it, but restarting a game may take DAYS of deliberation.which could lead to putting it off indefinitely. Too much work, not enough fun. We all knew the game needed to hinder progress but there's better ways than a silly tech tree. Electra ECA Mining Programs. Like tweaking the existing.
Just implementing mass limits/effects would have changed progress. Carrying less would have hinder almost everything you do. Loading up SV too much, would burn too much fuel to be useful for mining, so you would opt for HV. Adding tiers for drill so you start with much lower charge(750 is way too much).
Finding those tiers in alien outposts would be much more rewarding and fun. Tier thrusters to effect their efficiency. Of course tier weapons for damage, range, etc. Fix the existing before adding a system that doesn't make any sense. Click to expand.Exactly! Something more meaningful in the context of the game.
Couple examples from other games: Subnautica - You need to find and analyze scattered remnants from the destroyed mothership before you can build the more advanced stuff. Still also early access so very basic and not perfect, but it's a step in the right direction. Fortresscraft evolved - You get research points from discovering everything in the game (in principle it's like what was just implemented here except at least you only need to do everything once). More importantly though, you need to build assembly lines for certain things. So by virtue of having to build a certain infrastructure to build more and more advanced things that forces a development path without it feeling like it is 'just because'. This is also being heavily worked on, but again it has potential. So what would work for Empyrion?
Some steps are already taken. Small constructor can't build everything making a base necessary. To further restrict things there could be other assembly machines that need to be built to make SV and CV parts. There's already some progression of materials since you have to go to the other planets to get all the ores. Click to expand.why everyone (who are against techtree) are saying you have to collect plants to lvl up. There are more fun ways (like killing things or explorer) to lvl up which gives much more XP than collecting plants.
Do some other stuff than collecting plant. You will lvl up faster.
Find some legitimate reason to hate/dislike techtree. Add constructive suggestion to improve the system. It is not hard to lvl up and it pace out the game very evenly.before techtree I can visit every planets and kill all the alien structures within 2-3 hrs of playing. Click to expand.It actually made the game bit easier. A new player who first time playing the game won't be overwhelms by the 100+ items they can construct in the constructor and don't know what to construct first.
Now they can introduced to them few at a time and know what to make and when.those who are playing long time (like you and me and other like who playing from before 3.6) get spoiled by the easy access to all of the item from the first. But its survival. You should not know everything from the start.is tech-tree is the best option to restrict that?? Maybe, maybe not.that you can argue about why it is not and what should be. But you(or any one ) should not complain why they cant build CV from the start.that will make the game boring very first. It actually made the game bit easier. A new player who first time playing the game won't be overwhelms by the 100+ items they can construct in the constructor and don't know what to construct first.
Now they can introduced to them few at a time and know what to make and when.those who are playing long time (like you and me and other like who playing from before 3.6) get spoiled by the easy access to all of the item from the first. But its survival.
You should not know everything from the start.is tech-tree is the best option to restrict that?? Maybe, maybe not.that you can argue about why it is not and what should be. But you(or any one ) should not complain why they cant build CV from the start.that will make the game boring very first.
Click to expand.I've already stated WHY. Its unnecessary, its tedious, if forces you to follow a certain path of development, its restricting, it assumes your an idiot, and can't figure the game out in less than 20 mins. It makes using anything but the best seed, semi-suicidal.ect.
I makes you run around in circles trying to Level-up instead of enjoying building and exploration. It creates bottle-necks in development that are confusing ect. I have MANY games that have Tech-trees. The real enjoyment of this game was its openness and freedom to progress any way you wanted.
Now, I have this 'trainer' telling me what I HAVE to do next, to get to the next Level. I don't need a nanny! I don't WANT a nanny! Since it needs testing here's just my initial opinion: I think having some level / xp mechanic in the game is nice. As well as a techtree. But looking at the current system it seems too artificial for me about the techtree.
Why do I need to gain XP to build a chair, a bed etc.? Being able to develop better tier thrusters, advanced constructors, better weapon tiers etc. Makes sense to me, but copilot chair or bed should be something you can build right from the start.
And to be honest I would have preferred to gain new tech not by advancing a techtree but by looting from tech schematics from aliens. And I had expected that leveling allows you to select some perks like better health, faster reloading, do more damage with headshots, hacking an alien core, last longer without food, need less resources to craft something, understanding alien tech etc. About the xp counter I think too it would be better at the side of the screen instead over the enemies head. I still need to put more time into using the new system. One thing is for sure though, a system like this was needed. In the past it was possible to be off world and on a CV that can transport your SV in less than 2 hours.
I did it with just salvaging, no mining. Now it takes more effort to reach that point which is a good since progression was too fast before. Looking at the big picture where this can lead to, like researching alien tech, I think its a good thing. Some advice to all those getting 'rage quit' upset about this change. Be more open minded and do not hold on so tight to the how the game was. This game is in such early stages that there are going to be many changes that you will either like or not. If you have issues with that then you may need to reread what it means to buy an early access pre-alpha game.
Every part of this game is subject to change during development. I can see the part were collecting weeds is about the only safe option at start if there is no ore near. So it's ether pick plants till you can make a assault rifle to easily take over another base for a quick boost. The other option is take the risk of a 'game over' if a patrol drone flies by and griefs your pod wile you go get the xp to actually use the resources your pod came with. Personally, I found it alright to adapt and overcome right off the bat just because of the pod placement determines how you will start. In my opinion all the tech/items we don't have to spend points on should be given at start except for the hv sv cv blocks.
Then have the character/equipment development perks start becoming available to earn. Bottom line is that this is the development of a survival game not a luxury simulator. I've already stated WHY.
Its unnecessary, its tedious, if forces you to follow a certain path of development, its restricting, it assumes your an idiot, and can't figure the game out in less than 20 mins. It makes using anything but the best seed, semi-suicidal.ect. I makes you run around in circles trying to Level-up instead of enjoying building and exploration. It creates bottle-necks in development that are confusing ect. I have MANY games that have Tech-trees. The real enjoyment of this game was its openness and freedom to progress any way you wanted. Now, I have this 'trainer' telling me what I HAVE to do next, to get to the next Level.
I don't need a nanny! I don't WANT a nanny! Click to expand.
For me unrestricted openness is about interact with every possible elements of environment(plants to ruins), learn from it and then implement it as I see fit. If everything is available from the start it will only about grind for ore, building epic things and exploration is only for killing new things. If exploration doesn't give rewards(new ore to new technology,or new scenic beauty) then whats the point of exploration??? That's why I like gradual progress. And that's why I am supporting some kind of progression tree, not becoz it will dumb down the game.figuring out a game in 20 min is very bad if the game has no storyline to follow (I don't want a storyline to follow like RPG, I like to find some clue here and there which I will choose to follow or not). If you want all the things available to you from start, why not play creative mode.
You can explore in creative mode too. Click to expand.Seriously? I started a new game today. Walked around for a bit, maybe like 5-10 minutes in one direction. I found two size 5 resources, magnesium and copper. I totally strip mined them.
I found one small enemy base (something defense II). I killed two drones outside with a pistol. I killed both turrents on top.with the pistol. Just ran up to base, peeked out enough to see each one, not enough to be shot.
Opened the door, killed both turrents with pistol. Removed the core. I went back to my ship, built a large constructor, removal tool, and ammo. I dismantled the ship, returned to the small enemy base, placed a core and am already level 7.
No 'picking weeds' for 'hours'. This took an hour. No fancy shooting or maneuvering to destroy the base.
I am sure if I had a 5 year old nephew that played COD, he could do it. It wasn't hard at all. I didn't have tons of good starter resources like iron or promethium, yet I have plenty left. My only disappointment was no drones came when I sat a base starter block outside, no biggie though. I probably did something wrong.
I do hope eventually the tech tree is used more to improve characters and available tech. I also hope for discoverable tech, maybe rare items or items with random abilities on alien ships. I think you did good devs. Don't let the negative feedback get you down.
I didn't want a tech tree at first either, I was a bit disappointed so many voted for it. I now see it has great potential. What do you think about the current system? I like the idea. The game is more interesting like this for me. And in time the game take more time before it will be borrowing, in my opinion. Even if I disagree player who tell it's hard or long to make xp or level up I can understand we all follow our own way to have fun in game and I don't think 'judge the other' help in any way.
And I agree with them when they ask the tech-tree will be 'optional'. A new game mode when creating the map for example. Old save-game could stay with 'no tech-tree' by default.
And when the dedicated server will appear make the same way to create a server with or without tech-tree. And even more if possible: a config file where find how many point cost each item and at which level, etc. Make a 'default' file with a basic configuration and the capability for the admin to adjust it for his server. For those who know it's pretty much like in ARK: Survival Evolved but I think it's a good thing. - What could be improved?
Add a theme 'Food' to learn recipe in the Food processor. So when we build it, we don't know all what it can do. Like always said before I like the idea to learn some tech from what we could find in Alien Base, Ship Crashed or Even in Space or Other planet. Especially something we only could find on the Search Base (I don't remember his name) find in the asteroid without what we couldn't build a CV. So Before to build a CV we have to build a SV and go in space. - Is level progress too fast / slow? For now I think level up is just good.
Or just maybe to fast. But the first level go fast. Kill some creatures or if you have some deposit close to you is more efficiency. With what we start in the box we have enough to make more Fuel Pack, Ammo for the pistol and ammo for the drill so we could start very fine.
I like the idea too wich said we could gain some health point or stamina etc. - Tech tree and unlock points? I think it's not very balance. For example, we have to wait level 10 to learn Thruster and it's mean (for me) useless to learn all other pieces of SV before level 10 even if it's unlockable before level 10. Maybe we miss some piece of ship (HV, SV or CV) in some tiers 2 or 3 which could be learn on higher level. I think the 'repair tools' is no need before level 5 or upper because, before this level we can't really build something to repair I think (hope??) in future we could have some ship pieces tiers 2 or 3 (or more) which could be learn in order to update the old ones.
But those pieces tiers 2 or more can't be learn until we learn the first one. Another thing about the unlock points. I don't know if it's possible but I think it will be a good thing to separate the gain of unlock point in solo mode and multi-player mode. For what I see until now we can't 'buy' all the learn in a level.
When we play in multi it's not very bad and more on a (future) rp-server it even make some specialization so each player on a server in a faction could learn his specialty and make 'all learned' by the faction. (Another time like in ARK lol) But in solo mode. Can't learn everything is blocking until (maybe) very high level.
By the way, is there a max level? When we reach it, could we learn everything? Is there enough unlock point for that?
- Other feedback? With the idea of health (or stamina or other) gain and specialization possible for the multi-player it will be nice to get some RP configuration in future more than just tech-tree. Someone said it will be better to get a background to explain why our character don't know anything to repair his ship. So add a background is a good idea and more if it's a text file or something like that on the (future) server where admin could create the background of the server (with or without RP style). I think more liberty we have to choose to use or not to configure or not those type of thing more fun for. ALL of us lol PS: sorry for my lack of quality in my English writting.