Initial progression- give players "broken" stuff. MF room progression idea, minisub progression.

EvilSmooEvilSmoo Join Date: 2008-02-16 Member: 63662Members
I used a Seaglide to go out to the floating island. Because wiki, not because of any exploration. (...I don't like not being able to see the bottom.) :/ The early-game progression for new players is less than optimal, and I think devs know that. Too much foreknowledge is required, and things try and eat you a lot.

I did have a notion, though. With a simple reskin, they could create a "critically damaged Seamoth." This would give players a broken, crappy sub, with.. I dunno, 50-75m dive range? And a flickering light... This would allow people to get around much better early game, and to scan it for a fragment. And definite desire to upgrade the thing.

Same with habitats. Put in a nearby escape pod, with a malfunctioning builder tool. The tool works just like the regular one, except it's rigged to make ONE multifunction room, and perhaps limited amounts of other stuff, before it shorts out and stops working. Scanning it gives a normal tool, except the PDA has corruption and you need to go scan stuff as now to make more rooms. Make up some reason why scanning the room you just made doesn't work, or put in MF-room fragments, or something?

Comments

  • aft2001aft2001 Join Date: 2016-08-19 Member: 221500Members
    This is a really good idea. Maybe the lifepod's damage damaged and corrupted some of the databanks in the fabricator, so many blueprints are missing, and the blueprints that survived are likely very damaged. You could find a functional databank in another lifepod and upload it to your lifepod to fix up the fabricator.
  • Midnight_TeaMidnight_Tea Join Date: 2016-08-27 Member: 221790Members
    It's not a bad idea in theory, it gives intermediate to advanced players a major leg up. However, a beginner is much more likely to squander or misuse those resources putting us back at square one somewhat in regards to the pacing. It would present a nice practical motivation to go seek out the other downed lifepod signals though, and intermediate/advanced players would probably love having something that they could use to speed up the pace of the early game.
  • SynchSynch Join Date: 2016-08-29 Member: 221862Members
    I wholeheartedly agree with the problem (beginners having a hard time acquiring fragments), but disagree with the solution (giving them better starting equipment). The reason is because it's not getting the fragments that I think is too difficult, but finding them. Challenge is good, but we want the right kind of challenge.

    Making long trek to the floating island to get some habitat blueprints is difficult, but ultimately rewarding. You have to plan ahead, work within your limited means, but when you come back successfully, it's satisfying. But like the OP said, he had to look on the wiki first to know it was worth the effort. That's the real problem, as I see it.

    Giving players an early seamoth will help a little bit, by letting them cover more ground, but you're still forcing them to wander aimlessly looking for a needle in a haystack. The floating island is one thing, since it's easy to spot, but what about all the deep wrecks? What players need to find the proverbial needle is a proverbial metal detector - some tool or hint system that will point them in the right direction. Then it's up to them to put their survival skills to the test and launch an excursion.
  • EvilSmooEvilSmoo Join Date: 2008-02-16 Member: 63662Members
    edited August 2016
    It's not intended as a one-shot solution. But a broken Seamoth that can't really dive and a beacon to the floating island would make it much easier for new players to get the MFR and other scans from there, not to mention the most useful food plants. And, uh, get their toes wet on exploration. kek.

    That takes care of most food/water concerns, and then players can work on a REAL Seamoth. Once they have their legs under them, it becomes less of an issue.

    For that matter, could flesh out the lifepod thing. Attach motor to the rear, drive it around on the surface? You'd run it out of power (at night, briefly), and can't upgrade it, but it could provide a base in safe-shallows locations when you are diving without a sub. And it doesn't need to stop working, because a surface-only transport is fairly useless, so players will give it up willingly. Same with a broken Seamoth, surface-only is pointless.
  • mcawesomemcawesome CT USA Join Date: 2016-09-04 Member: 222056Members
    In my opinion that doesn't make sense. You have the sea glide. If you get a "broken" sea moth in the beginning why have a sea glide? And getting to the island does not take long. I think the beginning of the game (progression wise) is just fine. Its the later stuff that needs revamping.
  • EvilSmooEvilSmoo Join Date: 2008-02-16 Member: 63662Members
    mcawesome wrote: »
    In my opinion that doesn't make sense. You have the sea glide. If you get a "broken" sea moth in the beginning why have a sea glide? And getting to the island does not take long. I think the beginning of the game (progression wise) is just fine. Its the later stuff that needs revamping.

    Because the broken Seamoth wouldn't go below ~75m. The Seaglide ignores depth, so you could drive out with the broken sub, then dive down from it. Both have their purpose.

    Then later, you make a GOOD Seamoth and retire both.



    Another item: emergency shelter builder in the lifepod.
    • Put in a few easy resources and weld it, and it gives a SINGLE tool, that creates a SINGLE room. The room is basically a MFR with a hatch and a single built-in power cell like the lifepod. Con: no MFR upgrades fit on it. Perhaps the room has an advanced signal scanner that tells the player the location of the floating island? And not much else.

    This gives people a starting point, and an underwater base. This is INTENDED to gently push the player get a MFR room blueprint, and replace the room with a MFR. It deconstructs to MFR resources, and once the player has a base tool and MFR blueprint, they can easily replace it.
  • DaveyNYDaveyNY Schenectady, NY Join Date: 2016-08-30 Member: 221903Members
    edited September 2016
    Why not just make the life pod automatically drift toward the floating island over a period of several game days from the start.
    (a strong, steady wind could be the culprit)
    That way the new player is forced to move along with it, and eventually realizes that it's a stroke of luck that it drifted to the island.
    After that the player is one his/her own.
    Placing the starting clues for the story-line on the island, would also direct the player where to explore next.

    Also, getting a piece of magnetite should be at the top of the list of things for the player to first achieve.
    Having the Compass ASAP, would improve gameplay immensely.
    B)
  • EvilSmooEvilSmoo Join Date: 2008-02-16 Member: 63662Members
    DaveyNY wrote: »
    Why not just make the life pod automatically drift toward the floating island over a period of several game days from the start.
    (a strong, steady wind could be the culprit)
    That way the new player is forced to move along with it, and eventually realizes that it's a stroke of luck that it drifted to the island.
    After that the player is one his/her own.
    Placing the starting clues for the story-line on the island, would also direct the player where to explore next.

    Also, getting a piece of magnetite should be at the top of the list of things for the player to first achieve.
    Having the Compass ASAP, would improve gameplay immensely.
    B)

    It's a poor design choice to force a player to do things in an open world. Extrapolate a little- what is a new player going to do as the life pod slowly drifts from the safe shallows out to grand reef?

    They're going to freak out, because:
    • They won't have the oxygen to dive to the bottom.
    • Even if they do, CRABSQUID.
    • Also, the resources are different, it screws up progression.
    • Some people don't like abyss below them.
    • They won't know what's happening, and their only safe location is apparently trying to drift off the map!

    Giving the player a surface transport (or a shallow broken Seamoth) avoids that. It lets you scout around, and even (probably) keeps you out of Reaper Leviathan range. It lets you get a diamond from the mountain for your cutter, and lets you get scans from floating island.

    And a broken Seamoth is less new assets to make, as well as fairly believable. I could see a minisub getting exploded out of the Aurora and barely surviving, due to sheer chance.
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