feedback for the building mode

Tea shared this feedback 3 days ago
Not Enough Votes

Yoo, so I have some feedback regarding the build mode. Here are the main points:


  • When cycling through the block variant groups, I often feel some friction when determining which block is selected. In SE1, this was made easier by having the icon of the currently selected block from the block variant group visible on the side. This is quite prevalent with armor blocks and conveyor blocks. I would really love to see more visual communication of which block is currently selected.


  • Pressing "R" and "Shift + R" to cycle the blocks in the block variant groups doesn't feel very good. using the scroll wheel to cycle items in the hotbar feels really good, and I believe taking more advantage of that would be a good idea. Using shift/ctrl + scroll wheel to cycle through the blocks in a block variant group and using alt + scroll wheel to cycle toolbars would feel pretty good, I think.


  • the block orientation is not immediately clear when rotating the block. This is also most prevalent with armor blocks and conveyors. I believe this has to do with how transparent the projection mode blocks are, making it tough to see the visual cues of some blocks.


  • the 25cm grid feels a bit too opaque and thick when pressing Ctrl. The range of the grid feels nice, but I believe the thickness and opacity of the lines add a bit too much visual noise, and having it be more thin, and transparent, with a thicker line every 4 blocks to indicate 1sqm would keep the utility of the grid and increase visual clarity.


  • The symmetry planes are way too opaque, especially when building near the symmetry plane, which adds to the visual noise. I think the most common symmetry plane to be used will be the red one, and that color mixed with the removal box makes it difficult to determine the shape of the removal box. I think the symmetry plane's opacity can be reduced quite a lot.


  • The block removal box doesn't feel clear enough. The orange dotted line feels good, but I think the selected area should have a somewhat opaque orange shell.


That's all, thanks for reading!

Replies (5)

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Yes for the love of blocks the old toolbar nav style is better. Plus giving us custom block categories for those of us who only build would be huge.

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+++ to all of this

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3

++++

Everything about the build system in SE1 is superior. As an example, to build a single common SE1 Armour block here in SE2, such as a "Sloped Corner Base", requires that I combine two blocks, in this case a "Half Sloped Corner Base" with a "Sloped Corner Tip" on top of it. That's two blocks for the price (and PCU) of one block in SE1.

Also, selecting, toggling, and rotating the many Armour block variants now involves a lengthy finger-twisting dance of fiddly, counter-intuitive keystrokes. SE1's system was perfection. I really don't know what this radical redesign was meant to accomplish. Not an improvement - that is born out. From my Alpha experience thus far, building has been borderline torturous -- and building is a cornerstone of the game. Worrying!

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3

i agree on the rotating the blocks, take us back to del, home, pg up and pg down!

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2

Regarding the rotation, I too would rather switch back to the SE1 system, but currently, I've found that not using your ring finger helps quite a bit. "Q" is the hardest button to press when holding down ctrl, using your middle finger is an unintuitive, but an okay solution.

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Selecting blocks should be done with a radial menu, its been talked about before on another topic. Pressing R should open a radial that can be closed with right click just like the paint menu specifically with the paint gun. This could allow for more block types in one block group as well as open up the ability to add a full medium armor block size to the block palette without messying the current selection method.

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2

Oh, I really like this idea! This would also allow for building up more muscle memory over time for certain blocks. if the "conveyor tube T-junction" is top right on the radial menu, it would not break the flow too much to press and hold R, then move the mouse to top right, click, done!

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they also need to refine the placing block projections, hit boxes of other blocks and whatnot, being unable to place a block in an area that is painfully obviously clear and whatnot is frustrating and messing up by builds (meant to put this as a new comment, shame i cant delete my own comment....)

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2

What really bothers me in Space Engineers 2 is the way blocks are rotated and placed. It’s not intuitive at all. I would really prefer the system from Space Engineers 1. I’ve played over 1000 hours of SE1, and building objects was incredibly fast and straightforward.

Space Engineers 1 is a simple and uncomplicated sandbox game, and all these new key combinations in SE2 make the game unnecessarily complex and break the smooth building flow.

In Space Engineers 2, the building process is overly complicated — there are too many keys to press, and it just doesn’t feel intuitive. It would be great to bring back the old system or at least give players the option to switch to the classic controls.

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