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No refining and crafting ability for starter backpack
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Backpack should not magically contain refinery and production line, at least not the starter one. Keen, please do not casualize the game or at least make a "casual survival" setting which enables magic backpack and allows magically crafting end products right from ores.
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I like this feedback
Make suit MODULAR
The backpack should be crafted by GearForge and equipped or swapped for another one.
As a default survival option, you can spawn with a basic backpack, the same as you do spawn with basic tools now, if you worry too much about new players "getting lost", but campaign and starting contracts can solve this pretty well too.
I like backpack building, TBH. It is very convenient for small-scale building, decorations, interiors and such. Add ingots to make it even better. BUT, give us an option to start without it. Same for the jet-pack. Those 2 could be the primary candidates for the suit modules. Give us a system. Modders will provide tons of variety for any play-style.
And Keen please, no more boring tier1 to tier4 upgrades. Each tool, weapon or suit module has to be unique with different pros and cons.
Make suit MODULAR
The backpack should be crafted by GearForge and equipped or swapped for another one.
As a default survival option, you can spawn with a basic backpack, the same as you do spawn with basic tools now, if you worry too much about new players "getting lost", but campaign and starting contracts can solve this pretty well too.
I like backpack building, TBH. It is very convenient for small-scale building, decorations, interiors and such. Add ingots to make it even better. BUT, give us an option to start without it. Same for the jet-pack. Those 2 could be the primary candidates for the suit modules. Give us a system. Modders will provide tons of variety for any play-style.
And Keen please, no more boring tier1 to tier4 upgrades. Each tool, weapon or suit module has to be unique with different pros and cons.
I like the idea of "casual survival" and one could take it further with a distinction between
1) "magic do-it-all backpack"
2) "no refining and making components" and
3) "no backpack at all".
SE1 already offers a choice between the second and the third option, why not extending it to three options for SE2?
I like the idea of "casual survival" and one could take it further with a distinction between
1) "magic do-it-all backpack"
2) "no refining and making components" and
3) "no backpack at all".
SE1 already offers a choice between the second and the third option, why not extending it to three options for SE2?
Too late – it feels like they’ve already decided to casualize everything and magically get 600k concurrent players out of it. It honestly doesn’t even look like anyone is reading this feedback tracker anymore; the new trendy game designer clearly “knows” how to make their own No Man’s Sky without us.
Asymmetric decelerator, removal of ingots, a magic backpack that prints full ships out of a handful of dirt with 0.001% ore content…
What’s next? Dropping construction and ship modification altogether? I’m sure new players would “love” having just 2–3 pre-made ships with zero customization, that would really simplify things for them. And then they can sell new ships as DLC, Star Citizen–style, to “fund further development”.
If this is really the direction they’re going, they shouldn’t be surprised when their core audience decides to walk away.
Too late – it feels like they’ve already decided to casualize everything and magically get 600k concurrent players out of it. It honestly doesn’t even look like anyone is reading this feedback tracker anymore; the new trendy game designer clearly “knows” how to make their own No Man’s Sky without us.
Asymmetric decelerator, removal of ingots, a magic backpack that prints full ships out of a handful of dirt with 0.001% ore content…
What’s next? Dropping construction and ship modification altogether? I’m sure new players would “love” having just 2–3 pre-made ships with zero customization, that would really simplify things for them. And then they can sell new ships as DLC, Star Citizen–style, to “fund further development”.
If this is really the direction they’re going, they shouldn’t be surprised when their core audience decides to walk away.
Make suit MODULAR
The backpack should be crafted by GearForge and equipped or swapped for another one.
As a default survival option, you can spawn with a basic backpack, the same as you do spawn with basic tools now, if you worry too much about new players "getting lost", but campaign and starting contracts can solve this pretty well too.
I like backpack building, TBH. It is very convenient for small-scale building, decorations, interiors and such. Add ingots to make it even better. BUT, give us an option to start without it. Same for the jet-pack. Those 2 could be the primary candidates for the suit modules. Give us a system. Modders will provide tons of variety for any play-style.
And Keen please, no more boring tier1 to tier4 upgrades. Each tool, weapon or suit module has to be unique with different pros and cons.
Make suit MODULAR
The backpack should be crafted by GearForge and equipped or swapped for another one.
As a default survival option, you can spawn with a basic backpack, the same as you do spawn with basic tools now, if you worry too much about new players "getting lost", but campaign and starting contracts can solve this pretty well too.
I like backpack building, TBH. It is very convenient for small-scale building, decorations, interiors and such. Add ingots to make it even better. BUT, give us an option to start without it. Same for the jet-pack. Those 2 could be the primary candidates for the suit modules. Give us a system. Modders will provide tons of variety for any play-style.
And Keen please, no more boring tier1 to tier4 upgrades. Each tool, weapon or suit module has to be unique with different pros and cons.
The backpack shouldn't be able to do everything, but it needs to be enough that you can reasonably start over from scratch if you have to. One of the chief issues with SE1 is that you needed to be given some kind of starter vehicle of sorts, starter tools, or something along those lines if you wanted a prayer of being able to craft anything. If you lost those starting tools and/or your vehicle before you could advance, you were screwed pretty much. This then raised the debate of, what kind of vehicle you should have and how much stuff to start you with. Too little and again you're screwed. Too much and you can blink yourself to end game tech. Backpack building and limiting it to very basics eliminates this concern. I'm not opposed to folks having a world option to disable backpack crafting and building, but the backpack crafting needs to be on by default.
The backpack shouldn't be able to do everything, but it needs to be enough that you can reasonably start over from scratch if you have to. One of the chief issues with SE1 is that you needed to be given some kind of starter vehicle of sorts, starter tools, or something along those lines if you wanted a prayer of being able to craft anything. If you lost those starting tools and/or your vehicle before you could advance, you were screwed pretty much. This then raised the debate of, what kind of vehicle you should have and how much stuff to start you with. Too little and again you're screwed. Too much and you can blink yourself to end game tech. Backpack building and limiting it to very basics eliminates this concern. I'm not opposed to folks having a world option to disable backpack crafting and building, but the backpack crafting needs to be on by default.
Hi Keen, is there any moderation on the forum ?
Hi Keen, is there any moderation on the forum ?
A lot of this can be traced back to one simple question: Is the ore deposit we mine in SE2 pure ore? Which means, a basic loop would be:
1. Mined iron ore => pure iron stock
2. iron stock + other stock => alloy
3. Alloy => product
We currently mine pure iron, so Step one is done. There are no incorporated alloys, so step 2 is not needed. We currently put pure ore stock, at different ratios, into the actual production blocks, so Step 2+3 are combined.
If ore deposits were a ratio of impurities, then a bloomery and the smelting of ingots would make sense. If not...the argument dissolves into a version of the 'Stone' argument, lol.
4Peace - Keen has concept art for a 'Hyper spatial-compression' slot in you backpack, along with other equipment slots, as well. They seem to be already looking at modular individual equipment :)
A lot of this can be traced back to one simple question: Is the ore deposit we mine in SE2 pure ore? Which means, a basic loop would be:
1. Mined iron ore => pure iron stock
2. iron stock + other stock => alloy
3. Alloy => product
We currently mine pure iron, so Step one is done. There are no incorporated alloys, so step 2 is not needed. We currently put pure ore stock, at different ratios, into the actual production blocks, so Step 2+3 are combined.
If ore deposits were a ratio of impurities, then a bloomery and the smelting of ingots would make sense. If not...the argument dissolves into a version of the 'Stone' argument, lol.
4Peace - Keen has concept art for a 'Hyper spatial-compression' slot in you backpack, along with other equipment slots, as well. They seem to be already looking at modular individual equipment :)
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