Fix this to make the game more accessible instead of oversimplifying everything
As many people have mentioned before, it is really concerning how the game is being oversimplified to achieve better accessibility for new players.
Increasing accessibility is a good thing, but I think you are overlooking some very important points.
Currently, you are removing complexity (no ingots) and flattening the gameplay (backpack building). This doesn’t make the game easier - it just makes it boring.
Instead of removing core features and adding "cheaty" mechanics, the focus should be on fixing the fundamental flaws that SE has.
Here are some examples of what is actually critical, in my opinion:
1. The ore detector is a bad game mechanic
Flying around aimlessly, hoping to stumble upon the right deposit with a very limited scan range, is tedious.
Suggestion:
Make the scanner cover a much larger area (maybe with a single "ping" like in Satisfactory).
Then the player knows where to go and only has to manage the travel and the actual mining.
2. New players are lacking suitable blueprints
If you want to mine or transport things, you currently have to build the grids from scratch or browse the Workshop.
This can be overwhelming and interrupts the game flow.
Suggestion:
Add a basic library with "elementary" blueprints to give new players a functional starting point.
3. It’s hard to know what’s going on with your grid
How many items are in all your containers combined?
What’s in the production queue of your 10 assemblers?
What’s the total energy status of all your batteries?
Suggestion:
Add proper overview dashboards and statistics panels that aggregate information across all blocks of a specific type.
4. Item management is way too fiddly
There is too much micromanagement when transferring items between grids or player and grid.
The horror: Filling up a welding ship that has dozens of containers from a base that also has dozens of containers.
It’s also repetitive to manually restart the production of components you use constantly.
Suggestion:
Add a unified inventory view that sums up all inventories and allows for seamless transfers.
Add configurable "transfer jobs" to fill grid wide stock levels with a single button press.
Let players set thresholds so assemblers automatically produce missing items.
5. Controlling a grid with many functions/axes is very hard
Take a crane as an example: controlling all pistons and rotors via the toolbar is cumbersome.
Suggestion:
Add configurable grid controls to bind block actions directly to the keyboard or mouse.
Example: Mouse X = Rotor 1, Mouse Y = Piston 1, W/S = Piston 2, Space/C = Hinge 1, etc.
And so on...
These are common SE problems that almost every player faces in a playthrough.
In SE1, I personally use mods and scripts to solve these issues, and if necessary, I’ll do the same in SE2.
But for new players, these things can be frustrating and game-breaking. SE2 should do a better job here.
I don’t think anybody is overwhelmed by ingots, but they are surely overwhelmed by the issues I mentioned above ;)
I like this feedback
I totally agree with this with the exception of unified storage units. Maybe giving both option to player would be better as I personally enjoy organizing ingots, ores, components, tools into their own specific storage containers with sorters so the trading of mine is more clear instead of bulk carrying. Other than that I'm disappointed how the developers aimlessly splitting their focus into new and ARCADE features such as making ores in our pockets enough to build stuff without ingots and components while forgetting what made first game fun. Even most of the basic settings doesn't exist in second game that first game received way earlier.
I totally agree with this with the exception of unified storage units. Maybe giving both option to player would be better as I personally enjoy organizing ingots, ores, components, tools into their own specific storage containers with sorters so the trading of mine is more clear instead of bulk carrying. Other than that I'm disappointed how the developers aimlessly splitting their focus into new and ARCADE features such as making ores in our pockets enough to build stuff without ingots and components while forgetting what made first game fun. Even most of the basic settings doesn't exist in second game that first game received way earlier.
Thought this was likely to be a vent post at first.
These are really nice points, and very good solutions provided too.
I didn't mind the old ore detectors though but the ping is also nice.
I really like this, would LOVE this. Coming from thousands of hours in the original.
Thanks OP
Thought this was likely to be a vent post at first.
These are really nice points, and very good solutions provided too.
I didn't mind the old ore detectors though but the ping is also nice.
I really like this, would LOVE this. Coming from thousands of hours in the original.
Thanks OP
as some others have already mentioned, being able to just yank ores out of the ground and use them directly is... not the best option, for accessibility or for gameplay. I think it should be taken even further back- while I like the variety of materials in this game, I'd like to see more specialized manufacturing on top of what we already have- something like how factorio does it. not only are there stages to the basic assembly machines, a lot of machines can backwards-produce things that the earlier machines were limited to. For example, the basic assemblers- each upgrade can simply produce more complex/specific items, and you eventually unlock machines that process specific materials very efficiently and can produce the basic items en masse.
I know this isn't factorio. It shouldn't be. I do, however, think that taking some cues from them would be a major boon to gameplay and replayability. For example, my cargo ship has basic resource processing built in, more for convenience than anything else- the fancier machines are simply too out of scope for its purpose. That, however, is enough to make it functionally a mobile base, as I already have half of the machinery I have at home, and for a matter of fact, half of the machinery I will ever have. This just means I never have a natural reason to return to my base unless I'm inconvenienced and that isn't very satisfying.
I should probably make my own post by this point, but I'm already here, so
I think assemblers should be something you can easily build into every ship, being very flexible and small. Any upgrades to them, rather than being a replacement, should either be directly attached or in the same network. Wanting anything special from your runabout mining ship will leave you naturally looking to grow- and then you're led to either expand that ship or expand your production back home/your current base. Assemblers should work the same way, but kept at their current scale, plus upgrades, so you again have a natural reason to expand. Everything bigger should work a little differently.
While they can use "upgrade blocks" like I imagine the smaller two would, the benefits should prioritize something like a "cooling system", where you have to store and route coolant into the machines for a major boon to productivity. The player shouldn't be punished for not setting it up right away, but every time they use the bigger machines they should find themselves wanting that system. Real lathes and CNC machines work similarly- you need cooling to really work at a part, and anything short of that means you struggle. In addition, having optional "support systems" would add a lot of depth for players like me that really enjoy complexity, while not slowing down players who don't. I could add more to this, but I need to go
as some others have already mentioned, being able to just yank ores out of the ground and use them directly is... not the best option, for accessibility or for gameplay. I think it should be taken even further back- while I like the variety of materials in this game, I'd like to see more specialized manufacturing on top of what we already have- something like how factorio does it. not only are there stages to the basic assembly machines, a lot of machines can backwards-produce things that the earlier machines were limited to. For example, the basic assemblers- each upgrade can simply produce more complex/specific items, and you eventually unlock machines that process specific materials very efficiently and can produce the basic items en masse.
I know this isn't factorio. It shouldn't be. I do, however, think that taking some cues from them would be a major boon to gameplay and replayability. For example, my cargo ship has basic resource processing built in, more for convenience than anything else- the fancier machines are simply too out of scope for its purpose. That, however, is enough to make it functionally a mobile base, as I already have half of the machinery I have at home, and for a matter of fact, half of the machinery I will ever have. This just means I never have a natural reason to return to my base unless I'm inconvenienced and that isn't very satisfying.
I should probably make my own post by this point, but I'm already here, so
I think assemblers should be something you can easily build into every ship, being very flexible and small. Any upgrades to them, rather than being a replacement, should either be directly attached or in the same network. Wanting anything special from your runabout mining ship will leave you naturally looking to grow- and then you're led to either expand that ship or expand your production back home/your current base. Assemblers should work the same way, but kept at their current scale, plus upgrades, so you again have a natural reason to expand. Everything bigger should work a little differently.
While they can use "upgrade blocks" like I imagine the smaller two would, the benefits should prioritize something like a "cooling system", where you have to store and route coolant into the machines for a major boon to productivity. The player shouldn't be punished for not setting it up right away, but every time they use the bigger machines they should find themselves wanting that system. Real lathes and CNC machines work similarly- you need cooling to really work at a part, and anything short of that means you struggle. In addition, having optional "support systems" would add a lot of depth for players like me that really enjoy complexity, while not slowing down players who don't. I could add more to this, but I need to go
Hi Rocket Booster, nice write up
I can't agree more on having real benefits when you do apply some more creativity or engineering to your production setup. Cooling is a good option I think. Provide additional cooling and you can produce certain things much faster. I like to have yet another use for water.
For onboard production, I think there might be some kind of small 3D printer allowing you to make certain, not too advanced components, slowly and using more resources. Still handy to make a couple of spare parts and repair your ship on the go.
Hi Rocket Booster, nice write up
I can't agree more on having real benefits when you do apply some more creativity or engineering to your production setup. Cooling is a good option I think. Provide additional cooling and you can produce certain things much faster. I like to have yet another use for water.
For onboard production, I think there might be some kind of small 3D printer allowing you to make certain, not too advanced components, slowly and using more resources. Still handy to make a couple of spare parts and repair your ship on the go.
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