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.
...There is a 'third' option, if people are able to accept one. Not sure if anyone will...but I thought I would put it out just to have as a reference for the production block type suggestions.
Build your production blocks, like you build your ship grids. May need a new interface to design the internals, but getting it set up now would pay great dividends later, if that system was adapted to any other 'block' or types of 'blocks' (i.e. weapons, engines, armor, etc) that was added later.
The same logic used for building ship grids, of different blocks for the different components that are assembled together...apply to your production blocks. (The internals of the block have another 'block' system, where the different internal components are put together, such as the: Input, output, lathe, smelter, capacitors, lasers, kiln, etc. An 'internal' build system to complement the 'external' grid build system) Then people can design whatever they want. And if that is too hard, have 'standardized' blueprints available for players. (edit: ...we do have all those 'components' already being made, like motors, wire, steel plates, that we can use in designing internals, easily)
In fact, have blueprints able to be 'itemized' in-game, as an inventory item that can be traded or bought, looted, or created (from the actual 'blueprint' build screen). Then, there can be variants of the normal types of production blocks already available to players, until they feel ready to tackle designing one from scratch...and same with other block 'types'.
...There is a 'third' option, if people are able to accept one. Not sure if anyone will...but I thought I would put it out just to have as a reference for the production block type suggestions.
Build your production blocks, like you build your ship grids. May need a new interface to design the internals, but getting it set up now would pay great dividends later, if that system was adapted to any other 'block' or types of 'blocks' (i.e. weapons, engines, armor, etc) that was added later.
The same logic used for building ship grids, of different blocks for the different components that are assembled together...apply to your production blocks. (The internals of the block have another 'block' system, where the different internal components are put together, such as the: Input, output, lathe, smelter, capacitors, lasers, kiln, etc. An 'internal' build system to complement the 'external' grid build system) Then people can design whatever they want. And if that is too hard, have 'standardized' blueprints available for players. (edit: ...we do have all those 'components' already being made, like motors, wire, steel plates, that we can use in designing internals, easily)
In fact, have blueprints able to be 'itemized' in-game, as an inventory item that can be traded or bought, looted, or created (from the actual 'blueprint' build screen). Then, there can be variants of the normal types of production blocks already available to players, until they feel ready to tackle designing one from scratch...and same with other block 'types'.
IMO,
>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.
This is true, while I prefer the strategy other games (eg Satisfactory) employ where you basically do this:
Step 1: Find ore node
Step 2: build mining machine, dump ore into storage, or belt to smelter/foundry (iron = iron ingots, iron+coal = steel, bauxite + water = aluminum scrap)
Step 3: smelter/foundry/refinery produces ingots, belt to constructor(1 input)/assembler(2 input)/manufacturer(4 input) or another refinery (two inputs (one liquid), two outputs(one liquid)), output is a usable product for building more things.
This works really well and a lot of the fun in Satisfactory is the logistics. Contrast that with StarRupture (same idea, except instead of push-conveyer belts, it has pull-drones), or Captain of Industry (which has limited resources, but has a lot of production stages, to make a "Chip" literately involves 14 machines in parallel plus the production chain of 3 other resources, so to produce a single chip may involve over 100 machines.) Where the complexity in these game is mostly about logistics flow.
Now I'm not saying SE2 shouldn't be that complicated, by all accounts I find Satisfactory a little "too simplified" because there's only 11 raw resources (limestone, iron, gold, copper, aluminum, quartz, uranium, coal, oil, water, nitrogen and SAM (an unobtanium)) of which the vast majority of things are iron production stages, and all the buildings you can make are concrete and iron plates. So to build a single wall, you need at least 5 machines (two to produce concrete, and three to produce an iron plate) You could also hand-mine it (Which is slow), and then use the "workbench" and make everything in the game that doesn't involve a liquid.
SE2 has
Chromium, Cobalt, Copper, Gold, Ice, Iron, Lead, Magnesium, Nickel, Platinum, Silicon, Silver, Stone, Titanium, Uranium. So that's 15.
Remember, the periodic table has 118 materials. Discounting how we go directly to "raw material" rather than finding minerals (eg NMS, and real life) and having to use the smelter to produce the ingots that could be hammered into everything. A lot of materials are simply refined from minerals. Having to discover them in NMS, is nice as a make-busy quest, but that get's old quickly. Ultimately every planet in NMS only has like 5 elements, of which then every planet has plants that give carbon, oxygen or sodium (for life support), and cobalt is in every cave.
Like the level of simplification I appreciate is the "just go find a raw mineral node", something I've found fun, ever since I played StarFlight. It reduces the need to identify certain materials, and some materials in real life, are found in "veins" made by geological processes, so it makes sense that if you find, say magnetite, it's just Iron oxide. It's natural permanent magnet. Nearly anything you find on earth, naturally exists in an "oxide" form. But Gold and Aluminum are only found in specific minerals on earth, it's rarely just found as "natural" element veins. Bauxite has two real world processes (chemical and electrolysis) to extract it. Gold is sometimes found as "natural" deposits, but most of the time refining it would give you Gold and Silver, but on Earth it's found as Gold Tellurides, and that Tellurium is then used in making stainless steel.
Point being that by skipping "mineral to ore/ingot" step, what you've essentially done is made the "raw ore" the ingot. So I'm fine with this simplification, but it doesn't feel... fulfilling. If the game was just about finding things to sell to the space station/trading posts like with Starflight or Elite, then having to do anything else to it, just ends up being a road cone to playing the game. SE2 feels like it actually skipped a step because the machines do exist (smelter, assembler, refiner), so the logic flows that the smelter should take only raw materials, and only produce ingots. The assembler should accept only ingots/gasses/liquids and produce physical objects. The Refiner should take only raw materials and produce other raw materials. That's the expectation.
But then you realize that that if someone wants to make a ship that can land on a resource area, take all the raw resources and produce ingots, that means every player has to always build the smelter and assembler before they can even build a steel plate, and I understand that's where the "backpack building" comes from. It would take too long to do all these steps if you're just building ship hull. It's much faster to just mine 5000kg of iron ore and then build the ship directly with it at once.
> 1. The ore detector is a bad game mechanic
I feel it's doing what it should be doing. To go back to Starflight, a game that came out on a half megabyte of storage, basically you land your starship, then get in your terrain vehicle and just head in a random direction until "scanning new terrain" shows up, and then you look at the map and see anywhere from 0 to 10 mining nodes, you have no idea what those nodes are until you stop your ship on/near it. You only know what that mineral is when you start mining it.
Yes, I think the way Satisfactory does it is a bit smarter, where you "ping" the material you're looking for, and just have to go find it. I think SE2 should just have the short real time scanner so you know you are going in the right direction and a "long range" scanner that can only look for one material, and would do so by giving a fuzzy search grid. So the closer you get to it, the finer the grid becomes until you get with 200m of it and the short distance scanner kicks in.
> 2. New players are lacking suitable blueprints
I mentioned this in another thread, what I'd like to see is just a "basic vehicle" template (wheeled, atmospheric flight, orbital flight, etc), basically you place this block down and it shows you the blocks you need to minimally place to make it work. Then remove the block when you don't need it anymore.
> 4. Item management is way too fiddly
Eh, I think it's within expectations for this style of game. The problem I find is that you don't know where things are going sometimes because you have to scroll through all the containers. Being able to filter what goes into a container, and have a "sink" conveyer object with what to do with items that don't have a container (eg jettison, items dropped outside the grid, sell (if docked somewhere with a trading terminal), destroy (items that are dangerous, eg weapons, radioactive materials))
>5. Controlling a grid with many functions/axes is very hard
This problem also exists in Scrap Mechanic, which has a similar issue, where since there is no gyro, you basically have to route your WASD steering, to bearings that turn the object, engines which then control throttle. There's no brakes in the game, so slowing down basically all inertial drag and reverse acceleration. Then you set your buttons to activate things. To activate a drill or a "blade" (grinder) those are either on/off or "hold to use" buttons. This all works until you try to make an aircraft or a boat. Aircraft, stick gets on it, and it will flip or spin out of control unless you design a really large sensor-gyro, which makes having to dedicate a lot of space and logic blocks just to keep the ship straight.
This is where I feel SE2's gyro is confusing on how it works. Do I need one? Do I need 4? Do I need 8? How do I arrange them? That remains unclear. It is super annoying when a ship flips itself upside down and the only way to solve this is to deconstruct it, or try to build a 300m long lever. The game could use a simple auto-pilot/auto-land block, where you put this block down somewhere on the ship that you activate that will level the ship (if there is sufficient engine thrust) in the direction the block faces. If you have two different ways to land (eg a docking port and landing struts) then you could have another block for that one. If you activate it and you're not within 200m of ground or another grid ,then it just deactivates "nothing to land on".
Or do what scrap mechanic does and have a "jack/lift" that you hilight your vehicle with it and it immediately sticks it on a lift, square with the ground. Breaks immersion a lot, but it's faster than reloading the game every time the grid flips over.
IMO,
>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.
This is true, while I prefer the strategy other games (eg Satisfactory) employ where you basically do this:
Step 1: Find ore node
Step 2: build mining machine, dump ore into storage, or belt to smelter/foundry (iron = iron ingots, iron+coal = steel, bauxite + water = aluminum scrap)
Step 3: smelter/foundry/refinery produces ingots, belt to constructor(1 input)/assembler(2 input)/manufacturer(4 input) or another refinery (two inputs (one liquid), two outputs(one liquid)), output is a usable product for building more things.
This works really well and a lot of the fun in Satisfactory is the logistics. Contrast that with StarRupture (same idea, except instead of push-conveyer belts, it has pull-drones), or Captain of Industry (which has limited resources, but has a lot of production stages, to make a "Chip" literately involves 14 machines in parallel plus the production chain of 3 other resources, so to produce a single chip may involve over 100 machines.) Where the complexity in these game is mostly about logistics flow.
Now I'm not saying SE2 shouldn't be that complicated, by all accounts I find Satisfactory a little "too simplified" because there's only 11 raw resources (limestone, iron, gold, copper, aluminum, quartz, uranium, coal, oil, water, nitrogen and SAM (an unobtanium)) of which the vast majority of things are iron production stages, and all the buildings you can make are concrete and iron plates. So to build a single wall, you need at least 5 machines (two to produce concrete, and three to produce an iron plate) You could also hand-mine it (Which is slow), and then use the "workbench" and make everything in the game that doesn't involve a liquid.
SE2 has
Chromium, Cobalt, Copper, Gold, Ice, Iron, Lead, Magnesium, Nickel, Platinum, Silicon, Silver, Stone, Titanium, Uranium. So that's 15.
Remember, the periodic table has 118 materials. Discounting how we go directly to "raw material" rather than finding minerals (eg NMS, and real life) and having to use the smelter to produce the ingots that could be hammered into everything. A lot of materials are simply refined from minerals. Having to discover them in NMS, is nice as a make-busy quest, but that get's old quickly. Ultimately every planet in NMS only has like 5 elements, of which then every planet has plants that give carbon, oxygen or sodium (for life support), and cobalt is in every cave.
Like the level of simplification I appreciate is the "just go find a raw mineral node", something I've found fun, ever since I played StarFlight. It reduces the need to identify certain materials, and some materials in real life, are found in "veins" made by geological processes, so it makes sense that if you find, say magnetite, it's just Iron oxide. It's natural permanent magnet. Nearly anything you find on earth, naturally exists in an "oxide" form. But Gold and Aluminum are only found in specific minerals on earth, it's rarely just found as "natural" element veins. Bauxite has two real world processes (chemical and electrolysis) to extract it. Gold is sometimes found as "natural" deposits, but most of the time refining it would give you Gold and Silver, but on Earth it's found as Gold Tellurides, and that Tellurium is then used in making stainless steel.
Point being that by skipping "mineral to ore/ingot" step, what you've essentially done is made the "raw ore" the ingot. So I'm fine with this simplification, but it doesn't feel... fulfilling. If the game was just about finding things to sell to the space station/trading posts like with Starflight or Elite, then having to do anything else to it, just ends up being a road cone to playing the game. SE2 feels like it actually skipped a step because the machines do exist (smelter, assembler, refiner), so the logic flows that the smelter should take only raw materials, and only produce ingots. The assembler should accept only ingots/gasses/liquids and produce physical objects. The Refiner should take only raw materials and produce other raw materials. That's the expectation.
But then you realize that that if someone wants to make a ship that can land on a resource area, take all the raw resources and produce ingots, that means every player has to always build the smelter and assembler before they can even build a steel plate, and I understand that's where the "backpack building" comes from. It would take too long to do all these steps if you're just building ship hull. It's much faster to just mine 5000kg of iron ore and then build the ship directly with it at once.
> 1. The ore detector is a bad game mechanic
I feel it's doing what it should be doing. To go back to Starflight, a game that came out on a half megabyte of storage, basically you land your starship, then get in your terrain vehicle and just head in a random direction until "scanning new terrain" shows up, and then you look at the map and see anywhere from 0 to 10 mining nodes, you have no idea what those nodes are until you stop your ship on/near it. You only know what that mineral is when you start mining it.
Yes, I think the way Satisfactory does it is a bit smarter, where you "ping" the material you're looking for, and just have to go find it. I think SE2 should just have the short real time scanner so you know you are going in the right direction and a "long range" scanner that can only look for one material, and would do so by giving a fuzzy search grid. So the closer you get to it, the finer the grid becomes until you get with 200m of it and the short distance scanner kicks in.
> 2. New players are lacking suitable blueprints
I mentioned this in another thread, what I'd like to see is just a "basic vehicle" template (wheeled, atmospheric flight, orbital flight, etc), basically you place this block down and it shows you the blocks you need to minimally place to make it work. Then remove the block when you don't need it anymore.
> 4. Item management is way too fiddly
Eh, I think it's within expectations for this style of game. The problem I find is that you don't know where things are going sometimes because you have to scroll through all the containers. Being able to filter what goes into a container, and have a "sink" conveyer object with what to do with items that don't have a container (eg jettison, items dropped outside the grid, sell (if docked somewhere with a trading terminal), destroy (items that are dangerous, eg weapons, radioactive materials))
>5. Controlling a grid with many functions/axes is very hard
This problem also exists in Scrap Mechanic, which has a similar issue, where since there is no gyro, you basically have to route your WASD steering, to bearings that turn the object, engines which then control throttle. There's no brakes in the game, so slowing down basically all inertial drag and reverse acceleration. Then you set your buttons to activate things. To activate a drill or a "blade" (grinder) those are either on/off or "hold to use" buttons. This all works until you try to make an aircraft or a boat. Aircraft, stick gets on it, and it will flip or spin out of control unless you design a really large sensor-gyro, which makes having to dedicate a lot of space and logic blocks just to keep the ship straight.
This is where I feel SE2's gyro is confusing on how it works. Do I need one? Do I need 4? Do I need 8? How do I arrange them? That remains unclear. It is super annoying when a ship flips itself upside down and the only way to solve this is to deconstruct it, or try to build a 300m long lever. The game could use a simple auto-pilot/auto-land block, where you put this block down somewhere on the ship that you activate that will level the ship (if there is sufficient engine thrust) in the direction the block faces. If you have two different ways to land (eg a docking port and landing struts) then you could have another block for that one. If you activate it and you're not within 200m of ground or another grid ,then it just deactivates "nothing to land on".
Or do what scrap mechanic does and have a "jack/lift" that you hilight your vehicle with it and it immediately sticks it on a lift, square with the ground. Breaks immersion a lot, but it's faster than reloading the game every time the grid flips over.
I think there are too many items in the request and that not everyone will agree with all items, but maybe with some. Might be better to split them out...
I think there are too many items in the request and that not everyone will agree with all items, but maybe with some. Might be better to split them out...
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